Difference between revisions of "Detect Magic"

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'''Spell Resistance:''' No<br>
 
'''Spell Resistance:''' No<br>
  
The character can detect magical auras. The amount of information revealed depends on how long the character studies a particular area or subject:
+
The character can detect magical auras. The amount of information revealed depends on how long the character studies a particular area or subject:<br>
1st Round: Presence or absence of magical auras.
+
*1st Round: Presence or absence of magical auras.<br>
2nd Round: Number of different magical auras and the strength of the strongest aura.
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*2nd Round: Number of different magical auras and the strength of the strongest aura.<br>
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the character can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)  
+
*3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the character can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)<br>
 +
 
Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.
 
Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.
  
Aura Strength: An aura’s magical power and strength depend on a spell’s functioning spell level or an item’s caster level.
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'''Aura Strength:''' An aura’s magical power and strength depend on a spell’s functioning spell level or an item’s caster level.
  
Functioning Item
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{| class="wikitable"
Spell Caster
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!Functioning Spell Level
Strength Level Level
+
!Item Caster Level
-------- ----------- ------
+
!Aura Strength
Dim 0-level or Lingering
+
|-
lingering aura aura
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|0-level or lingering aura
Faint 1st–3rd 1st–5th
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|Lingering aura
Moderate 4th–6th 6th–11th
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|Dim
Strong 7th–9th 12th–20th
+
|-
Overwhelming Artifact or Beyond
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|1st-3rd
deity-level mortal
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|1st-5th
magic caster
+
|Faint
 +
|-
 +
|4th-6th
 +
|6th-11th
 +
|Moderate
 +
|-
 +
|7th-9th
 +
|12-20th
 +
|Strong
 +
|-
 +
|Artifact or deity-level magic
 +
|Beyond mortal caster
 +
|Overwhelming
 +
|}
  
 
If an aura falls into more than one category, detect magic indicates the stronger of the two.
 
If an aura falls into more than one category, detect magic indicates the stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original strength:
 
  
Aura Strength Duration
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'''Length Aura Lingers:''' How long the aura lingers depends on its original strength:
------------- --------
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Faint 1d6 minutes
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{| class="wikitable"
Moderate 1d6 X 10 minutes
+
!Original Strength
Strong 1d6 hours
+
!Duration
Overwhelming 1d6 days
+
|-
 +
|Faint
 +
|1d6 minutes
 +
|-
 +
|Moderate
 +
|1d6 X 10 minutes
 +
|-
 +
|Strong
 +
|1d6 hours
 +
|-
 +
|Overwhelming
 +
|1d6 days
 +
|}
 +
 
 +
 
 
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. Outsiders and elementals are not magical in themselves, but if they are conjured, the conjuration spell registers.
 
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. Outsiders and elementals are not magical in themselves, but if they are conjured, the conjuration spell registers.

Latest revision as of 13:31, 12 August 2017

Universal
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

The character can detect magical auras. The amount of information revealed depends on how long the character studies a particular area or subject:

  • 1st Round: Presence or absence of magical auras.
  • 2nd Round: Number of different magical auras and the strength of the strongest aura.
  • 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the character can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.

Aura Strength: An aura’s magical power and strength depend on a spell’s functioning spell level or an item’s caster level.

Functioning Spell Level Item Caster Level Aura Strength
0-level or lingering aura Lingering aura Dim
1st-3rd 1st-5th Faint
4th-6th 6th-11th Moderate
7th-9th 12-20th Strong
Artifact or deity-level magic Beyond mortal caster Overwhelming

If an aura falls into more than one category, detect magic indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 X 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days


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. Outsiders and elementals are not magical in themselves, but if they are conjured, the conjuration spell registers.