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Detect magic + Spellcraft = aggravation?
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<blockquote data-quote="Pbartender" data-source="post: 2911766" data-attributes="member: 7533"><p>Let's take a look at the spell first, Q, and then I'm going to go over those exampels you presented...</p><p></p><p>Okay. The first thing you need to remember is that <em>detect magic</em> is a spell that requires concentration and time in order to all the most useful information out of it.</p><p></p><p>Don't forget that the character using the spell has to study an area or subject continuously to get the benefits from subsequent rounds. As soon as the character puts attention on something else, he'll have to start over. Also, concentrating to keep the spell working is a Standard Action... The character using <em>detect magic</em> cannot attack, cast a spell, activate a magic item, run or double move while he is using it.</p><p></p><p>Under many circumstances, the spellcaster won't make it past that first round. Otherwise, if they've got the time to wait that long to figure out all the info from <em>detect magic</em>, then there's enough time to figure out what they find or make it up on the spot.</p><p></p><p><strong>1st Round:</strong> Presence or absence of magical auras.</p><p><strong>2nd Round:</strong> Number of different magical auras and the power of the most potent aura.</p><p><strong>3rd Round:</strong> 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 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.) </p><p></p><p>On to the examples...</p><p></p><p></p><p></p><p>"You detect the presence of magic. Before you can focus in, the mage looks at you in a rather irritated manner and asks, "Why are you staring at me like that?" [Roll a SPellcraft check] "Dismiss your spell immediately or our business ends now."</p><p></p><p>Regardless, a Wizard (for example) who isn't specifically expecting combat isn't likely to be buffed up. At the most, they might have <em>mage armor</em>, <em>protection from arrows</em>, <em>darkvision</em> and perhaps <em>endure elements</em> floating about. They are some of the only low-level spells that have duration greater than 10 min./level. You can cast them and they last for hours. They are all under 3rd level, so they all detect as faint auras, and they are almost all abjurations. When in doubt, any spellcaster without magic items will detect as "Faint abjuration, [less than 3] auras." Magic items are easy, since the strength and type of aura is listed in its description, and are usually fairly straightforward.</p><p></p><p>Also remember that any Party Members (who are typically loaded with magic auras) will confuse the matter, unless the caster spend all 3 rounds concentrating on a particular area.</p><p></p><p></p><p></p><p>What spells do the same thing? You're activating a trigger that opens a door magically. Except for the contigency of touching the alter, the 0-level spell <em>open/close</em> does the same thing. <em>Knock</em> is a more powerful 2nd-level version of it. Both are transmutations. Both are faint auras. Put the aura on the later, since that's the trigger. One spellcraft check to ID the aura, if successful another check to determine that the spell is a trigger to activate an effect, if successful a third check to determine that the effect will be aimed at the secret door.</p><p></p><p></p><p></p><p>Yup... Cue minor inter-party roleplaying conflict.</p><p></p><p></p><p></p><p>That's an <em>arcane lock</em> with a password. Regardless, it's a magical effect that's certainly an abjuration (you're protecting a door) that isn't higher than 3rd level... Faint abjuration.</p><p></p><p></p><p></p><p>Trigger doesn't matter. Effect does. Sounds like a <em>shocking grasp</em> or <em>lightning bolt</em> to me... Faint evocation.</p><p></p><p></p><p></p><p>The aura is on the door (that's what triggers the magical trap). You are summoning a warrior, the fresco stuff is just flavor text. Conjuration strength dependent on the CR of the warrior being summoned (as compared to the <em>summon monster</em> spells).</p></blockquote><p></p>
[QUOTE="Pbartender, post: 2911766, member: 7533"] Let's take a look at the spell first, Q, and then I'm going to go over those exampels you presented... Okay. The first thing you need to remember is that [i]detect magic[/i] is a spell that requires concentration and time in order to all the most useful information out of it. Don't forget that the character using the spell has to study an area or subject continuously to get the benefits from subsequent rounds. As soon as the character puts attention on something else, he'll have to start over. Also, concentrating to keep the spell working is a Standard Action... The character using [i]detect magic[/i] cannot attack, cast a spell, activate a magic item, run or double move while he is using it. Under many circumstances, the spellcaster won't make it past that first round. Otherwise, if they've got the time to wait that long to figure out all the info from [i]detect magic[/i], then there's enough time to figure out what they find or make it up on the spot. [B]1st Round:[/B] Presence or absence of magical auras. [B]2nd Round:[/B] Number of different magical auras and the power of the most potent aura. [B]3rd Round:[/B] 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 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.) On to the examples... "You detect the presence of magic. Before you can focus in, the mage looks at you in a rather irritated manner and asks, "Why are you staring at me like that?" [Roll a SPellcraft check] "Dismiss your spell immediately or our business ends now." Regardless, a Wizard (for example) who isn't specifically expecting combat isn't likely to be buffed up. At the most, they might have [I]mage armor[/I], [I]protection from arrows[/I], [I]darkvision[/I] and perhaps [I]endure elements[/I] floating about. They are some of the only low-level spells that have duration greater than 10 min./level. You can cast them and they last for hours. They are all under 3rd level, so they all detect as faint auras, and they are almost all abjurations. When in doubt, any spellcaster without magic items will detect as "Faint abjuration, [less than 3] auras." Magic items are easy, since the strength and type of aura is listed in its description, and are usually fairly straightforward. Also remember that any Party Members (who are typically loaded with magic auras) will confuse the matter, unless the caster spend all 3 rounds concentrating on a particular area. What spells do the same thing? You're activating a trigger that opens a door magically. Except for the contigency of touching the alter, the 0-level spell [i]open/close[/i] does the same thing. [i]Knock[/i] is a more powerful 2nd-level version of it. Both are transmutations. Both are faint auras. Put the aura on the later, since that's the trigger. One spellcraft check to ID the aura, if successful another check to determine that the spell is a trigger to activate an effect, if successful a third check to determine that the effect will be aimed at the secret door. Yup... Cue minor inter-party roleplaying conflict. That's an [I]arcane lock[/I] with a password. Regardless, it's a magical effect that's certainly an abjuration (you're protecting a door) that isn't higher than 3rd level... Faint abjuration. Trigger doesn't matter. Effect does. Sounds like a [I]shocking grasp[/I] or [I]lightning bolt[/I] to me... Faint evocation. The aura is on the door (that's what triggers the magical trap). You are summoning a warrior, the fresco stuff is just flavor text. Conjuration strength dependent on the CR of the warrior being summoned (as compared to the [i]summon monster[/i] spells). [/QUOTE]
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