Potestas: a D&D3E supplement

Spells

Detect Magic

Divination
Casting Time: 1 standard action
Range: 60 ft
Target: Cone-shaped emanation
Duration: Concentration, up to 1 minute/Power point (D)
Minimum Power Points: 0

You can sense the presence of magic. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magic.
2nd Round: Number of magical auras (creatures, objects, or spells) in the area and the power of the most potent magic aura present. If the strongest magical aura's power is overwhelming (see below), and the aura's strength is at least twice yours, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An aura's power depends on the type of creature, spell or object that you're detecting and its HD or magic power; see the accompanying tables. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Creature/Object
Arcane Aura Strength
Faint
Moderate
Strong
Overwhelming
Mortal spellcaster (Magic power)
1-10
11-25
26-50
51 or higher
Part-Arcane creature (Hit Dice)
1-10
11-25
26-50
51 or higher
Arcane spell or item (Power points expended)
1-6
7-12
13-18
19 or higher
Part-Arcane spellcaster (Hit Dice or Magic power)
1-2
3-8
9-18
19 or higher
Arcane creature (Hit Dice)
1-2
3-8
9-18
19 or higher
Arcane spellcaster (Hit Dice or Magic Power)
1
2-4
5-10
11 or higher

Creature/Object
Divine Aura Strength
Faint
Moderate
Strong
Overwhelming
Creature with Devout Belief (Hit Dice or Magic Power)
1-10
11-25
26-50
51 or higher
Divine spell or item (Power points expended)
1-6
7-12
13-18
19 or higher
Divine spellcaster (Magic power)
1
2-4
5-10
11 or higher

Creature/Object
Innate Aura Strength
Faint
Moderate
Strong
Overwhelming
Mortal or Part-Arcane creature (Hit Dice)
1-10
11-25
26-50
51 or higher
Innate spell or item (Power points expended)
1-6
7-12
13-18
19 or higher
Innate spellcaster (Hit Dice or Magic power)
1-2
3-8
9-18
19 or higher

Each round, you can turn to detect 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.
Restriction: Choose one type of magic (arcane, divine, innate). This spell only works on magic of that type.
Heightened: Each additional Power point increases the duration by 1 round and the range by 5 ft. You must expend 1 Power point to cast this spell before you can heighten it or enhance it with metamagic feats.
At 5 Power points, you can automatically detect the presence or absence of magic, can tell the number of magical auras by concentrating for 1 round, and can tell the power and location of each aura by concentrating for 2 rounds.
At 9 Power points, you can automatically tell the number of magic auras, and can tell the power and location of each aura by concentrating for 1 round.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 30 January 2005