3e SRD:Detect Magic

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This material is published under the OGL 1.0a.
Detect Magic
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 auras magical power and strength depend on a spells functioning spell level or an items caster level.

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

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
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.



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