5 overestimated spells in Dungeons & Dragons that are actually quite useless

5 overestimated spells in Dungeons & Dragons that are actually quite useless

Find Traps

  • Spell Level: Level 2
  • Available Classes: Cleric, Druid, Ranger
  • Casting Time: 1 action
  • Range/Area: 120 feet
  • Duration: Instant
  • Damage/Effect: Detection
  • School of Magic: Divination
  • Attack/Saving Throw: None
  • Components: V, S
  • Spell on DnD Beyond

Being able to find all traps and only “wasting” a spell slot of level 2? Sounds great at first until you take a closer look at the spell. Because yes, you scan the environment for hidden traps and know whether there are any within a 120-foot radius.

However, the spell does not reveal what kind of trap it is, where it is exactly located, or how to disarm it. You only learn: Yes, there is a trap here or not. According to the 2024 rules, you at least learn the basic type of the impending danger, but exactly what that looks like is at the discretion of the DM.

Wasting a spell slot for this when you can have a character with a good perception modifier roll when you suspect traps seems rather pointless in most cases. Even if you have an advantage after casting the spell for your search for traps.

At least you can easily recognize the Alarm or Glyph of Warding spells with it. However, how often you encounter them enough to justify taking the spell is debatable.

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