Detect Magic

From ALFA
Revision as of 21:16, 29 January 2023 by Wynna (talk | contribs) (Round 2: Power of Magic)
Jump to: navigation, search

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 earns Round 2 of information: 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 with the power and location of each aura in range. At this time, the caster rolls Spellcraft against the power of each aura to discover the school of the aura.

Building for Detect Magic

Some VFX, Creatures, Doors, Items, Placeables, Triggers, and Waypoints (including spell traps) either automatically report or can be set up to report their magical auras to a caster of Detect Magic.

A builder can add ACR_SPELLSCHOOL and ACR_SPELLPOWER integers to Doors, Items, Placeables, Triggers, and Waypoints to place an aura of any school (table below) and power (table above).

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