Questions on magical traps

Werdnam

First Post
I've had a few questions on magical traps accumulating over the past few months, so I figured I'd toss them out for people to voice their opinions.

1) Regarding glyphs of warding: per the spell description, these are "one-shot" traps. There are situations in which one would want to make a glyph be "always on." How would one accomplish this? Via the permanency spell? Or treat it as a magical trap (thus costing 500 gp and 20 XP per caster level)?

2) Another glyph question: the spell description says that the traceries/runes you draw when casting the spell become nearly invisible. I suppose the "nearly" part is what allows rogues to detect them and spellcasters to use read magic on them. How does a spellcaster find a glyph to read it in the first place? Do glyphs have an aura visible under detect magic? (My inclination is yes.)

3a) Related to the last question: Do magical traps show up under detect magic? My inclination is yes, unless the creator of the trap took special measures to suppress the trap's magical aura (such as a permanent Nystul's undetectable aura). The problem with this is that it seems to go against the spirit of the rule that only rogues have a chance of finding magical traps using the Search skill. Of course, just detecting the aura wouldn't reveal that it's a trap, nor would it reveal any useful info about the trap, so perhaps this isn't a problem.

3b) Suppose a rogue searching for traps knows from detect magic (cast by either himself or a friend) that there is some magical effect functioning in a location. Should he get a bonus to his Search check to find the trap? My inclination is that this warrants a +2 circumstance bonus to the check. (You might think he could get a bigger bonus by searching with detect magic active, but he can't do this: detect magic has duration Concentration, and skill checks are standard actions, so when he starts the search, the spell ends. At least, this is how I understand the rules -- feel free to correct me.)

3c) What's a reasonable XP cost for a permanent Nystul's undetectable aura? I would say 500XP, and minimum caster level 9, by analogy with the costs of other first level spells like alarm. On the other hand, undetectable aura already has a long duration (1 day/level), so maybe it would cost less to make it permanent.

Thanks in advance for the feedback!
 

log in or register to remove this ad

1) I'd say either make a higher level Glyph spell that cost XP or use the magical trap construction rules.

2) Detect Magic works on Glyphs.

3A) You got that right. Just cause something looks magical doesn't help wiuth what it is. I had the wizard with Detect Magic on see a magical aura go over to explore it thuse setting off the trap. I couldn't have planned it any better.

3B) I would also grant the +2 bonus to find the magical trap, but nothing to disarm it. I think this is in the grey areas of the rules, but your judgement seems sound.

3C) No idea. It is a low level spell, but making it permanent really adds some Omph to it.
 

Remove ads

Top