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<blockquote data-quote="Dessert Nomad" data-source="post: 7795219" data-attributes="member: 6976536"><p>Traps should have a duration listed, if not I'd base the duration off whatever spell or poison they're trying to emulate, but you're probably missing a duration. </p><p></p><p>Wands, Staves, and Rods all list what is required to use them - for example, a wand of magic missiles is usable by anyone and does not require attunement, while a staff of the magi "Requires Attunement by a Sorcerer, Warlock, or Wizard". There is not a distinction between arcane and divine casters in the rules, if you make one it's either setting-dependent or your house rules. The description of items with charges states how many charges the item has and how they recharge, and most wands, staves, and rods that use charges automatically regenerate daily at a rate that usually fills them from 1 within 2 days. Usually I'd have a charged item start with full charges and, if an enemy is using the item, actually track the charges they expend before the PCs down them. I think you need to sit down and read exactly what magic item descriptions say instead of relying on the name and how they worked in an older edition - most of these are very clear in the 5e text, and things like the 'wands can't be recharged, staves can' just aren't there at all.</p><p></p><p>Divine sense doesn't say that it shows anything so it's your call, I would say it just looks like the paladin is concentrating intently so someone could guess that they're sensing but not know for sure. I would also have enemies react as though any paladin poking into their plans has divine sensed anything he can, because it's a reasonable assumption. </p><p></p><p>Lighting a torch I'd allow automatically as an action, lighting a prepared set of wood would be automatic, quickly assembling wood or dealing with rain/wind/etc would require a survival check. Also note that the ever-useful prestidigitation cantrip can automatically light a small campfire. This is DM's call, but I've never run anyone anyone who said it took more than an action to light a torch.</p><p></p><p>Darkvision lets you see in dim light as if it was bright light, and darkness as if it was dim light, but only in black and white and only to it's range. You could see into a dark cave if you're within 60' or 120' (usual darkvision range) of the cave. Water would depend on why it's dark, if it's just a lack of light then you could see, but if the water is actually murky then you're dealing with obscurement, not lack of light, so you couldn't see past the murkiness.</p></blockquote><p></p>
[QUOTE="Dessert Nomad, post: 7795219, member: 6976536"] Traps should have a duration listed, if not I'd base the duration off whatever spell or poison they're trying to emulate, but you're probably missing a duration. Wands, Staves, and Rods all list what is required to use them - for example, a wand of magic missiles is usable by anyone and does not require attunement, while a staff of the magi "Requires Attunement by a Sorcerer, Warlock, or Wizard". There is not a distinction between arcane and divine casters in the rules, if you make one it's either setting-dependent or your house rules. The description of items with charges states how many charges the item has and how they recharge, and most wands, staves, and rods that use charges automatically regenerate daily at a rate that usually fills them from 1 within 2 days. Usually I'd have a charged item start with full charges and, if an enemy is using the item, actually track the charges they expend before the PCs down them. I think you need to sit down and read exactly what magic item descriptions say instead of relying on the name and how they worked in an older edition - most of these are very clear in the 5e text, and things like the 'wands can't be recharged, staves can' just aren't there at all. Divine sense doesn't say that it shows anything so it's your call, I would say it just looks like the paladin is concentrating intently so someone could guess that they're sensing but not know for sure. I would also have enemies react as though any paladin poking into their plans has divine sensed anything he can, because it's a reasonable assumption. Lighting a torch I'd allow automatically as an action, lighting a prepared set of wood would be automatic, quickly assembling wood or dealing with rain/wind/etc would require a survival check. Also note that the ever-useful prestidigitation cantrip can automatically light a small campfire. This is DM's call, but I've never run anyone anyone who said it took more than an action to light a torch. Darkvision lets you see in dim light as if it was bright light, and darkness as if it was dim light, but only in black and white and only to it's range. You could see into a dark cave if you're within 60' or 120' (usual darkvision range) of the cave. Water would depend on why it's dark, if it's just a lack of light then you could see, but if the water is actually murky then you're dealing with obscurement, not lack of light, so you couldn't see past the murkiness. [/QUOTE]
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