Detect Magic
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 earns Round 2 of information: generalized number of auras within range and the strength of the strongest aura.
Round 3: Location, Individual Power and Possibly School of Magic
A roll of 14+ earns Round 3 of information: the power and location of each aura in range. Also, 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 variables to Doors, Items, Placeables, Triggers, and Waypoints to place an aura of any school and power. Only ACR_SPELLSCHOOL and ACR_SPELLPOWER are required. The others are optional. For instance, if you wish to suggest that a catapult has an ability to hurl fireballs, set ACR_SPELLSCHOOL to 5 and ACR_SPELLPOWER to 3.
School of Magic
Variables include:
- ACR_SPELLSCHOOL (integer)
- ACR_SPELLSCHOOL2 (integer)
- ACR_SPELLSCHOOL3 (integer)
Integer School of Magic 1 Abjuration 2 Conjuration 3 Divination 4 Enchantment 5 Evocation 6 Illusion 7 Necromancy 8 Transmutation 9 General/Universal Magic
- ACR_SUBSCHOOL (string)
- ACR_SUBSCHOOL2 (string)
- ACR_SUBSCHOOL3 (string)
These are optional strings. A builder can enter classifications such as "Sonic" or "Mind-Affecting", or any subcategory or descriptor of spells. For instance, Fireball could be "Fire" or "Elemental".
- ACR_SPELLPOWER (integer)
- ACR_SPELLPOWER2 (integer)
- ACR_SPELLPOWER3 (integer)
Enter the spell level of the spell this variable is representing. For instance, Fireball would be 3.
Spell Level Power of Magic 1-3 Faint 4-6 Moderate 7-9 Strong 10+ Overwhelming