You unleash a pulse of unstable arcane energy that forcibly triggers all traps, both magical and non-magical, within a 100-foot radius centered on you. This includes traps you did not create, traps that are hidden, and traps that normally require specific conditions or triggers.
Mechanical traps (such as pit traps, darts, pressure plates, falling blocks, etc.) immediately activate if physically able to do so.
Magical traps (such as Glyph of Warding, Symbol, or arcane wards) detonate or activate as if their conditions were met, even if they have not been discovered or disarmed.
The spell does not protect you or allies from the traps it triggers. If you are within the effect of a trap’s area, you are subject to it as normal.
Traps that require physical movement (e.g., stepping on a plate) are triggered as if someone interacted with them directly. Traps that only function once do not reset unless designed to do so.
* - (a broken gear and a shard of glass)
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