Level
2nd
Casting Time
1 Action Ritual
Range/Area
Self 15 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Divination
Attack/Save
None
Damage/Effect
Detection

You sense the presence of any trap within a 15ft. radius.  A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator of a physical, but not magical, nature. Needle traps, tripwires, lever stones would be detected. Natural terrain hazards would not be. Magic alarms, glyphs of warding are also not detectable. A needle trap with magical poison would detect the trap, but not the poison. Illusion magic used on a trap would hide the trap's exact location, but you would sense a trap in the area. Detected traps will glow with a faint light that only the caster sees. Giving the caster an exact location. If the trap is hidden by magic the whole area will glow faintly. The spell does not disarm the trap. If the trap extends beyond the 15ft. radius, only the portion within is shown. Casting the spell at a higher level gives the caster another 10ft. of radius. Casting at sixth level or higher, the castor can make the glow visible to others for the spell's duration. If cast while blinded, or in magical darkness, the caster will get a sense of a trap, but no exact location.  

* - (straw, ground chalk)

Spell Tags: Detection

Available For: Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Wizard (Legacy)

SurfingDwarf

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