Li Shenron
Legend
Thinking again about those two original examples, I agree that detect magic is problematic to expand this way. I think I've always used this spell just to see IF something nearby is magic, more rarely when you are searching for something specific (and probably already know what it is) and want to pinpoint the location, which is what showing the aura is for. The spell design is odd because the second functionality costs an additional action, which is relevant only during a battle or a chase, when spending such action can be quite costly while out of combat is pretty much a no-cost.
Looking at other detect spells, detect poison and disease always includes identifying in addition to detecting, so you can use it when you want to check IF something is poisonous, but also when you already know it and you want to know also WHAT exactly. This is pretty much already all you need (unless you wanted to reveal poison's stats like DC or damage).
Detect evil and good doesn't tell you the creature exactly, which could be occasionally useful for a random encounter in case it gives you time to prepare against a specific potential threat (such as casting Death Ward). But if it's a random encounter, then you probably wouldn't upcast this, with the risk of wasting a higher slot for anything. And if it's not a random encounter, you may already know which creature you are up against, so even this spell is not a good candidate for adding extra functions through upcasting (it could have offered extra information at the cost of an action, similar to detect magic though).
Find Traps could definitely be expanded to reveal the location and further on to reveal more details on how to bypass or disable the trap, but once again we're in the situation of casting this spell typically just to check IF something is there in the first place, so probably wanting to risk wasting the lowest spell possible. This spell also notoriously conflicts with the Rogue's job, so let's leave it alone.
Looking at other detect spells, detect poison and disease always includes identifying in addition to detecting, so you can use it when you want to check IF something is poisonous, but also when you already know it and you want to know also WHAT exactly. This is pretty much already all you need (unless you wanted to reveal poison's stats like DC or damage).
Detect evil and good doesn't tell you the creature exactly, which could be occasionally useful for a random encounter in case it gives you time to prepare against a specific potential threat (such as casting Death Ward). But if it's a random encounter, then you probably wouldn't upcast this, with the risk of wasting a higher slot for anything. And if it's not a random encounter, you may already know which creature you are up against, so even this spell is not a good candidate for adding extra functions through upcasting (it could have offered extra information at the cost of an action, similar to detect magic though).
Find Traps could definitely be expanded to reveal the location and further on to reveal more details on how to bypass or disable the trap, but once again we're in the situation of casting this spell typically just to check IF something is there in the first place, so probably wanting to risk wasting the lowest spell possible. This spell also notoriously conflicts with the Rogue's job, so let's leave it alone.






