The character can detect simple pits, deadfalls, snares of
wilderness creatures (trapdoor spiders, giant sundews, ant lions,
etc.), and primitive traps constructed of natural materials
(mantraps, missile traps, hunting snares, etc.). The spell does
not detect complex traps, including trapdoor traps.
The spell does detect certain natural hazardsquicksand
(registers as a snare), a sinkhole (pit), or unsafe walls of
natural rock (deadfall). However, it does not reveal other
potentially dangerous conditions, such as a cavern that floods
during rain, an unsafe construction, or a naturally poisonous
plant. The spell does not detect magic traps (except those that
operate by pit, deadfall, or snaring; see the spell snare), nor
mechanically complex ones, nor those that have been rendered safe
The amount of information revealed depends on how long the
character studies a particular area:
1st Round: Presence or absence of hazards.
2nd Round: Number of hazards and the location of each. If a
hazard is outside the character's line of sight, then the
character discerns its direction but not its exact location.
Each Additional Round: The general type and trigger for one
particular hazard closely examined by the character.
Note: Each round, the character can turn to detect things in a
new area. The spell can penetrate barriers, but 1 foot of stone,
1 inch of common metal, a thin sheet of lead, or 3 feet of wood
or dirt blocks it.