Difference between revisions of "Detect Magic"
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− | == Round 1 == | + | === Round 1: There is Magic Within Range === |
A roll of 2 to 6 earns one round of information that tells the caster simply that there is magic within range. | A roll of 2 to 6 earns one round of information that tells the caster simply that there is magic within range. | ||
− | == Round 2: Power of Magic == | + | === Round 2: Power of Magic === |
A roll of 7 to 13 will earn a second round of information that includes generalized number of auras within range, and the strength of the strongest aura. | A roll of 7 to 13 will earn a second round of information that includes generalized number of auras within range, and the strength of the strongest aura. | ||
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− | == Round 3: Location, Individual Power and Possibly School of Magic == | + | === Round 3: Location, Individual Power and Possibly School of Magic === |
A roll of higher than 13 will earn a third round of information that will reveal the power and location of each aura in range. In addition, a spellcraft roll is made against the power of each aura to discover the school of the aura. Because this is an individual Spellcraft check per item, not all auras will report schools of magic to each caster each time. | A roll of higher than 13 will earn a third round of information that will reveal the power and location of each aura in range. In addition, a spellcraft roll is made against the power of each aura to discover the school of the aura. Because this is an individual Spellcraft check per item, not all auras will report schools of magic to each caster each time. | ||
Revision as of 20:59, 29 January 2023
Contents
Detect Magic Functionality
A caster can detect the magical auras of objects within a spellcone. Objects that will report include certain FX, Doors, Items, Placeables and their inventory, Triggers, Waypoints, Spell Traps, and finally Creatures and their effects and inventory.
Concentration Check
The amount of information revealed depends on how long you study a particular area or subject. Caster rolls a Concentration Check to determine rounds of study. Checks include Concentration modifiers and buffs.
Roll Rounds Result 1 0 Rounds Failure 2-6 1 Round There is magic within range. 7-13 2 Rounds Number of auras and the power of the strongest aura. 14+ 3 Rounds Location of auras, and a Spellcraft Check vs. power of item to learn its school of magic.
Round 1: There is Magic Within Range
A roll of 2 to 6 earns one round of information that tells the caster simply that there is magic within range.
Round 2: Power of Magic
A roll of 7 to 13 will earn a second round of information that includes generalized number of auras within range, and the strength of the strongest aura.
Spell Level Power of Magic 1-3 Faint 4-6 Moderate 7-9 Strong 10+ Overwhelming
Round 3: Location, Individual Power and Possibly School of Magic
A roll of higher than 13 will earn a third round of information that will reveal the power and location of each aura in range. In addition, a spellcraft roll is made against the power of each aura to discover the school of the aura. Because this is an individual Spellcraft check per item, not all auras will report schools of magic to each caster each time.
Building for Detect Magic
School of Magic
Integer School of Magic 1 Abjuration 2 Conjuration 3 Divination 4 Enchantment 5 Evocation 6 Illusion 7 Necromancy 8 Transmutation 9 General/Universal Magic