Difference between revisions of "Detect Magic (spell)"
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The caster can move at 1 hex per round while detecting; the caster is also considered to be concentrating while doing so. | The caster can move at 1 hex per round while detecting; the caster is also considered to be concentrating while doing so. | ||
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+ | See [[Cleric%201st%20Level%20Spells|Cleric 1st Level (spells)]] | ||
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+ | [[Category:Clerical Spells]] |
Revision as of 15:09, 11 February 2020
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) |
Reveals magic within the area of effect, but limits determination as to the nature of that magic. Distinguishes clerical, druidical, magical or illusionary magics from one another. Weak magic can be distinguished from strong magic. Magic which permeates an area may be distinguished from magic which emanates from a specific location. If specific, that location will be detected by the spell.
If the source is not visible to the caster, the emergence of the magic (i.e., from under a door) will also be revealed.
The caster can move at 1 hex per round while detecting; the caster is also considered to be concentrating while doing so.