Detect Magic

School divination; Level 0

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Area 60-foot cone-shaped emanation
Duration concentration, up to 1 min./level (D)

DESCRIPTION

You detect the presence or absence of magical auras through most 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.

After 2 rounds, you learn the number of different magical auras and the power of the most potent aura. After 3 rounds, you learn the strength and location of each aura.

If items or creatures bearing auras are in line of sight, you can make one Knowledge (arcana) skill check for each to determine the school of magic involved.

DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect.

If the aura emanates from a magic item, you can attempt to identify its properties using Spellcraft.

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

Aura Power Functioning spell (spell level) Magic item (caster level)
Faint 3rd or lower 5th or lower
Moderate 4th-6th 6th-11th
Strong 7th-9th 12th-20th
Overwhelming 10th+ (deity-level) 21st+ (artifact)

Lingering Auras: After a spell ends, or a magic item is destroyed, it leaves a dim aura (weaker than faint) based on how powerful the effect was to begin with.

Original Strength Duration of Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Specific Creatures: Outsiders and elementals are not magical in themselves, but summoned creatures register as conjuration. Each round, you can turn to detect magic in a new area.

Section 15: Copyright Notice

S-Class Characters: The Oracle. Copyright 2023, Samurai Sheepdog. Author: Kevin Glusing

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