
Fantasy
A conductor on a journey to regain their memories and powers. 1000s of years after the great tear. They must Travel the world finding places and objects their memories/powers have bonded or fused with to unlock their memories and powers. Making allies and healing/helping those in need along the way.
Played | 5 times |
Cloned | 0 times |
Created | 73 days ago |
Last Updated | 32 days ago |
Visibility | Public |
Find Traps
Divination•Level 2

Description
You sense the presence of any trap within range that is within line of sight. 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. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Spell Details
Level | 2 |
Range | 120 |