
Niko77 |

Would a character with this running see an area warded by an alarm spell, or see the aura from other magical traps?
Specifically the trap in question has true seeing as its trigger, followed by two spell effects - greater dispel magic followed by finger of death.
Would arcane sight allow the PC to see this trap?
I've searched through the traps section of my DMG but can't find an answer.
Thanks for your help!

Thanis Kartaleon |

Arcane sight would see the trap, as would detect magic. Remember, of course, that this only sees the aura of the trap (and even then the character has to make a Spellcraft check).
Also, on any particular object, only the highest level aura shows (so the Abjuration effect of the greater dispel would not show up; the area around the trap would radiate strong necromancy).
This is 100% foiled, of course, by the simple inclusion of a Nystul's magic aura spell in the trap. A crafty trapmaker would be wise to include it.

Thanis Kartaleon |

Keep in mind that Nystul's Magic Aura is not a permanent spell. It would either have to be refreshed every few days, or have a Permanancy spell cast on it.
Or you could include it in the trap itself - 3,000gp x caster level would do it (spell level x caster level x 2,000 (for continuous effect) x 1.5 (additional effect in a magic item)). And since you can have another spellcaster - say a minion - cast the spell (keeping the cost at 3,000gp) while you're crafting the magical item, it isn't all that expensive (considering the investment for a finger of death trap anyway).
And that costs a lot of XP, so it's nog likely any trap encountered in a dungeon will have it...
The great misconception about crafting items - that the XP cost is so prohibitive. For adding the magic aura spell, it would cost 120 XP. That's it. That's like 2 goblins.

![]() |

Keep in mind that Nystul's Magic Aura is not a permanent spell. It would either have to be refreshed every few days, or have a Permanancy spell cast on it.
And that costs a lot of XP, so it's nog likely any trap encountered in a dungeon will have it...
Thanis is right, Permanancy is not required, you can just incorporate the spell effect into the creation part. See:
http://www.d20srd.org/srd/traps.htm#magicDeviceTrapCost
As for the whole detect magic vs. traps thing, I don't like it in my game, but I have to admit the rules support Thanis's view.

Frats |

Hmmm, according to the rules, maybe. Dunno, I don't think I'd allow a Magic Aura to be included in the trap itself.
If you look at the insane prices for increasing the Search DC for just a few points ( 200gp x CR of trap per point of DC ) and then compare that to the whopping ( 50gp x caster level or 500gp x caster level for automatic reset ) cost for making the trap 100% undetectable by all wizarding means, then it strikes me not only as unfair, but as such a bargain that any magic trap with a spell level above first would have it included. Yet, even the CR 10 example traps don't make use of the Magic Aura spell, even though the cost would only increase by some 5 to 10%...
It might be a hint from the makers that you shouldn't use a Magic Aura in a trap, it might be that it slipped their mind, but in my games any wizard that scans everything with detect magic spells, will detect magical traps.
It's not like he can do much about them anyway, and besides: it gives them the nice false security feeling and makes them walk straight into the non-magic traps in the next room.

Saern |

Frats wrote:Keep in mind that Nystul's Magic Aura is not a permanent spell. It would either have to be refreshed every few days, or have a Permanancy spell cast on it.Or you could include it in the trap itself - 3,000gp x caster level would do it (spell level x caster level x 2,000 (for continuous effect) x 1.5 (additional effect in a magic item)). And since you can have another spellcaster - say a minion - cast the spell (keeping the cost at 3,000gp) while you're crafting the magical item, it isn't all that expensive (considering the investment for a finger of death trap anyway).
Frats wrote:And that costs a lot of XP, so it's nog likely any trap encountered in a dungeon will have it...The great misconception about crafting items - that the XP cost is so prohibitive. For adding the magic aura spell, it would cost 120 XP. That's it. That's like 2 goblins.
Are you talking about using a minion to keep the caster level (and thus price) low? That's not even needed. Remember, you can voluntarily lower your own caster level by as much as you desire, to the minimum of what would be needed for you to cast the spell. It's the assumption of the DMG that all magic item creators do this just to keep the prices and costs as low as possible.
Oh, and yes, the thought that crafting magical junk costs a significant amount of XP is typically a misperception, although it does stack up if one is constantly using it.
Magic traps have always puzzled me in this area (their detection). Doesn't stop me from using them, though! :)

Thanis Kartaleon |

Anyone ever thought of building detect magic into a trap and using that as a trigger? ^^
"I cast detect magic..."
"Okay, you detect a magical aura. Now make a Reflex save." >:-D
Or detect good. Then you don't even need to wonder if your inevitable foes will have a spellcaster or magical items. Just the Neutral mercenaries. Dang their neutrality! Need some sort of detect indecisiveness spell...