NOTE: This blog post was intended to go up several days ago. However, I had to go into surgery, and therefore had to delay the posting of this entry. It also prevented me from properly editing it...there aren't any images, clever captions, and it might come off choppy. That said, I hope you all enjoy.
I think my last post betrayed the fact that I have a deep and abiding love for cool magic items. I love peppering enemies' inventories and weapons-stores with neat little trinkets.
I think my last post betrayed the fact that I have a deep and abiding love for cool magic items. I love peppering enemies' inventories and weapons-stores with neat little trinkets.
I
think the designers of D&D 5e love them, as well, based on some
of their design decisions. Traditionally, you see, discovering and
identifying magic items boiled down to, mostly, a single spell.
Detect Magic.
This was the case all the way back in AD&D, and remains the case
in modern games like Pathfinder. A group of adventurers comes across
a chest full of treasure, and they immediately cast detect
magic
to see if any of it glows with the light of potentially-cool powers.
D&D 5e changed this. In 5e, everyone knows that a magic item is
magic as soon as they pick it up. It radiates an aura that can be
felt
by anyone, like a magical sixth sense.
So,
then...what's the point of detect
magic?
Why does it still exist?
That question is a bit disingenuous, I realize. But it's a great
teaser to place before the “Read More” button.
Replacing
Necessity with Utility
The
easy answer, of course, is that detect
magic
can—and has been for a long time—used for several things other
than treasure detection. And it's even more utilitarian in 5e with
its mechanical redesign. My first experience with the spell was in
3rd
edition, where it was essentially useless outside of the standard
treasure detection. You could detect magic in a cone in front of you,
and the spell required heavy concentration to determine anything
other than that the magic existed somewhere in that general area. In
5th
edition, it requires much less intensity to maintain (concentration
is its own interesting bag of goodies in 5e, but I won't get into
that), and automatically detects anything within 5 feet of you.
Beyond that, it can last for up to 10 minutes, meaning that it's
actually a really good spell for when you're worried about magical
traps. In 5e, detect
magic becomes
a great scouting tool, and can even be used tactically within combat
to discover unseen opponents.
That said, it's a 1st-level spell, and you can only cast so many of
those.
Except, it's also a ritual spell...and this is where things get
interesting and...well, it's where my conflicting feelings on the
spell really come into view.
Artifacts of Old
Design
A
quick recap: a ritual spell is a spell which can be cast by the magic
user (if they possess the ritual casting feature) without consuming
one of their spells for the day. This requires them to perform a
ritual, however, which itself requires 10 extra minutes of casting
time. This is a great mechanic, which was introduced (I believe) in
4th
edition. I'm glad it survivied. However, it brings into question the
purpose of the detect
magic
spell. As I established above, the spell is essentially unnecessary
for finding treasure, unless your DM is really a dick about where he
places magic items in his games (Magical bookends on a shelf, a
single magical key hanging amongst ten key rings in a jail, etc.).
The spell's newfound utility in exploration and combat betrays this
type of thinking—they wanted to keep an iconic spell in the game,
but didn't need it to serve the same purpose as it previously had—but
its ability to be cast as a ritual suggests that it was still
intended to be used as a treasure detector.
Let me explain my logic on that front.
In
a dungeon crawl, traditionally, time is a factor in determining
success. It might not seem that way for many modern gamers, since
most dungeons these days are explicitly designed, with all t's
crossed and all i's dotted. The old-school method of doing things,
though, focused a LOT on a little technique known as Wandering
Monster Checks. The option for rolling for wandering monsters
returned in the 5th
edition Dungeon Master's Guide, but it's not really a core piece of
the game. Detect
magic's
ritual casting suggests that it may have been at an earlier time in
development.
See,
back in the day, wandering monster checks were rolled every 10
minutes in a dungeon (called a “turn”). The DM would roll a d20,
or a d6, or whatever, to determine whether the players came across a
wandering lurker in the dungeon. This means that, in a system where
detecting magic items requires the detect
magic
spell, most mages would be using it quite often. And the only way to
use the spell as often as necessary would be to cast it as a ritual,
so that it doesn't consume a spell slot. This means that every time
they wanted to check for magical treasure, they would risk a
wandering monster, as rituals just so happen to take 10 minutes, the
same length of time required between checks.
However, that's not the system we ended up with. Somewhere along the
line, they decided to make it quicker and easier to detect magic
items, as you just need to touch them to know—something that is
inherently done when examining treasure. And I totally get this
decision. As a DM, it's a lot easier to say “you find 375 gp, a
polished silver ring with a garnet set into the side, and an old,
musty, but magical Esperian flag” than it is to require the players
to state that they detect magic every time. It only saves one step in
the process, but that step is one of the most monotonous and bland in
the entirety of D&D design. I get the decision, and I stand by
it.
However,
it does make the ritual casting of detect
magic
rather unnecessary. One could argue that it could be used to
effectively always have a magical detection shield up when exploring
dungeons, if you stopped every 10 minutes in order to ritually cast
detect magic. But that's boring, and WAY too cautious, and honestly
more trouble than it would be worth. The ritual casting seems to be
just an artifact of a potentially-earlier stage in D&D 5e's
design. A neat little easter egg for those of us with the historical
context to pick up on it.
Identify still works perfectly, though. It's a great way to mess with players if you use Wandering Monsters. One minute, they think it'll be fine to just sit down and cast identify on a few items they found in a chest. Next minute?
Pride of owlbears. Like, 16 of them. At least. Is pride the right word? Bah, it sounds awesome.
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