(or, how a 1st level mage can remove intrigue from a game).
Has anyone found any good clarification on what spells have magical auras? I believe the default answer is "all", or at least all that have lingering effects.
But now let's go into the concept of using enchantments in an intrigue heavy game. You know, Jafar is manipulating the Sultan kind of thing. A first level mage walks in with detect magic up and pipes up - "Hey, the Sultan is under a powerful enchantment! Let's find the mage and Git 'im!".
Or other things to that effect. Basically, it is exceedingly difficult to maintain much in the way of magical surprises, considering how easy it is to detect magic. Oh, I know I can just house rule it, but I was wondering if there were any guidelines or limitations published that limit magical auras, particularly of ongoing enchantments.
Has anyone found any good clarification on what spells have magical auras? I believe the default answer is "all", or at least all that have lingering effects.
But now let's go into the concept of using enchantments in an intrigue heavy game. You know, Jafar is manipulating the Sultan kind of thing. A first level mage walks in with detect magic up and pipes up - "Hey, the Sultan is under a powerful enchantment! Let's find the mage and Git 'im!".
Or other things to that effect. Basically, it is exceedingly difficult to maintain much in the way of magical surprises, considering how easy it is to detect magic. Oh, I know I can just house rule it, but I was wondering if there were any guidelines or limitations published that limit magical auras, particularly of ongoing enchantments.