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Differences on Detect Magic

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**Casting Time** 1 standard action **Components** V, S **Range** 60 ft. **Area** cone-shaped emanation **Duration** concentration, up to 1 min. / level (D) **Saving Throw** none; **Spell Resistance** no You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. //1st Round//: Presence or absence of magical auras. //2nd Round//: Number of different magical auras (creatures, objects, or spells) and the power of the most potent aura. //3rd Round//: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. //Aura Strength//: Anstrongest aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are dazed for 1 round and the spell ends. //3rd Round//: The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. If the objects or creatures bearing the auras are in line of sight, you can make [[notes/Knowledge (arcana)]] skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect, or 15 + 1/2 HD for a creature's aura). If the aura emanates from an inscribed magic item, you can gain a +2 competence bonus on [[Spellcraft]] checks to identify its properties. //Aura Strength//: An aura's power depends on a spell's functioning spell level or, an item's caster level, or the type of creature that you're detecting and its HD, or (in the case of a class with a resonant aura) class level; see the accompanying tabletable below. If an aura falls into more than one strength category, detect magic indicates the stronger of the two. //Lingering Aura//: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: ^^ Original Strength ^^ Duration of Lingering Aura || || Faint || 1d6 rounds || || Moderate || 1d6 minutes || || Strong || 1d6 × 10 minutes || || Overwhelming || 1d6 days || Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common merystal, a thin sheet of iron or lead, or 3 feet of wood or dirt blocks it. //Detect magic// can be made permanent with a [[notes/Permanency]] spell. ---- Detect Magic ---- ^^ ^^ Aura Power ^^^^^^^^|| ^^ Spell or Object ^^ None ^^ Faint ^^ Moderate ^^ Strong ^^ Overwhelming || || Functioning spell (spell level) || — || 3rd or lower || 4th–6th || 7th–9th || 10th+ (deity- || || Magic item (caster level) || || Magic item (caster level) || 5th or lower || 6th–11th || 12th–20th || 21st+ (artifact) || || Magical creature (HD) || 4 or lower || 5–10 || 11–25 || 26–50 || 51 or higher || || Inscribed caster (class levels) || — || 6 or less || 7–13 || 14–20 || 21+ || || ((Redacted)) || || || || || ||