Detect Magick
(Divination)
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(d: 1" path, 4" long) (mu, i, wj: 1" path, 6" long) |
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Effect: When the detect
magick spell is CAST,
the cleric detects magickal
radiations in a path 1” wide, and up to 3” long,
in the direction he or she
is facing. The caster can turn 60°
per round.
Note that stone walls of
1’ or more thickness, solid metal of but 1/12’ thickness, or 3’ or more
of solid wood will block the spell.
DMG.Magic-User:
This spell detects the intensity of the magic (dim, faint, moderate, strong,
very strong, intense) and
<theory:
dim: 0, faint: 1, moderate: 2-3, strong: 4-5, very strong: 6-7, intense:
8+>
<theory:
dim: 0-500, faint: 501-1000, moderate: 1001-2000, strong: 2001-4000, very
strong: 4001-8000, intense: 8000+>
<theory:
dim: +1, faint: +2, moderate: +3, strong: +4, very strong: +5, intense:
+6>
there is a 10% chance per
level of the caster that the type (abjuration, alteration, etc.) can be
found as well,
although if a dual type,
the detection percentage applies to both and must be rolled for separately.
DMG.Cleric.Druid.Illusionist: Only the fact that a dim or strong magic exists can be found by clerics.
Detect Magick: Oddly
the DMG states
that this spell functions
as per the clerical
version of the spell, and
'NOT the wizard
spell'. Thus illusionists
do not have
any chance of knowing the
nature of the
detected magick, only its
intensity.
(Imagine #29)
Detect Magick: All
that is detected is
whether the magick is 'strong
or weak',
and if a dweomer due to
spell-casting
present (part of) the area
scrutinized,
nothing about the nature
of the spell can
be learned. This is not
the same as the
wizard spell of the same
Name, <above.>
(Imagine #30)
Detect Magick: See
comments on the 1st
level clerical spell of
the same Name.
(Imagine #30)
MC: The spell requires the use of the cleric’s holy (or unholy) symbol.
<Note: Detection of Magic is the psionic equivalent of the Detect Magic>
Heat the squid sepia in a
fire built of
oak, ash, and thorn. Place
the object or
creature partially or wholly
in the sepia,
and let it remain there
until the fire has
burned out and the sepia
is cool. While
the fire is strong, add
first the powdered
sapphire, then the drop
of water, and
then the drop
of blood, stirring the mixture
once after each is added
with a
thorn branch. Ensure that
the branch is
then consumed in the fire.
Let the fire
burn out, remove the cooled
mixture,
and pour it into a flask,
taking care that
the object with the dweomer
is not admitted into the flask.
- The
Book of the Silver Talon
Shukenja: The shukenja
can detect magical radiations even through solid items.
Stone
walls 1 foot thick, metal 1/2
foot thick, and wood 3 feet thick will
block the spell. The spell
requires the shukenja's holy symbol.
Wu
Jen: Except as otherwise noted, this spell is similar to the shukenja
spell of
the same name. There is
a 10% chance per level that the wu jen can
determine the type of magic
involved.
Detect Magick: The
PH
states that, apart
from duration differences
and the like,
this spell is the same as
the 1st-level
priestly version. The DMG
makes it clear
that this is not so. Wizards
have a
10% chance per level of
experience of
detecting the type of magick
involved
(alteration, enchantment/charm,
etc) in
addition to detecting the
strength of the
magickal emanations.
(Imagine #29)
DMPrata wrote:
Gary, does the presence
of the detect illusion and dispel
illusion spells imply that
detect magic and dispel magic
are ineffectual where illusions are concerned?
*We now return you to your
regularly-scheduled punnery.*
[/quote]
Just so.
The magic used for illusions
is considered to be of a different sort that the other kinds.
That is why there is a separate
sub-class for Illusionists.
Cheers,
Gary