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Level2SchoolDivination

Level 2 · Divination

  • Casting time: Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Ranger

Spell effect

You sense any trap within range that is within line of sight.

A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger.

Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell reveals that a trap is present but not its location.

You do learn the general nature of the danger posed by a trap you sense.

Source

Player’s Handbook (2024) — Wizards of the Coast.

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Printed core rules

Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.

PDF page 272

Open the original rulebook — PDF page 272 — source PDF is not included in this player reference.