| Kalyth |
Can a magic trap be devised that would be triggered by Detect Magic?
Its magic so I dont see why not. But I think it would be rather expensive. You would have to have a magical effect that would detect divination magic specifically "Detect Magic" or possibly some form of Mind reading effect. Either way I would require the creation of a magical item that would detect detect magic, so it wouldnt be cheap.
| Some call me Tim |
Can a magic trap be devised that would be triggered by Detect Magic?
I'm assuming the question is can I build at trap that triggers when someone casts detect magic on it.
I would have to say not exactly. Traps can be triggered by Location, Proximity, Sound, Visual, Touch, Timed, or Spell. Unlike what the name might suggest 'Spell' means refer to the spell description of a spell trap for the trigger conditions.
The rules for proximity triggers do allow for using spells such as detect good to identify good creatures that approach an evil altar for example.
Using it with detect magic would result in a trap that would trigger when any magic is detected.
| Charender |
Actually, a really simple trigger would be to use detect magic as the trigger.
If a mundane person walks though the trap nothing happens.
If someone with any magic on them goes through the trap, boom.
In this case, someone with a detect magic spell active would have a magic aura on them, thus they would trigger the trap at the exact same time they detect the trap.
| Asphesteros |
There IS a way to make a trap that goes off only if Detect Magic is cast through interpretation of the RAW - but it's the scenic route. You end up with a kind of gizmo like the trope of the door knocker that talks to you.
Magic Device traps are essentially wondrous items. So, per the rules on making intelligent magic items, give the thing intelligence - then it's also considered like an intelligent construct.
NOW, the device can have some more sophisticated decision-making ability, and it gets some skill points (intelligent constructs get 2+int per HD). THAT lets you give the thing Spellcraft, which in turn lets it identify spells on top of merely detecting magic.
And THAT gives you a trap that can go off when someone casts a specific spell or spells.
All those traps you read in the modules that ask riddles, or do other really complex things that are apparently out of the scope of the trap-making rules, can be rationalized (and priced out!) like this.