How to hide a creature's magical auras

michaiel

First Post
What are the various methods of detecting magic and/or locating that magic, either via magical auras or "magic potential"? (I don't care about determining strength, school, or other such properties; the detection and locating itself is undesirable). And what are the various methods of avoiding detection?

The magic detections I know of are:
  • Detect Magic
  • Identify
  • Arcane Sight
  • Analyze Dweomer
  • Dweomersight (Balhannoth, MM4, p. 15)
  • Magic Sense (Mageripper Swarm, MM4, p. 98) -- sounds just like Arcane Sight
The ways to hide magic (that I know of) are:
  • Nondetection
  • Nystul's Magic Aura
  • Misdirection
  • D&D 3.5 version of Pathfinder's Mask Dweomer?
Of those, Identify and Nystul's Magic Aura can only target objects, so they are out for detecting / hiding creature auras.


Detection and Line of Sight
Analyze Dweomer requires that you be able to see the creature in order to analyze it, so it's easily avoided via mundane stealth.

Arcane Sight also seems to imply that you have to be able to physically see the creature or object in order to detect its aura. It uses wording like "You know the location and power of all magical auras within your sight", and "If the items or creatures bearing the auras are in line of sight". However, it says it functions much like Detect Magic, and that spell makes no mention of line of sight until giving the option to make Spellcraft checks to determine school of magic (as an optional step of the third round). Detect Magic's first round gives "Presence or absence of magical auras" (and the third round gives location), so that means they auto-detect me if my aura is present on the same plane, irrespective of physical detection. Should I assume that Arcane Sight would auto-detect presence and location as well?

[Also, see "True Seeing" below.]


Masking Effects (and the checks / saves to bypass them)
Nondetection works against Detect Magic and Arcane Sight, though only if they fail the CL check.

What is Misdirection like? I'm not sure how useful it would be. For one, it allows a Will save (rather than the CL check of Nondetection; is that better / worse?)

Mask Dweomer is interesting. It's basically like Nystul's Magic Aura, except that it can target creatures too, and instead of Identify being able to bypass it on a successful Will save, Arcane Sight can bypass it on a successful Will save (and importantly, it completely thwarts Detect Magic, unlike the above two).


True Seeing
How would True Seeing work alongside the detection effects? A couple of the hiding effects (Misdirection and Mask Dweomer) are of the Illusion school, so I assume True Seeing would negate their benefits. Can this negation be used in conjunction with Arcane Sight or other to properly see the aura? I am not sure how the clause that says "the spell effects cannot be further enhance with known magic" works. Also, True Seeing relies on being able to see a creature, so if I were hiding normally, it wouldn't help out anyways.... right?


Monster Abilities -- more limited or less limited than the spells?

What about the monster abilities? Is there any way to avoid them? Would they also get to make caster level checks / will saves against Nondetection and the like?


What other detect and mask effects are there? Is there a better way to mask magic than these?? I would like my character's magic to be nigh undetectable! All options are open to me -- I'm still building him, and this is a core component for the campaign.
 

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Depending upon how quickly you need to be able to access your magical abilities once the need arises, Antimagic Field may be the most effective option.
 

Depending upon how quickly you need to be able to access your magical abilities once the need arises, Antimagic Field may be the most effective option.

I should probably describe my situation a little more clearly. The campaign is set in a nation whose government frowns upon the use of unlicensed magic (which basically means magic is outlawed, unless you're the government...). We'll be running across lots of places where some form of magic detection is in effect -- whether that be metal-detector-like gates imbued with Detect Magic that sound an alarm upon detection, government agents (aka mages) who are on the lookout, or drug-dog-like creatures like the Balhannoth whose senses are attuned to magic's "scent" -- and we've been advised to design our characters to be low-magic / less-reliant on magic.

In my normal style, I don't want to follow recommendations! Instead, part of my character concept is that I am high-magic, but also extremely good at hiding it (possibly I'm an ex-agent.... pending DM approval....). My ideal then is to be able to walk into a room bearing magic items, permanenced spells, on-going Supernatural abilities, what have you, with all forms of detection active in that room, and not set off any alarms.

That being said, an AMF won't work. Yes, it suppresses all my magic, so I clearly don't detect as magical.... but if all their detection itself relies on magic, then they're gonna know SOMETHING'S up when all their surveillance goes offline... and it coincided with me walking in the door!
 


Cloak of Nystul's Undetectable Aura

Not sure how that would work. If the cloak has the spell on it, then the cloak is what has a masked aura -- not helpful. If the cloak is supposed to cast / confer the spell on the wearer, I don't see how this could bypass its Target limitation (i.e. only objects) -- pretty sure it could only mask the aura(s) of the wearer's item(s), not the aura(s) of the wearer himself.
 

I may have found something. Would the Cloak of Mystery (Su) ability of the Vecna-blooded template (MM5 p.66-67) pretty much stop the above-mentioned spells? The wording is a bit vague, more flavour-oriented and less mechanics-oriented. For instance, it says that you gain "immunity to all divination spells cast against it [sounds like targeting] or cast to learn information about it [sounds like area effects]". But it never actually uses any rules-language like "target". Detect Magic isn't "cast against" any specific creature, but it IS cast to learn information, about the Vecna-blooded creature as well as any other creature that happens to be in the spell's cone. Personally if I were DMing, I'd say that if you went through that much work to get the ability, that you deserve good functionality. But just curious what you guys think.

On a less insane path than questing to become God-blooded.... would Mind Blank foil things like Detect Magic, since it says "This spell protects against all ... information gathering by divination spells or effects". The spell's flavour focuses on mind-affecting, but it also lists the area effect of scrying, which has nothing to do with the mind and is rather visual. Detect Magic and its ilk are certainly "information gathering by divination" and are area effects that have nothing to do with the mind. So... what exactly is under the purview of Mind Blank?

What about the above two in regards to the monster abilities? Cloak of Mystery only mentions "spells", while Mind Blank says "spells or effects". I'd say the monster abilities certainly count as divination effects, so Mind Blank should foil the monsters. Does the rest of the vague wording for Cloak of Mystery allow the monster abilities to be covered by its protection?
 

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