Disarming Magical Traps


Pathfinder First Edition General Discussion


So I recently came across a trap in one of the APs in which if anyone entered a room, a nasty magical trap would go off. Fortunately, the rogue was being cautious at the time, and made the DC 33 perception check to notice the trap.

Now, in the rules it says a rogue can disarm magical traps. My question is how do they do this? What are the techniques in shutting down a magical trap to a room? What if the lever is inside the room? I was wondering if there were any handy PF books on styles of traps for more flavor? In the end I just told the player, yeah you can try to disable the trap and he did so without entering the room.

I do not want to make it harder for the rogues in the party, but I would like to understand more of how magical traps tend to work in general and proper ways (flavorful) of disarming them.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber

Probably the best book on the subject is Necromancer Games' 3.5 update of Grimtooth's Traps, but it runs $20 just for the PDF so you may want to try and track down a dead tree copy if you can.

As to how do they disarm them, I've never really gotten too specific on it as a DM/GM. "You smudge some of the runes, and it deactivates" usually works, though.

Liberty's Edge

This has been a HUGE point of contention for my group, mostly because of Detect Magic and Dispel Magic. Because Rogues are the only Class whose Class Abilities (to my knowledge) specifically call out that they can disarm magical traps, it has always been my opinion that Rogues and only Rogues should be able to do that particular job. However, the rest of my group is of a mind that a magical trap should produce a magic aura (I don't have any problem with that) and that as such, they should be able to be Dispelled. I guess I don't entirely disagree, but I wish there was some verbiage somewhere to call this out specifically. Perhaps in Dispel Magic, there should be an entry that reads "This spell can be used to dispel magical traps", or something.

So, I guess my main problem is that magical traps can be automatically Perceived by any Arcane Caster who is running perhaps the most common "always on" 0-level spell. Annoying.


Yeah, I do find it rather annoying that any spellcaster can possibly discover a magical trap because they keep detect magic running indefinitely.

The Exchange RPG Superstar 2010 Top 32

I always assume that a magical trap has had its aura hidden (using the magic aura spell). The alternative makes all that effort absolutely pointless. Rogues, thanks to their taking some awesome anti-trap workshops, can spot these nasty blighters by searching for some mundane effects that the wizards deem beneath their notice.

Bla, bla, bla...

Sprinkle iron filings on paper and hold a magnet under it. Within 10 feet of an Evocation trap they align along magical force lines instead of the field lines of the magnet.

The tail of a dead glowworm begins to fluoresce within 5 feet of an Abjuration trap.

And so on :-)

Once it's been found I give Dispel Magic a chance to suppress it as if it were a magic item.


Jeremiziah wrote:
So, I guess my main problem is that magical traps can be automatically Perceived by any Arcane Caster who is running perhaps the most common "always on" 0-level spell. Annoying.

Remember that Detect Magic has an action cost each round and requires concentration. Do NOT handwave this.

Besides, not all magical auras are traps. Make the PC blow a couple of dispels on the air magical air conditioning or lighting systems and he'll think better before using this tactic.


One way around avoiding this magical trap-finding compass of a spellcaster continually using "Detect Magic" could be to incorporate a few of the following options... (Remember how these spells function when incorporated into traps as they would if they were cast anyway)

....If your trap is a large area of effect trap or covers a large area...
Nondetection, this spell functions against any divination/detect spells (which includes Detect Magic) directed at the target or the area, though it requires a caster level test to overcome this but it is unlikely a character who fails this roll is not going to press forward after initially not noticing anything.

...If your trap is a small area of effect or has a singular effect...
Magic Aura, to use this spell to 'shield' a magically trapped object (up to 5lbs/level) against detection spells. This is an almost foolproof protection against Detect spells in small size trap scenarios.

...alternatively...

Misdirection, this spell throws off divination spells such as detect magic by making it read as another object within range (as long as its no bigger than 10ft cube in size), this effectively foils simple methods like Detect Magic.

Dungeon builders dont really need to worry about the "cost" of adding these effects to the traps (just go ahead and throw it in if your the DM (I always do)), though for player characters wanting to add these to their own traps of their own homes/hideouts, etc thats of course different. But these are but only a handful of examples of how to foil a Detect Magic spell.

In addition, remember Detect spells are foiled by materials such as 1 foot of stone, 1 inch of common metal, a thin sheet of lead (often should be employed by bad guys inside a magically trapped chest whose trap activates from within) or 3 foot of dirt or wood. This is metioned under the Detect Magic spell itself on page 268.

In summary, not every trap should have these countermeasures placed upon them to foil Detect Magic but decent magical traps definately should have these countermeasures placed upon them to prevent such a simple spell from rooting them out.

Plus remember, "Magic Aura" can be used as a meaningful diversion against this tactic, if they want to use Dispel Magic to take it out then by all means if they worry about it so much but then they are wasting their resources. Imagine a hallway studded with floortiles affected by this spell and one floortile which actually has this on it to surpress its magical aura is the one to go off.

I hope this helps!!!! ^_^

Scarab Sages

Pathfinder Adventure, Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I avoid this by explaining to casters that an inherent part of a magic trap is concealment, just like regular traps, so the search DC on a trap pertains to both physically and magical detection (the added mechanic being the caster has to make a caster check versus the traps DC). That and a few false auras and wasted dispels have tempered the abuse.


Duck tape

Scarab Sages

Pathfinder Adventure, Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

The mechanics of a magical trap, fluff wise, is entirely dependent on the DM. I prefer to view them like a computer program. Every magic trap has parameters, it is specifically crafted to cover a certain area, activate under specific conditions, and produce a certain effect. The magic/runes used to craft the trap would definitely be on the exterior of the trap or, at the very least, the trigger would be (you wouldn't want the reset or bypass in the middle of the trap).

As for disarming or bypassing a magical trap, disarming would require finding the trigger runes or spell and then destroying them (they would definitely be well concealed or invisible). Bypassing would require deciphering the trigger parameters and possibly finding an exception (carrying a certain ward stone, making some kind of motion, entoning a certain phrase, etc.).

Why build in something to bypass? In most cases it would be so certain folk could have access or pass through the area. Otherwise the bypass is inadvertent, something the creator did not think of during the creation.

Again, it is all subjective and the simple rune smudge works just as well =)

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