Falling Icicle
Adventurer
Just got back from the playtest. Man...at-will spells are wonky and riddled with bugs. But not this one.
I'll try to help, but take it with a grain of salt. It is nearly impossible for me to be objective about this, because I am absolutely smitten with this version of Detect Magic. I'm going to be heavily biased in favor of this version of the spell.
1. It leaves it up to the DM to decide what "study" is, and gives him/her enough flexibility to adjust it based on the needs of a story. A 12th level sorcerer could probably just glance at a potion of healing with this spell and know what it is, but a 5th level wizard would need a library and two weeks of rigorous research to identify all the dweomers and schools of magic emanating from a Staff of Power. So in short: what counts as "study" can be anything that makes sense according to the story.
I'd rather that not be left to the DM. I hate when things are that arbitrary. Obviously, the rules can't cover anything, but this is a very common spell and is one of the things that should have rules.
2. The DCs all use the same progression described in the DM Guidelines. It also says that it is up to the DM to set most of these, which I interpret as "there won't be as many charts and tables as there have been in other editions." DCs will be set by the DM to fit the pace of the story.
Sorry, but I don't find that at all helpful. Telling me what the DC is to climb a typical wall or pick a typical lock gives me no help at all in deciding how hard it should be to analyze a spell with detect magic. It's not like it would be hard for them to add this. It would take all of one sentence or two to say the DC is 10 + spell level or 10 + caster's ability modifier or whatever else.
3. Yes, illusions are "meant to be hidden," so I would rule that Detect Magic wouldn't reveal an illusion, and that illusions are immune to detection using the detect magic spell. It's only a cantrip, after all. But other DMs might disagree, and they could easily decide it wasn't hidden "enough," or that some illusions are too powerful to detect at low levels, or that they detect as magical but give off strange or erroneous signals (an illusionary bodak detecting as magical, but not evil), or whatever the story needs.
4. Same for polymorphs, alarms, wards, etc., unless the DM decides otherwise. With these new rules, Detect Magic is not an automatic defeat for illusions. Unless your DM wants/needs it to be.
So the strength of an illusionist or transmuter should vary wildly from one table to the next, just because different DMs will naturally interpret this spell in different ways? I don't consider that to be an advantage, or good game design. I'd rather be given a consistent and complete set of rules, and then house rule it if I don't find it to my taste, then to be left completely on my own to have to make up so much of the rules on the fly.
Not only does it slow down play for the DM to have to abritrate these things as they constantly come up during play, but let's face it, not every DM has what it takes to be a good game designer. I'd say I have a pretty good grasp of the rules and am fairly decent at that kind of thing, but alot of people aren't, and it shouldn't be a requirement for being a DM. I don't want to have to do that in the middle of a game, in any case.
I'd rather create house rules when I've had time to consider them and test them out. When I have to make something up on the spot, it's probably not going to be that great, and then if I have to change it later, it creates confusion, possibly even conflict among the group. As the DM, I don't like vague and incomplete rules that constantly put me on the spot. Some DMs may like having all of that freedom and power, but for me, it just feels like it makes my job alot harder.