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How a ****ing cantrip exterminates an entire school of magic. NO MORE OF THAT!
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<blockquote data-quote="Greenfield" data-source="post: 5721369" data-attributes="member: 6669384"><p>Two Wizards in the party would mean something like 8 <em>Detect Magic</em> available per day. No extra Cantrips for high stats after all. Clerics get up to 6 zero-levels a day, as do Sorcerers, so 12 is about tops with two casters.</p><p></p><p>Presume median level (10th or 11th), that's about two hours of DM per day. If you allocate them per room, you'll go through a <em>Detect Magic</em> per room while Searching for secret doors and hidden traps. It's not that the spell won't outlast a Search check, but between one thing and another you'll probably spend 10 minutes per room, presuming no encounters.</p><p></p><p>If you allocate them per encounter (which presumes that you know when and where there will be encounters), and you throw them before and after, that's 6 encounters a day, presuming you don't waste any on anything but encounters. Like, searching for magical traps and treasures in halls or non-encounter rooms. Oh, and don't forget using it to look for illusory walls, floors, doors all the way through.</p><p></p><p>Oh, and since the caster <u>must</u> concentrate to maintain the spell, it means that they won't be casting any other prep spells for the encounters, nor will they be doing much in terms of Spot or Listen checks as they go. The rules say that while maintaining concentration you can't use any other skills that call for it. Like listening intently, looking around for trouble, etc. -5 for "distracted" is the best they could manage I'd imagine. They're going to get caught by surprise a lot whenever the "surprise" is non-magical, or comes from anyplace other than that 60 foot cone in front of them.</p><p></p><p>So your "enough for all day" either presumes that you only explore for two hours a day, only have 6 encounters, or check maybe a dozen rooms and or halls in a day's exploring.</p><p></p><p>Out doors, where there aren't neatly framed and contained rooms, your group's <em>DM</em> ability will peter out before your morning coffee break.</p><p></p><p>Of course, you could burn higher level spell slots for the zero-level spells. That can extend your capacity quite a ways, perhaps all the way until lunch. It will cripple your ability to do anything other than see trouble coming, but that's the trade off you get to make.</p><p></p><p>What you seem to be describing is a world where your character has advanced warning of when there will be an encounter, when <em>Detect Magic</em> will be called for. If your PC lacks that special insight then it doesn't seem to be nearly as casually available as is being described.</p><p></p><p>Oh, and contrary to the "Just go and buy the ability" suggestion, it's not a permanent ability you can just go out and buy. It can be made permanent, but a caster can't make it permanent on someone else, only on the caster. See <em>Permanency</em>.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5721369, member: 6669384"] Two Wizards in the party would mean something like 8 [I]Detect Magic[/I] available per day. No extra Cantrips for high stats after all. Clerics get up to 6 zero-levels a day, as do Sorcerers, so 12 is about tops with two casters. Presume median level (10th or 11th), that's about two hours of DM per day. If you allocate them per room, you'll go through a [I]Detect Magic[/I] per room while Searching for secret doors and hidden traps. It's not that the spell won't outlast a Search check, but between one thing and another you'll probably spend 10 minutes per room, presuming no encounters. If you allocate them per encounter (which presumes that you know when and where there will be encounters), and you throw them before and after, that's 6 encounters a day, presuming you don't waste any on anything but encounters. Like, searching for magical traps and treasures in halls or non-encounter rooms. Oh, and don't forget using it to look for illusory walls, floors, doors all the way through. Oh, and since the caster [U]must[/U] concentrate to maintain the spell, it means that they won't be casting any other prep spells for the encounters, nor will they be doing much in terms of Spot or Listen checks as they go. The rules say that while maintaining concentration you can't use any other skills that call for it. Like listening intently, looking around for trouble, etc. -5 for "distracted" is the best they could manage I'd imagine. They're going to get caught by surprise a lot whenever the "surprise" is non-magical, or comes from anyplace other than that 60 foot cone in front of them. So your "enough for all day" either presumes that you only explore for two hours a day, only have 6 encounters, or check maybe a dozen rooms and or halls in a day's exploring. Out doors, where there aren't neatly framed and contained rooms, your group's [I]DM[/I] ability will peter out before your morning coffee break. Of course, you could burn higher level spell slots for the zero-level spells. That can extend your capacity quite a ways, perhaps all the way until lunch. It will cripple your ability to do anything other than see trouble coming, but that's the trade off you get to make. What you seem to be describing is a world where your character has advanced warning of when there will be an encounter, when [I]Detect Magic[/I] will be called for. If your PC lacks that special insight then it doesn't seem to be nearly as casually available as is being described. Oh, and contrary to the "Just go and buy the ability" suggestion, it's not a permanent ability you can just go out and buy. It can be made permanent, but a caster can't make it permanent on someone else, only on the caster. See [I]Permanency[/I]. [/QUOTE]
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How a ****ing cantrip exterminates an entire school of magic. NO MORE OF THAT!
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