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General Tabletop Discussion
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RPG Evolution: The Pit Problem
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<blockquote data-quote="Voadam" data-source="post: 9056631" data-attributes="member: 2209"><p>I would disagree here, I don't think these are generally going to help you to see most traps better than a first level fighter looking around.</p><p></p><p>Clairvoyance and scrying will show you one specific area (and for scrying it is only the area around a target creature) as if you were looking in there, which does not reveal any non-obvious traps. Arcane eye will let you look ahead (but not into rooms with closed doors) in scouting for up to an hour but will also not make the wizard any better at spotting hidden traps.</p><p></p><p>A casting of Trueseeing will for an hour show you an illusion covering a pit trap but not really be helpful on traps not hidden by illusions.</p><p></p><p>"This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet."</p><p></p><p>TRUE SIGHT</p><p>A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.</p><p></p><p>Detect magic as a 1st level ritual will generally give you more chances to ferret out traps in suspicious circumstances as it will be recastable as a ritual and many D&D traps have a magical component of some type. But as a 1st level spell it is not really level dependent for it kicking in.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9056631, member: 2209"] I would disagree here, I don't think these are generally going to help you to see most traps better than a first level fighter looking around. Clairvoyance and scrying will show you one specific area (and for scrying it is only the area around a target creature) as if you were looking in there, which does not reveal any non-obvious traps. Arcane eye will let you look ahead (but not into rooms with closed doors) in scouting for up to an hour but will also not make the wizard any better at spotting hidden traps. A casting of Trueseeing will for an hour show you an illusion covering a pit trap but not really be helpful on traps not hidden by illusions. "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet." TRUE SIGHT A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. Detect magic as a 1st level ritual will generally give you more chances to ferret out traps in suspicious circumstances as it will be recastable as a ritual and many D&D traps have a magical component of some type. But as a 1st level spell it is not really level dependent for it kicking in. [/QUOTE]
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