Difference between revisions of "Detect Snares & Pits (spell)"

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[[File:Detect Snares & Pits (spell).jpg|right|560px|thumb]]
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'''Detect Snares & Pits''' '''Detect Snares & Pits''' is a spell that reveals the location of [[Traps|traps]] designed to snag, ensnare or capture creatures, most commonly encountered in [[The Adventure|wilderness]] settings. The spell identifies both fabricated traps — such as hidden nets, concealed pits or weighted snares — and naturally occurring hazards, including [[Deadfall|deadfalls]] and [[Sink-hole|sink-holes]], which may pose similar dangers.
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{{Spelltable
 
{{Spelltable
 
| name = Detect Snares & Pits
 
| name = Detect Snares & Pits
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| level = [[Druid 1st Level Spells|druid (1st)]]
 
| level = [[Druid 1st Level Spells|druid (1st)]]
 
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}}
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In addition to pinpointing the presence of a trap, the spell also provides insight into the nature of the danger. This includes an assessment of the threat level and the type of harm it presents, whether it be falling damage, immobilization, entrapment or another form of hazard. For the player's benefit, the spell also conveys the potential amount of damage the trap would cause, allowing for an informed decision on whether to attempt avoidance, disarmament or another course of action.
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The snare or pit must be within the caster's [[Line-of-sight|line of sight]]; thus, it would not reveal a pit located behind a closed door or beyond a solid obstruction. The area to be examined must be visible for the spell to work. Once the spell is discharged, the caster may expend 1 [[Action Points|action point]] in walking slowly, at a [[Movement (stride)|stride of 1]] — no other action is permitted. This allows the caster to carefully scan their surroundings and potentially see around obstacles such as trees and bushes. The caster is free to "sweep the area" while moving forward or turning in a circle, detecting if magic emanates from any direction; however, only one direction can be fully examined per round.
  
'''Detect Snares & Pits''' reveals the location of [[Traps|traps]] intended to snag and capture creatures, most commonly used in [[The Adventure|wilderness]] settings. The spell reveals both fabricated traps and naturally occuring phenomena such as [[Deadfall|deadfalls]] and [[Sink-hole|sink-holes]].  Additionally, the amount of danger, and of what type, is also learned; for the player's benefit, the potential amount of damage the trap would cause is also a part of the spell.
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The spell does not penetrate walls, doors or solid barriers. If a trap is hidden behind such an obstruction, the spell will not reveal its presence. However, if the trap is partially obscured — such as a pit covered by loose foliage or a snare hidden in tall grass — it will still be detected as long as some part of it is within direct visual range.
  
The snare or pit must be within the caster's line of sight; thus it would not reveal a pit located behind a closed door.  The area to be examined must be visible for the spell to work. Once the spell is discharged, the caster may expend 1 [[Action Points|action point]] in walking slowly, at a [[Movement (stride)|stride of 1]] — no other action is permitted.  Thus there's a potential to see around trees and bushes. The caster is free to "sweep the area" while moving forward or turning in a circle, to see if magic is emanating from any direction; but only one direction can be known for certain per round.
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Note, however, that if the visible door serves as a trigger for a trap hidden behind it, then the door itself counts as part of the trap — which means the spell would identify it. The caster would recognize that the door is more than just a barrier, sensing that it is linked to a concealed mechanism beyond sight. However, while this would confirm the presence of a trap, it would not necessarily reveal the exact details of what lies beyond the door — only that interacting with it would activate a dangerous effect.
  
The area of effect is not limited to the caster’s line of sight.  Thus, a hidden trap that is physically behind a wall or door will be revealed, along with its general design and purpose.
 
  
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See also,<br>
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[[Animal Trapping (sage ability)]]<br>
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[[Setting Traps (sage study)]]
  
[[Category: Druidical Spells]][[Category: Don't Review until 2022]]
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[[Category: Druidical Spells]][[Category: Reviewed]]

Latest revision as of 04:50, 2 February 2025

Detect Snares & Pits (spell).jpg

Detect Snares & Pits Detect Snares & Pits is a spell that reveals the location of traps designed to snag, ensnare or capture creatures, most commonly encountered in wilderness settings. The spell identifies both fabricated traps — such as hidden nets, concealed pits or weighted snares — and naturally occurring hazards, including deadfalls and sink-holes, which may pose similar dangers.

Detect Snares & Pits
Range self
Duration 4 rounds per level
Area of Effect 10 ft. wide, 40 ft. path
Casting Time 1 round
Saving Throw none
Level druid (1st)

In addition to pinpointing the presence of a trap, the spell also provides insight into the nature of the danger. This includes an assessment of the threat level and the type of harm it presents, whether it be falling damage, immobilization, entrapment or another form of hazard. For the player's benefit, the spell also conveys the potential amount of damage the trap would cause, allowing for an informed decision on whether to attempt avoidance, disarmament or another course of action.

The snare or pit must be within the caster's line of sight; thus, it would not reveal a pit located behind a closed door or beyond a solid obstruction. The area to be examined must be visible for the spell to work. Once the spell is discharged, the caster may expend 1 action point in walking slowly, at a stride of 1 — no other action is permitted. This allows the caster to carefully scan their surroundings and potentially see around obstacles such as trees and bushes. The caster is free to "sweep the area" while moving forward or turning in a circle, detecting if magic emanates from any direction; however, only one direction can be fully examined per round.

The spell does not penetrate walls, doors or solid barriers. If a trap is hidden behind such an obstruction, the spell will not reveal its presence. However, if the trap is partially obscured — such as a pit covered by loose foliage or a snare hidden in tall grass — it will still be detected as long as some part of it is within direct visual range.

Note, however, that if the visible door serves as a trigger for a trap hidden behind it, then the door itself counts as part of the trap — which means the spell would identify it. The caster would recognize that the door is more than just a barrier, sensing that it is linked to a concealed mechanism beyond sight. However, while this would confirm the presence of a trap, it would not necessarily reveal the exact details of what lies beyond the door — only that interacting with it would activate a dangerous effect.


See also,
Animal Trapping (sage ability)
Setting Traps (sage study)