Old World» Detect Magic

Alchemical items and magic auras

The effects of some alchemical items produce magic auras (typically, those that replicate or closely resemble the effects of spells), though the item itself (the potion or oil, etc.) generally has no aura (as no spell effect is actually produced until the potion is drunk, the oil applied, etc.).

Illusions and magic auras

Determining the strength and location of (and any additional information about) the magic aura of a spell effect on an object or creature requires seeing the object or creature clearly, and seeing the aura of a “free-standing” spell effect requires being able to see the space the effect occupies or affects. Thus, detect magic cannot foil invisibility (the magic auras of any spell effects on the invisible creature or object are, also, invisible); nor does it allow the user to see most illusions for what they are, since it uses the caster’s normal senses (which are fooled by the illusion magic). A creature or object that is hidden by mundane means is just as hidden from detect magic; auras do not “glow” brightly and thus give away their positions. (However, the presence of a magic aura on a hidden, invisible, obscured, or otherwise un-perceived object or creature is still detectable; as is the aura’s strength, if it’s the strongest aura in the detect magic spell’s area of effect.)

Magic Auras
Spell LevelAura StrengthLingering Aura Duration
3rd or lowerFaint1d6 rounds
4th–6thModerate1d6 minutes
7th–9thStrong1d6×10 minutes
10th+ (deity level)Overwhelming1d6 days
School
Divination
Level
Bard 0, cleric/oracle 0, druid 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
Casting Time
1 standard action
Components
V, S
Range/Area
60-ft. cone (emanation)
Duration
Concentration, up to 1 minute/level
Saving Throw
None
Spell Resistance
No

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

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine some basic information about each effect, such as the type of magic, or similar general properties. (Make one check per aura; DC 15 + spell level, or 15 + 12 caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates. If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura).

Each round, you can turn to detect magic 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.