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DM's no longer getting crits on PC's
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<blockquote data-quote="tetrasodium" data-source="post: 8763786" data-attributes="member: 93670"><p>Even then t<a href="https://www.dndbeyond.com/spells/find-traps" target="_blank">he spell i</a>s <em>literally</em> useless.</p><p>[spoiler="Find Traps all in one go"]</p><p>You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the <a href="https://www.dndbeyond.com/spells/alarm" target="_blank">alarm</a> spell, a <a href="https://www.dndbeyond.com/spells/glyph-of-warding" target="_blank">glyph of warding</a>, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.</p><p></p><p>This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.[/spoiler]</p><p></p><p>pressure plate under a carpet? Not in LoS</p><p>Pit trap under some leaves? Mayyybe in LoS depending on source of the leaves.</p><p></p><p>Poison immune creature sets up a poison mist trap?... maybe not a trap</p><p>Lowest bidder on a catwalk did a poor job on a catwalk that's going to collapse? Not a trap</p><p></p><p>Not if it was behind a tapestry, inside a chest, or behind a book for example, they wouldn't be in LoS</p><p></p><p>Unless it's not in LoS</p><p></p><p>There's the first devil. Even slippery muck growing naturally where it was left to grow might not count even if it's likely to zip you into the lava below, Likewise with mushrooms that emit a poison cloud when disturbed & similar</p><p></p><p>detect traps:"Yes there is a poison trap."/"yes there is a mechanical trap"</p><p>Player:"Where?"</p><p>Detect traps: "You don't learn the location of each trap"</p><p>Detect traps: "The <em>general </em>nature is poison."/"The <em>general </em>nature is mechanical."</p><p>Player: "um... can I get my spell slot back? Maybe swap that for something that performs a useful function?"</p><p>GM: "Yea to both"</p><p></p><p>It's not a ritual spell so no caster is ever going to want to burn a L2 slot casting it even with a permissive gm who gives more</p><p>[spoiler="this was the 2e find traps"]</p><p>Sphere: Divination</p><p>Range: 0 Components: V, S</p><p>Duration: 3 turns Casting Time: 5</p><p>Area of Effect: 10 ft. × 30 yds. Saving Throw: None</p><p> When a priest casts a find traps spell, all traps—concealed nor-</p><p>mally or magically—of magical or mechanical nature become appar-</p><p>ent to him. Note that this spell is directional, and the caster must face</p><p>the desired direction in order to determine if a trap is laid in that</p><p>particular direction.</p><p></p><p> A trap is any device or magical ward that meets three criteria: it</p><p>can inflict a sudden or unexpected result, the spellcaster would view</p><p>the result as undesirable or harmful, and the harmful or undesirable</p><p>result was specifically intended as such by the creator. Thus, traps</p><p>include alarms, glyphs, and similar spells or devices.</p><p></p><p> The caster learns the general nature of the trap (magical or</p><p>mechanical) but not its exact effect, nor how to disarm it. Close</p><p>examination will, however, enable the caster to sense what</p><p>intended actions might trigger it. Note that the caster’s divination is</p><p>limited to his knowledge of what might be unexpected and harm-</p><p>ful. The spell cannot predict actions of creatures (hence, a con-</p><p>cealed murder hole or ambush is not a trap), nor are natural</p><p>hazards considered traps (a cavern that floods during a rain, a wall</p><p>weakened by age, a naturally poisonous plant, etc.). If the DM is</p><p>using specific glyphs or sigils to identify magical wards (see the</p><p>3rd-level spell glyph of warding), this spell shows the form of the</p><p>glyph or mark. The spell does not detect traps that have been</p><p>disarmed or are otherwise inactive.</p><p>[/spoiler]</p><p></p><p>Even then a caster would rather a rogue do their thing because spell slots were important & resource attrition was a bigger thing.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8763786, member: 93670"] Even then t[URL='https://www.dndbeyond.com/spells/find-traps']he spell i[/URL]s [I]literally[/I] useless. [spoiler="Find Traps all in one go"] You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the [URL='https://www.dndbeyond.com/spells/alarm']alarm[/URL] spell, a [URL='https://www.dndbeyond.com/spells/glyph-of-warding']glyph of warding[/URL], or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.[/spoiler] pressure plate under a carpet? Not in LoS Pit trap under some leaves? Mayyybe in LoS depending on source of the leaves. Poison immune creature sets up a poison mist trap?... maybe not a trap Lowest bidder on a catwalk did a poor job on a catwalk that's going to collapse? Not a trap Not if it was behind a tapestry, inside a chest, or behind a book for example, they wouldn't be in LoS Unless it's not in LoS There's the first devil. Even slippery muck growing naturally where it was left to grow might not count even if it's likely to zip you into the lava below, Likewise with mushrooms that emit a poison cloud when disturbed & similar detect traps:"Yes there is a poison trap."/"yes there is a mechanical trap" Player:"Where?" Detect traps: "You don't learn the location of each trap" Detect traps: "The [I]general [/I]nature is poison."/"The [I]general [/I]nature is mechanical." Player: "um... can I get my spell slot back? Maybe swap that for something that performs a useful function?" GM: "Yea to both" It's not a ritual spell so no caster is ever going to want to burn a L2 slot casting it even with a permissive gm who gives more [spoiler="this was the 2e find traps"] Sphere: Divination Range: 0 Components: V, S Duration: 3 turns Casting Time: 5 Area of Effect: 10 ft. × 30 yds. Saving Throw: None When a priest casts a find traps spell, all traps—concealed nor- mally or magically—of magical or mechanical nature become appar- ent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction. A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful or undesirable result was specifically intended as such by the creator. Thus, traps include alarms, glyphs, and similar spells or devices. The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster’s divination is limited to his knowledge of what might be unexpected and harm- ful. The spell cannot predict actions of creatures (hence, a con- cealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rd-level spell glyph of warding), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive. [/spoiler] Even then a caster would rather a rogue do their thing because spell slots were important & resource attrition was a bigger thing. [/QUOTE]
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