Rogues and the Alarm Spell

I would have to agree with those that say Alarm is a trap and it can be detected. It should be a trap because it does have (to quote Thanee) “a trigger and it does something, which is usually bad for you. Detection is something I consider pretty bad for a rogue.” The effect potentially alerts someone of one’s presence via a loud auditable noise or a mental pinging in someone’s head who is then in turn going to react appropriately.

And since it has been determined that rogues can find fluctuations of alteration magic, they should be able to detect the presence of an Alarm spell however, I see no reason why a rogue can use his or her disable devise skill to bypass it. After all, there is no physical (or ethereal) remnants of the spell like there is in the case of most glyphs or “typical” physical traps such as bells tied to string, buckets above doors, or carefully placed hairs or threads attached to door frames.

A rogue cannot bypass every trap in the game simply because he or she is a rogue. The only way I see to bypass a given Alarm spell is to A) obtain the correct password by interrogating the caster, B) guess a password – though you only get one chance and if you fail, the alarm is sprung, C) cast a Dispel Magic spell and target the area, or D) wait for the Alarm to wear off (provided it does not have a permanency spell on it).
 

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Old Gumphrey said:
I have my 3.5 DMG open to page 68 where it discusses "elements of a trap". From the DMG:

"All traps - mechanical or magical - have the following elements:

Trigger - Yep. Proximity.

Reset - No Reset, one of the 4 options.

Bypass (optional) - None.

Search/Disable DC - Magic Trap, 26.

Attack Bonus/Saving Throw - "Occasionally a trap will use both of these options, or neither."

There is a method of bypassing the trap, the spell can be created with a password and by speaking the correct password as you enter the area, the Alarm will not trigger.
 

Caliban said:
That's a physical device. It can be disabled whether or not it's a "trap" or an "alarm". I don't think it's relevent to this discussion.

I wasn't aware of an actual list of spell traps. Just several spells that specifically identify themselves as magic traps, and of those that identify themselves as magical traps, they seem to have certain qualities in common, qualities that the alarm spell doesn't share (see below).
There is one under the search skill
Ok, I'll bite. How do you defeat an alarm spell without magic? (Unless you mean "knowing the password", which I wouldn't count as "defeating" the alarm spell.)
If the emanation of the alarm spell doesn't hit you, the alarm doesn't go off. So by surrounding the point of origin with a solid object (or by screening yourself from the spell with a solid object), you exclude yourself from it's detection area.
Could you explain your logic on this one? Because I don't see this contradiction.
Your original dictionary.com entry contains three possibly applicable entries:
"1 : a device for taking game or other animals; especially : one that holds by springing shut suddenly
2 a : something by which one is caught or stopped unawares
6 : any of various devices for preventing passage of something often while allowing other matter to proceed; especially : a device for drains or sewers consisting of a bend or partitioned chamber in which the liquid forms a seal to prevent the passage of sewer gas"
Number 1 only applies to traps which grab you and hold you, meaning sepia snake sigil (which has no trap entry) is a valid trap, and any of the damage-causing or hypnotising or otherwise non-immobilising traps do not fit the definition.

Number 2 covers alarm quite nicely, and also covers most of the other traps and trap spells due to the variable nature of the word caught (which includes meanings such as 'suddenly made aware of" - ie "I caught bob picking his nose"').

Number 6 could potentially be used to cover the traditional D&D traps, as well as alarm - they're devices intended to prevent adventurers from progressing further into a dungeon.

IOW - I can't see a definition which DOES fit all of the 'traps' in the book, but excludes those not specifically noted as traps, unless that definition is "only things specifically noted as traps are traps".
My main point is this:

All the spells that identify themselves as magical traps have a physical component to them (with the possible exception of Fire Trap). The Alarm spell does not. (For me this is the main point, and what made me start looking at it more closely.)
Unfortunately in the cases of explosive runes and the symbol spell, the act of percieving the physical component triggers the trap. So the thief must be detecting something else, or the trap is triggered by his search...
All the spells that identify themselves as magical traps directly affect whoever triggers it (they blow you up, they trap you, they cast a spell on you, they inflict a status effect on you, etc.) An alarm spell doesn't do any of this. An alarm spell has no effect at all on whoever triggers it. It's just a sensor that makes a noise when it detects something. It doesn't "catch" you. (Whatever responds to the alarm can "discover" or "catch" or "harm" you.)
But this isn't part of the 'trap' definition - demonstrated by the existence of the bell trap. It's a trap, but it doesn't do what you suggest a trap must do.
So the Alarm spell is different in two ways from all the spells that we know are magical traps. There are spells that count as magical traps but don't identify themselves as such in the spell description (Sepia Snake Sigil is one), but they should match up to the other aspects of the known trap spells.
Of course one of the reasons that it's different is because alarm covers all of the possibilities of the "sound an alert if someone enters this area" trap. Just like a teleportation circle is different to all the other trap spells because it covers all the bases of the "anyone stepping into the circle is teleported" trap category.
In general, if the spell doesn't identify itself as a magical trap, then it probably isn't (with certain exceptions, just like everything else in 3.5).

I simply don't buy the theory that any spell that has a "trigger condition" should count as a magical trap.

In a home game, my rule would be "any triggered spell with a physical component is a valid target for Disable Device" (and even that would probably have exceptions), because that is consistent and makes sens. But that is neither here nor there.
If it's got exceptions, then it's not really consistent, is it? The major one to my mind is magic mouth, which you argued against counting as a trap previously, despite the fact that it complies with your above ruling.

My personal take would be that if it looks like a trap and smells like a trap and feels like a trap, it's a trap, and search can detect it. Whether it then qualifies as a 'device' is another matter - if neither I nor my player can imagine a non-magical counter to the trap, then it's probably not disableable without magic. To my mind, only spike stones and spike growth fit this category, and even then I could see using disable device to defeat their effects, even if only in a limited way.
 

Caliban said:
All the spells that identify themselves as magical traps directly affect whoever triggers it (they blow you up, they trap you, they cast a spell on you, they inflict a status effect on you, etc.) An alarm spell doesn't do any of this. An alarm spell has no effect at all on whoever triggers it. It's just a sensor that makes a noise when it detects something. It doesn't "catch" you. (Whatever responds to the alarm can "discover" or "catch" or "harm" you.)
Lets assume a thief springs a chest with a Fireball spell on it. The fireball blows up nearly everything in the room. Technically the fireball did not directly affect the triggerer. He (or she) just happen to be standing in a room where the temperature instantaneously increased by 1000 degrees Fahrenheit and since the typical adventure’s skin is sensitive to rapid and extreme temperature change – he (or she) takes heat damage. Is there any reason to believe that this is not a trap?

Lets change the damage type. What if the spell on the chest was Sound Blast? Again, it is technically the area which was targeted, not the triggerer. This time the would-be thief gets himself (or herself) a concussion and suffers sonic damage. Again, is there any reason Sound Blast is not a trap?

Now if we remove the damage and still fill the room full of sound, we have a chest with the Alarm spell cast on it. Although it deals no damage, there is no difference between the above spells and Alarm.

Now if we follow Caliban’s definition and logic, the would-be thief would be screwed and would have absolutely no chance of detecting or removing these traps since the traps do not “directly affect whoever triggers it” as the case would have been if a Magic Missile or Melf's Acid Arrow had struck the would-be thief.
 

Saeviomagy said:
...Whether it then qualifies as a 'device' is another matter - if neither I nor my player can imagine a non-magical counter to the trap, then it's probably not disableable without magic.

rrealm said:
A rogue cannot bypass every trap in the game simply because he or she is a rogue.

Not automatically, of course. Some will escape detection, some will elude his efforts to disarm. Some will simply exceed his abilities. Absolutely, some traps will not be bypassed...

HOWEVER, Rogues can ABSOLUTELY attempt to bypass/disarm Magical and Spell Traps. It is a Rogue Class ability. Called Trapfinding


SRD said:
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


IF a spell is being used as a trap, it IS a trap (waddle, waddle... Quack!) and the Rogue has a shot at detecting and disarming it unless explicitly noted otherwise in the description of the spell (such as, fer instance, Spike Stones, which explicitly notes that it CAN be detected, but not disarmed) . 100% Black Letter, Rules as Written, Not really open to interpretation...


SRD. Again... said:
MAGIC TRAPS

Many spells can be used to create dangerous traps. UNLESS the spell or item description states otherwise, assume the following to be true.

* A successful Search check (DC 25 + spell level) made by a rogue (and only a rogue) detects a magic trap before it goes off. Other characters have no chance to find a magic trap with a Search check.
* Magic traps permit a saving throw in order to avoid the effect (DC 10 + spell level x 1.5).
* Magic traps may be disarmed by a rogue (and only a rogue) with a successful Disable Device check (DC 25 + spell level).​

Moving from the absolutely objective and un-assailable to the subjective (something I've been trying to avoid):

Note: I edited out some stuff below that, upon rereading in the cool light of morning, seemed like it could be seen as attacking an individual rather than an idea. That was never the intent, of course, but still - it could have been so construed. I apologize for any offense given.

Also, just to be clear, the following subjective element of this post is directed exclusively at the 'idea' that Alarm is not a trap (and therefore sidesteps the mechanics for resolution presented in the rules). I do not agree with that idea.​


IMNSHO: No 1st-level spell should automatically thwart every rogue in existence (IN THEIR CORE AREA of COMPETENCE) because its "just an 'Alarm', not a 'Trap'".

It's a check: D20+mods vs a DC. Whole point of the D20 system. Things rarely auto-succeed or auto-fail. These mechanics exist to resolve the opposed efforts of those trying to kill the Orc and get the Pie and the efforts of those trying to protect the Pie... In my opinion, to arbitrarily deny that process undermines the whole premise of the game.

Spellcasters can overcome magical and mechanical traps through the use of magic. It's not even their primary function - but hey, casters are both typically more powerful and expected to be utility infielders, so that's okay.

Rogues are limited to using Skill(s) instead but have been granted (in the wisdom of the designers) the EXCLUSIVE class ability (Trapfinding) to apply those skills towards overcoming magical and mechanical traps. This is particularly apt as this IS THEIR PRIMARY FUNCTION. I STRONGLY feel that arbitrating that capability away (and giving casters supremacy in the Rogue's principle area of utility) because of a phenominally narrow definition of the word 'trap' is just, well, incorrect.

Alarm (the simplest and least of the spell traps) has the non-trivial DC of 26 - both to detect and disarm. A Rogue can't take 20 on checks of this sort (consequences). Even a fully twinked low-level Rogue needs to roll very well TWICE IN SUCCESSION to get past it. And it's his job. This is what Rogues are FOR. Where they're supposed to shine...

Hey, the guy misses the check? Hey, too bad, Mr. Rogue, no Pie for you today! That's allright. We rolls the die, we takes our chances... But to not give him a chance? No chance at all?? I do not think that would be a fun way to play.

A'Mal
 
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I definitely agree that an alarm is a trap and it can be detected by a rogue (and only a rogue) but I question how or why the spell can be disabled (not including passwords, waiting around, or dispel magic spells, or the like). There are no material components to manipulate like a glyph or some other magical traps. What is the rogue to do? Wave his hand around 20’ from the source and make the alarm go away because of air vibrations?
 

rrealm said:
I definitely agree that an alarm is a trap and it can be detected by a rogue (and only a rogue) but I question how or why the spell can be disabled (not including passwords, waiting around, or dispel magic spells, or the like). There are no material components to manipulate like a glyph or some other magical traps. What is the rogue to do? Wave his hand around 20’ from the source and make the alarm go away because of air vibrations?

Now this could be a fun discussion. Philosophy and Metaphysics - oh my! :)

I've always liked the idea that Magic operates through SOME sort of physics. It interoperates with the mundane physical world (triggers, targets, durations et al), perhaps the Physical world can interoperate with it?


* Perhaps there is a supernatural or quasi-magical aspect to the Rogue's trapfinding ability? I think not, but it could provide sufficient justification for a 'handwaving'.

* Perhaps a Rogue can (with a check of 26 or better) move smoothly and precisely enough to encapsulate the point of emanation with a thrown piece of weighted cloth, say and prevent its line of effect?

* Or slip in past 'waves of abjuration' to reach (and disable) the point of emanation. Like Catherine Zeta Jones weaving in and amongst security system lasers in that otherwise awful 'Entapment' Movie. Hmmmnnn... Did anyone but me just experience a very pleasant flashback? Piffany would NOT approve...

* Perhaps a Rogue can disrupt the abjuration by cleverly interfering with it (just not enough to set it off), causing the spell to collapse on itself? Not unlike how resonance and standing wave patterns can collapse a structure of steel and concrete... Hmmmn... With a check of 10 better than the DC the Rogue just temporarily disprupts the pattern - allowing it to reform behind after the party has bypassed it...

Any other thoughts?

A'Mal
 

rrealm said:
There are no material components to manipulate like a glyph or some other magical traps. What is the rogue to do? Wave his hand around 20’ from the source and make the alarm go away because of air vibrations?

Well, "some" is the operative word here. In general, the rules for disabling magical traps are quite abstract. So, unless you're going to disallow disabling of magical traps that don't have an obvious physical presence in general, this doesn't really bear on the alarm question specifically.
 

On a more light hearted note I thought I would mock caliban for a bit with his "Schrodingers Traps".

Schrodingers alarm Spell:
An alarm spell has a quasistate of detectability:
An alarm spell that triggers your coffepot to switch on in the morning is detectable
An alarm spell that tells the Orks in ambush to open up on you with missle fire is not.

Schrodingers diasabling laws.
A rogue immune to poison cannot disable a poison trap.
- One that isnt can
A living, good aligned rogue cannot disable a trap to pour holy water on him
- An undead rogue can

If you want to diable that symbol of death, wait for the deathward on the rogue to expire
If the trap traps you in a room you cannot disable it from outside of the room
- Even if to disable it all you have to do is cut the string 3" beyond the doorway


Sillyness aside
Make alarm a trap or its too powerful,
Way too powerful

Majere
 

rrealm said:
I definitely agree that an alarm is a trap and it can be detected by a rogue (and only a rogue) but I question how or why the spell can be disabled (not including passwords, waiting around, or dispel magic spells, or the like). There are no material components to manipulate like a glyph or some other magical traps. What is the rogue to do? Wave his hand around 20’ from the source and make the alarm go away because of air vibrations?

I don't know, maybe you could bother to read the thread, and you'd find out? I only had to post it twice before caliban noticed...
 

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