Difference between revisions of "Detect Magic (spell)"

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[[File:Detect Magic.jpg|thumb|520px|]]
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{{Spelltable
 
{{Spelltable
 
| name = Detect Magic
 
| name = Detect Magic
 
| range = self
 
| range = self
| duration = 10 rounds
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| duration = 10 [[Combat Round|rounds]]
 
| area of effect = 10 ft. wide, 40 ft. path
 
| area of effect = 10 ft. wide, 40 ft. path
 
| casting time = 1 round
 
| casting time = 1 round
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}}
 
}}
  
Reveals magic within the area of effect, but limits how much can be determined about the details of that magic. Distinguishes clerical, druidical, magical or illusionary magics from each other.  Weak magic can be distinguished from strong magic. Magic that permeates an area may be distinguished from magic that emanates from a specific source. If specific, this source will also be detected by the spell.  If the source is not visible to the caster, the spell will reveal that place from which the magic emerges (say, from under a door).
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'''Detect Magic''' reveals magic within the area of effect, though it limits how much is known about the magic detected.  The caster is permitted to know if the source of magic is [[Bardic Spell Tables|bardic]], [[Clerical Spell Tables|clerical]], [[Druidical Spell Tables|druidical]], [[Magical Spell Tables|magical]] or [[Illusionary Spell Tables|illusionary]].  Weak magic can be distinguished from strong magic. Magic that permeates an area can be distinguished from magic that emanates from a specific place; the place is also revealed by the spell.  If that place isn't visible to the caster (because it is, for example, behind a door), then the direction of the source will be known.
  
While maintaining concentration, the caster is able to move at 1 hex per round (expending 1 action point) while detecting.<br>
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Once the spell is discharged, the caster may expend 1 [[Action Points|action point]] in walking slowly, at a [[Movement (stride)|stride of 1]] — no other action is permitted.  The caster is free to "sweep the area," turning in a circle, to see if magic is emanating from any direction; but only one direction can be known for certain per round. The caster need not concentrate on the spell once it's cast.
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[[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Magical Spells]][[Category:Don't Review until 2022]]

Latest revision as of 17:19, 25 November 2021

Detect Magic.jpg
Detect Magic
Range self
Duration 10 rounds
Area of Effect 10 ft. wide, 40 ft. path
Casting Time 1 round
Saving Throw none
Level cleric (1st); druid (1st); mage (1st)

Detect Magic reveals magic within the area of effect, though it limits how much is known about the magic detected. The caster is permitted to know if the source of magic is bardic, clerical, druidical, magical or illusionary. Weak magic can be distinguished from strong magic. Magic that permeates an area can be distinguished from magic that emanates from a specific place; the place is also revealed by the spell. If that place isn't visible to the caster (because it is, for example, behind a door), then the direction of the source will be known.

Once the spell is discharged, the caster may expend 1 action point in walking slowly, at a stride of 1 — no other action is permitted. The caster is free to "sweep the area," turning in a circle, to see if magic is emanating from any direction; but only one direction can be known for certain per round. The caster need not concentrate on the spell once it's cast.