Detect Magic

Detect Magic

1st-rank - Wizard Spell: Divination Priest Spell: Omens

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S
Materials:
Auditory Sensory Effects: None
Visual Sensory Effects: None
Olfactory Sensory Effects: None
Casting Perception Mod +2
Effect Perception Mod +0

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to focus your senses and view a faint aura around any visible creature or object in the area that bears magic. You can use the aura to deduce its school of magic and priest domains, if any, as discussed below.   Invisible creatures and objects can be sensed so the caster knows its general direction, but they are not surrounded by an aura outline and their specific location is not known unless this spell is paired with See Invisibility, True Seeing, or similar magical ability.   For Arcane Magic, the colors of the aura can help the caster determine the school of magic:   Abjuration School: blue
Conjuration School: red
Divination School: white
Enchantment School: orange and pink
Evocation School: yellow
Illusion School: many shifting colors
Necromancy School: purple and black
Transmutation School: green   For Spiritual Magic, the aura will communicate a feeling to the caster that evokes the nature of the domain. For example: swelling, growing energy for Life Domain, or cold, terrible fear for Death Domain.   In addition to the nature of the magic, the aura can also communicate the relative strength of the magic detected. 1st rank spells will have faint, weak auras, while 9th-rank spells will have powerful auras, overwhelming in their potency.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.   The existence of magic is revealed to the caster silently, and observers will notice nothing.

At higher ranks:


 

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