Bill Zebub
“It’s probably Matt Mercer’s fault.”
And what would cause a caster to spontaneously use a spell slot? If a trap is telegraphed, presumably you could find it with a narrative search.
Dumb spell.
Dumb spell.
Fair enough. I was mostly kidding.as much as i'm always ready to take the one-off jab at caster supremacy we do NOT need another thread generated for that topic again any time soon.
Dont rewrite, just deleteSomething else I am just now realizing about this spell, it is not an ongoing detection type spell. The duration is "instantaneous." Thus, you need to already have a pretty good idea there might be a trap around and in what direction to look when you cast it.
I've been rewriting a bunch of spells for my VF5E project and this one just moved to the top of the list.
The one place Find Traps does make sense is for finding magical traps (e.g. effects from Glyph of Warding, Magic Mouth, Alarm) that a typical Rogue wouldn't have a chance of finding as there's no physical clues.I'm not convinced there's any value to having Find Traps as a spell option at all. All it does is take value from the rogue who should be handling stuff like this IMO. The fact that spell itself makes very little logical sense (how does it discern traps? What criteria does it use, and is that criteria determined?) is icing on the empty calorie cake.
It finds glyphs of warding and the alarm spell.I'm not convinced there's any value to having Find Traps as a spell option at all. All it does is take value from the rogue who should be handling stuff like this IMO. The fact that spell itself makes very little logical sense (how does it discern traps? What criteria does it use, and is that criteria determined?) is icing on the empty calorie cake.
I have it that the trap area glows green to the caster only. Thus, if a staircase was trapped to turn into a slide the whole staircase would glow even though the trigger is specifically the 7th stair down.I am going with a version that does tell you were a trap is but not what it is or what it does. But it also tells you the location in a general sense, "on the door" or "a portion of the left wall past the arch," "the steps."
1d6 possible "general natures" of traps:
1. Witty
2. Charming
3. Vicious
4. Morose
5. Lazy
6. Aloof