New spell: Detect Traps

Kershek

Sci-Fi Newshound
Is this spell available anywhere? I'd like comments on if you'd allow it in your campaign:


Detect Traps
Divination
Level: Brd 1, Sor/Wiz 1
Component: V, S
Casting Time: 1 action
Range 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You can detect all constructed or concealed traps but not snares of a wilderness creature (such as trapdoor spiders, giant sundews, ant lions, etc.). The amount of information revealed depends on how long you study a particular area or subject

1st Round: Presence or absence of traps.
2nd Round: Number of traps and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular trap closely examined by you.

Note: Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inc of common metal, a thin sheet of lead or 3 feet of wood or dirt blocks it.
 

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There's a Find Traps in the PHB, but that's a 2nd level cleric spell, and it also sucks mightily - it just gives you the rogue's ability to search for traps with DC>20, but it doesn't actually give you any bonus.

I wouldn't allow it. It steps too much on the rogue's toes.
 

Ok, then, how about this spell?


Trap Ward
Abjuration
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Personal
Area: 25-ft. radius emanation centered on you.
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

Trap Ward sounds a single mental "ping" whenever you enter the proximity of a trap. It gives no details concerning the trap, such as location, type or trigger, merely that one exists within the area.

Arcane Focus: A tiny silver bell and a piece of loadstone.
 

Kershek said:
Ok, then, how about this spell?


Trap Ward
Abjuration
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Personal
Area: 25-ft. radius emanation centered on you.
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

Trap Ward sounds a single mental "ping" whenever you enter the proximity of a trap. It gives no details concerning the trap, such as location, type or trigger, merely that one exists within the area.

Arcane Focus: A tiny silver bell and a piece of loadstone.

You've just taken away the power of practically all traps. For the most part, a rogue can disable most traps if he knows there there, but its the knowing that's the hard part. Now it becomes much easier
 

Stalker0 said:


You've just taken away the power of practically all traps. For the most part, a rogue can disable most traps if he knows there there, but its the knowing that's the hard part. Now it becomes much easier
With a 3,500gp item called Lens of Detection from the DMG that gives you +10 to search, you're practically identifying traps at wil with take 10 checks anyways by the time you're up to 5th or 6th level. With this spell, you may know about a trap ahead, but you still need the rogue to search for it and disable it.

I could see this spell being made into an item for the rogue. Perhaps a slotless gem or token that vibrates or gets warm when a trap is near.
 

I like to run Find Traps as listed in the PHB, but granting the caster a bonus to their search checks equal to their caster level. Think about it, not all clerics roam around with Rogues at their beck and call, so this is necessary for them. And it IS a 2nd level spell, after all.
 
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Kershek said:
Trap Ward sounds a single mental "ping" whenever you enter the proximity of a trap. It gives no details concerning the trap, such as location, type or trigger, merely that one exists within the area.
You could easily use this to find the location of a trap just by walking around and see where you get the pings and not. Perhaps if it had a chance of failure, perhaps 50% or so (rolled secretly each round, of course).
 

Our group has decided against both spells. They aren't needed when you have Lenses of Detection with a high search skill.
 

Staffan said:

You could easily use this to find the location of a trap just by walking around and see where you get the pings and not. Perhaps if it had a chance of failure, perhaps 50% or so (rolled secretly each round, of course).

Except you're almost sure to set them off this way.

Edit: Took away stupid mistake.
 
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"I like to run Find Traps as listed in the PHB, but granting the caster a bonus to their search checks equal to their caster level."

That's exactly the same house rule that I use also. The other bonus (at least the way that my friends and I read the spell) is that Find Traps lets the caster "see" traps from a distance. i.e. the caster doesnt actually have to "search" for traps like a rogue, the spell lets the caster find traps within the range of the spell, but with the chance equal to their Search skill + caster level.
 

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