Difference between revisions of "Detect Magic (spell)"

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[[File:Detect Magic.jpg|thumb|520px|]]
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[[File:Detect Magic.jpg|thumb|490px|]]
  
{| class="wikitable"
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{{Spelltable
|-
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| name = Detect Magic
| Range|| self
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| range = self
|-
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| duration = 10 [[Combat Round|rounds]]
| Duration || 10 rounds
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| area of effect = 10 ft. wide, 40 ft. path
|-
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| casting time = 1 round
| Area of Effect|| 10 ft. wide, 40 ft. path
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| save = none
|-
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| level = [[Cleric 1st Level Spells|cleric (1st)]]; [[Druid 1st Level Spells|druid (1st)]]; [[Mage 1st Level Spells|mage (1st)]]
| Casting Time|| 1 round
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}}
|-
 
| Saving Throw|| none
 
|-
 
| Level|| [[Cleric 1st Level Spells|cleric (1st)]]; [[Druid 1st Level Spells|druid (1st)]]; [[Mage 1st Level Spells|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.
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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.
  
If the source is not visible to the caster, the emergence of the magic (i.e., from under a door) will also be revealed.
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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.
  
The caster can move at 1 hex per round while detecting; the caster is also considered to be concentrating while doing so.
 
  
See [[Cleric%201st%20Level%20Spells|Cleric 1st Level (spells)]]
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[[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Magical Spells]][[Category:Don't Review until 2022]]
 
 
[[Category:Clerical Spells]]
 

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.