Detect Poison and Disease vs Find Traps
Two scouting level-2 ritual spells. Both fail oddly often.
Detect Poison and Disease
- Level
- 1
- School
- Divination
- Casting Time
- Action
- Range
- Self
- Components
- V, S, M
- Duration
- up to 10 minutes
- Concentration
- Yes
- Ritual
- Yes
- Classes
- Cleric, Druid, Paladin, Ranger
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Full entry →Find Traps
- Level
- 2
- School
- Divination
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S
- Duration
- Instantaneous
- Concentration
- No
- Ritual
- No
- Classes
- Cleric, Druid, Ranger
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
Full entry →Which one should you pick?
- Pick Detect Poison and Disease: Pick Detect Poison and Disease as a ritual sweep before any banquet or marshland trek.
- Pick Find Traps: Pick Find Traps to confirm a corridor has *no* traps — the spell only tells you presence, not location.
- Tiebreaker: Pass Without Trace beats both if you want to bypass rather than detect.