Detect Magic

School Universal
Level Bard 0, Cleric 0, Druid 0, Sor/Wiz 0
casting time
saving throw
spell resistance

Detect magic is a universal spell that detects spells and magic items within 60 feet.


You detect magical auras. The amount of information revealed depends on how long you study 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, you 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 StrengthEdit

An aura's magical power and strength depend on a spell's functioning spell level or an item's 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 Beyond mortal caster

If an aura falls into more than one category, detect magic indicates the stronger of the two.

Length Aura LingersEdit

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, you 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.

= [Category:Universal spells]]

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