Difference between revisions of "Find Traps (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(7 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{| class="wikitable"
+
[[File:Find Traps (spell).jpg|right|490px|thumb]]
|-
+
'''Find traps''' reveals [[Traps|devices or enclosures]] designed to catch and retain victims, or cause harm, that are near at hand to the caster, enabling warning and a more safe passage through trapped or uncertain places.  The spell is limited to artifices, but will include structures that are in danger of collapsing or which have floors that might give way if trod upon.
| Range|| self
 
|-
 
| Duration || 30 rounds
 
|-
 
| Area of Effect|| 10 ft. wide, 30 ft. path
 
|-
 
| Casting Time|| 1 round
 
|-
 
| Saving Throw|| none
 
|-
 
| Level|| [[Cleric 2nd Level Spells|cleric (2nd)]]
 
|}
 
  
Locates and identifies traps, whether magical or non-magical. The caster must indicate the path of the area of effect in order to locate the trap, but the cleric may move or turn to do so, as long as the spell is in effect.
+
{{Spelltable
 +
| name = Find Traps
 +
| range = self
 +
| duration = 30 [[Combat Round|rounds]]
 +
| area of effect = 10 ft. wide, 30 ft. path
 +
| casting time = 1 round
 +
| save = none
 +
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 +
}}
  
The cleric does not need to concentrate upon the spell for it to function.
+
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.  The caster is free to "sweep the area," turning in a circle, to see if there are any traps or dangerous areas present.  The caster need not concentrate on the spell once it's cast.
  
The spell will not identify certain guardian spells, such as a glyph of warding, explosive runes or [[Wyvern Watch (spell)|wyvern watch]].
+
The effect cannot identify the presence of guardians, such as [[Phantasmal Guard|phantasmal guard]] or [[Wyvern Watch (spell)|wyvern watch]]; nor detect a [[Magic Mouth (spell)|magic mouth]] or magical [[Alarm (spell)|alarm]], or locate signs, [[Sigils|sigils]] or [[Glyphs & Runes|glyphs]] that pose no danger to those passing by.  It will, however, reveal the presence of an [[Explosive Runes (spell)|explosive rune]] or a [[Fire Trap (spell)|fire trap]].
  
[[Category:Clerical Spells]]
+
[[Category: Clerical Spells]][[Category: Don't Review until 2022]]

Latest revision as of 12:48, 6 June 2022

Find Traps (spell).jpg

Find traps reveals devices or enclosures designed to catch and retain victims, or cause harm, that are near at hand to the caster, enabling warning and a more safe passage through trapped or uncertain places. The spell is limited to artifices, but will include structures that are in danger of collapsing or which have floors that might give way if trod upon.

Find Traps
Range self
Duration 30 rounds
Area of Effect 10 ft. wide, 30 ft. path
Casting Time 1 round
Saving Throw none
Level cleric (2nd)

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. The caster is free to "sweep the area," turning in a circle, to see if there are any traps or dangerous areas present. The caster need not concentrate on the spell once it's cast.

The effect cannot identify the presence of guardians, such as phantasmal guard or wyvern watch; nor detect a magic mouth or magical alarm, or locate signs, sigils or glyphs that pose no danger to those passing by. It will, however, reveal the presence of an explosive rune or a fire trap.