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Creature Sense Through The Hut
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<blockquote data-quote="James Gasik" data-source="post: 8653133" data-attributes="member: 6877472"><p>It's really simple. Do you feel "creature sense" would work through solid walls? If so, it works against Tiny Hut. If not, it's blocked. That's all the spell is doing, it's creating a solid barrier that is only permeable to certain creatures.</p><p></p><p>In the case of divinations, many of them include text like Detect Magic, that tells you what blocks them, for example: </p><p></p><p>"The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt."</p><p></p><p>The game isn't going to tell you what's magic or what isn't by default. You have to make that determination on your own. Is a dragon breathing lightning magical? The life drain of a wight? The eye rays of a Beholder?</p><p></p><p>My rule of thumb is, unless an ability can conceivably be replicated by some kind of naturally occurring organism, it must be magic, even if it's not the type of magic that interacts with most spells.</p><p></p><p>Echolocation or tremorsense? Nonmagical creatures can do this. Darkvision? A bit iffy, but the game no longer has low-light vision, so we can let that pass. Devil's Sight? Yeah no, that's probably magic. I'd consider the ability to just detect creatures or goodness, or life forces magical in the same way.</p><p></p><p>But that doesn't meant that Tiny Hut blocks them...unless, again, you think a solid wall would block them. Turn it around- if a player got a power like this, would you let them detect a creature through a wall? </p><p></p><p>And there's your answer.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8653133, member: 6877472"] It's really simple. Do you feel "creature sense" would work through solid walls? If so, it works against Tiny Hut. If not, it's blocked. That's all the spell is doing, it's creating a solid barrier that is only permeable to certain creatures. In the case of divinations, many of them include text like Detect Magic, that tells you what blocks them, for example: "The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." The game isn't going to tell you what's magic or what isn't by default. You have to make that determination on your own. Is a dragon breathing lightning magical? The life drain of a wight? The eye rays of a Beholder? My rule of thumb is, unless an ability can conceivably be replicated by some kind of naturally occurring organism, it must be magic, even if it's not the type of magic that interacts with most spells. Echolocation or tremorsense? Nonmagical creatures can do this. Darkvision? A bit iffy, but the game no longer has low-light vision, so we can let that pass. Devil's Sight? Yeah no, that's probably magic. I'd consider the ability to just detect creatures or goodness, or life forces magical in the same way. But that doesn't meant that Tiny Hut blocks them...unless, again, you think a solid wall would block them. Turn it around- if a player got a power like this, would you let them detect a creature through a wall? And there's your answer. [/QUOTE]
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