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Determine Magic

All Caster Types

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject and the amount of mana spent.

Effect

Expending 1 Mana Point: You can see the aura of a number of items equal to your mana tree rank that are within 5 feet of you. No item may be more than 1 foot away from another. (You can't walk across a room viewing items hanging on the wall as you go.)
  • 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
Related School
Divination
Effect Duration
1 mana: Concentration (max 1 min/ mana rank), 3 mana: Instantaeous, 30 mana: 1 round/ level
Effect Casting Time
1 mana: 1 action, 3 and 30 mana: 8 hours
Range
1 mana: 60', 3 mana: Touch, 30 mana: Close (25 ft. + 5 ft./2 levels)
Level
1, 3, or 30 mana

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