The character detect magical auras. The amount of information
revealed depends on how long the character studies a particular
area or subject:
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
+ spell level, 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.
Aura Strength: An auras magical power and strength
depend on a spells functioning spell level or an
items caster level.
Functioning Item
Spell Caster
Strength Level Level
-------- ----------- ------
Dim 0-level or Lingering
lingering aura aura
Faint 1st3rd 1st5th
Moderate 4th6th 6th11th
Strong 7th9th 12th20th
Overwhelming Artifact or Beyond
deity-level mortal
magic caster
If an aura falls into more than one category, detect magic
indicates the stronger of the two.
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.
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