mdt wrote:
No need to be snide or snarky. And, as a note, in the future, when you attempt to be snide and snarky, you should probably read your comment so you don't come off looking like you don't get the concept of snide or snarky.
My point was that a cantrip was interfering with a spell of a higher level, not that one spell can cancel another. Your example, of a first level spell totally trumping a second level spell, gasp, totally backs up my point of how things should work. Thanks for making that point for me.
Apologies about the snide and snarky comments.
What about Resist Energy trumping Meteor Swarm?
Protection from Evil trumping Dominate Monster?
Or even True Seeing, trumping higher-level illusions?
Death Ward trumping Energy Drain?
Dispel Magic trumping a higher-level spell?
You might be in for a lot of house-ruling with a general statement like a lower level spell slot cannot trump a higher level one.
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It still brings up the point that you are enforcing a spell tax, no illusion or magical trap can work without a casting of magic aura or nondetection. Neither of those can be made permanent with the permanency spell either. Granted, the aura lasts for days, but that doesn't help much for setting up traps and such. And, if you look at the traps in the book, not a single one of those has a 'magic aura' spell included. Which means a hefty gold tax on traps, all thanks to an at will cantrip. Again, it just seems like the fact this spell is at will is the main issue, and it is having repercussions throughout the game. Before, you had only 4-5 castings of this per day, usually,...
You have a point, but seeing the magic - although it does prevent the surprise - does not reveal the trap.
Case in point. A wizard/sorcerer without trapfinding finds a trap on the door. What will the spell reveal?
Round 1: There's a magic aura in the vicinity
Round 2: Since the wizard most probably is not going first, he sees the number of magical trinkets the characters in front have, plus 1. The power is the power level of the biggest one between them. This probably includes the actual location of the aura on the door, although the spell does not specify so.
Round 3: The one on the door is evocation (I'll assume the spellcraft check is trivial)
Granted the information helps a lot, but it does not show the trap. I don't see how the wizard could use perception to locate the magical trap itself. And the wizzie cannot disable device magical traps. He has to summon a door-opener, or dispel magic on it.
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Again, my point. The enemy has to move, that means he is limited in what he can do. And, how is the magic user being sneak attacked? By the invisible guy? So he's not a spellcaster? Just a rogue using UMD? The sorcerer has no friends? Can't cast 'invisibility' himself while he finds the guy and glitter dusts him?
First, why would the rogue be alone? Maybe he has a sorcerer friend as well?
Also, a funny thought. Said sorcerer friend has detect magic at will too, right? So he can cast glitterdust on your invisible detect-magic guy?
It does seem to give Magic Aura some kind of premium, though. If you enter the bad guy lair and see 5 or 6 auras, perhaps your glitterdust won't go in the right spot. Some cheap 0-level scrolls scattered about will still register as magic.
Plus, while the sorcerer is taking 2 rounds to detect magic, he's not doing anything else. Not sure it's that good in combat. I agree fooling Detect Magic is a tax, but I'm not even sure it's required in combat. Using detect magic effectively takes a character out of combat for 2 rounds.
Finally, a weird thought. This is 3.5, not sure how it works in PF. In non-combat situations (not hustling), I seem to recall people making 1 move action OR 1 standard action per round. So if you want to detect magic, it would mean:
Round 1: Casts Detect Magic
Round 2-3: Looks for auras
Round 4: (stops concentrating, spell ends) Move action
... (repeat)
I am not sure it is that efficient