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Pangaea666: Sweet! So when I get it up to 110 I don't need to have search for traps turned on? Could be useful in battle too then, without Jan being "inactive". Sort of an alternative to the very useful True Seeings of Keldorn (I don't use him).

Btw, is it worth it to put various spell triggers on a sorcerer? You can only choose so few spells after all.
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Hickory: It is passive but don't expect it to be as effective as actively searching: it takes a much longer time to detect things.

Just remember that a spell trigger is a one-shot thing, so you need to reset it each time it's used. I'm not big, or keen, on sorcerers, so maybe somebody else who is could give you better guidance.
Can you improve the passive effectiveness even further? Would raising the skill to 200 give a better chance of passively detecting illusions? Or is it a waste to raise it above 110?

Does Find Traps work the same way?
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dtgreene: Can you improve the passive effectiveness even further? Would raising the skill to 200 give a better chance of passively detecting illusions? Or is it a waste to raise it above 110?

Does Find Traps work the same way?
There is no benefit in raising it above 110. It's for seeing through things like invisibility and non-detection spells -- it also ignores Spell Immunity:Divination, so that helps against pesky mages and liches -- so a scale above 110(%) makes no sense.

Trap Finding does not have the same 'always on' effect.
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Pangaea666: Got to level 11 and had to choose a lot of new spells, filling out some of the lowest levels. Hopefully not made too many clangers yet.

Level 1: Chromatic Orb, Identify, Magic Missile, Shield, Sleep
Level 2: Blur, Detect Invisibility (?), Melf's Acid Arrow, Mirror Image, Web
Level 3: Fireball, Melf's Minute Meteors, Minor Spell Deflection (new, unsure if decent), Protection from Fire
Level 4: Greater Malison, Spirit Armor, Stoneskin
Level 5: Breach, Lower Resistance

The innate ability of Vampiric Touch is pretty wicked. Never tried it before because I simply assumed it was crap, but the PC ended up in the 'ring' in the Coronet, fighting some bloke, and I tried it. Says I drained 28 HP from the victim, but my own HP went from 60 to 116, so double of 28. That's pretty wild stuff! Obviously all those extra HP are temporary, but almost a double (a lucky roll this time tbf) can mean the difference between being alive and dead.

I see Jan has a very high Detect Illusions ability (thief), is this a passive ability, so it will always be on, or does he need to be detecting traps to spot invisible creatures and such?
Give Skull Trap a try. Cast it near a group of enemies and it will blow up like a fireball. Except.... damage isn't capped at 10d6 and the damage isn't fire based which helps against fire based monsters.
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Pangaea666: Snip...
Btw, is it worth it to put various spell triggers on a sorcerer? You can only choose so few spells after all.
IME yes it is... most sorcerer builds are "do until others (before they can do until you)" so the option to fire off more than one spell at a time is very useful.

p.s. my Minor-seq = web + giltterdust and a free movement item so you don't get stuck in your own web when an ambush happens... fireballs have their place but can be a problem in the towns where not all targets are free range.