I’m running ToA and the party is getting to Camp Righteous with all the traps inside can a wizard cast detect magic and identify and learn how to bypass every trap in there with no effort. How does a a trap that states only a team imitating man and crocodile will not set off the trap work. But gives a DC to find the trap
I believe the book tells you which traps are magical.
From memory:
- the flame trap
- the glyphs of warding In both locations
Detect magic doesn’t automatically let them know how to disable or solve the puzzle, but it hints at what might happen if things go wrong (and shows them where to cast dispel magic, I suppose).
IMO the traps don’t need an explanation, but you could consider maybe it’s checking their mass.
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I’m running ToA and the party is getting to Camp Righteous with all the traps inside can a wizard cast detect magic and identify and learn how to bypass every trap in there with no effort. How does a a trap that states only a team imitating man and crocodile will not set off the trap work. But gives a DC to find the trap
I believe the book tells you which traps are magical.
From memory:
- the flame trap
- the glyphs of warding In both locations
Detect magic doesn’t automatically let them know how to disable or solve the puzzle, but it hints at what might happen if things go wrong (and shows them where to cast dispel magic, I suppose).
IMO the traps don’t need an explanation, but you could consider maybe it’s checking their mass.