Determine Magic
All Caster Types
Effect
- 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 + mana rank, 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. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Aura Strength: An aura’s magical power and strength depend on a spell’s functioning spell level or an item’s caster level.
| Strength | Mana Cost | Caster Level |
|---|---|---|
| Dim | 1 | 1 |
| Faint | 2 to 10 | 1 - 5 |
| Moderate | 11 to 30 | 6 - 11 |
| Strong | 31 to 50 | 12 - 20 |
| Overwhelming | Artifact or Deity Magic | 20+ |
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.
Expending 3 Mana Points: the character determines the single most basic function of each magic item, including how to activate that function (if appropriate), and how many charges are left (if any). For example, a +2 vorpal sword, a +2 dancing sword, and a +2 sword would all register as "+2 to attack and damage rolls."
If a magic item has multiple different functions that are equally basic, identify determines the lowest-level function. If these functions are also of equal level, the DM decides randomly which is identified.
Arcane Material Components for 3mp casting: 100 gp.
Expending 30 Mana Points: the character discerns spells and magical properties present in a creature or object. One property, spell, or power is revealed each round, from the lowest level (or weakest power) to highest (or strongest). For each spell or power, the character makes a caster level check (1d20 + mana rank). If the result is equal to or higher than the spell's or power's caster level, the character identifies it. Otherwise, the character fails to identify that spell or power, and the character can check for the next one next round.
This spell does not function when used on an artifact.
After the character analyzes one object or creature, the spell ends, even if its duration has not expired yet. Casting this spell is physically taxing; The character must make a Fortitude save (DC 21) when the spell ends or be exhausted and unable to do anything but rest for the next 1d8 hours.
Focus for 30mp casting: The focus must be worth at least 1,500 gp.
- Components: V, S
- Target: (3 mana: touch)
- Area: Circle Centered on caster
- Saving Throw: none
- Spell Resistance: No
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