Permanency & Detect Magic

DMFTodd

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A wizard in my game now has a Permanent Detect Magic (as per Permanency). Detect Magic requires concentration.

I think that the Detect Magic still requires concentration. If the wizard is fleeing from the red dragon, he won't see the glyph of warding in the hallway unless he actually stops and takes a standard action to concentrate (and then he only detects the presence of magic, round 2 he detects how many auras, etc.)

My player seems to think it's some type of "always on" power. He detects magic all the time with no concentration needed. If he concentrates one round, he gets the round 2 effects of Detect Magic, concentrate 2 rounds gives the Round 3 effects, etc.

Who's right? We're playing 3.0 still if that matters.
 

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I think it depends on how you interpret the word "studies" if this means to use a standard action to concentrate on a particular area or subject using the spell then you are correct but if it just means to view a particular area or subject then one would not need to concentrate to use the spell. Note that the spell's duration was changed from Concentration to Permanent so that requirement for Concentration was removed and the use of the spell would only require Concentration if the spell's description mandates it.
 
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I had a player do this a while back. I agree that the permanent detect magic still requires concentration (at least a standard action) to use effectively. From the spell:

The amount of information revealed depends on how long you study a particular area or object: 1st Round: Presence or absence of magical auras.

So, it takes 1 round of "study" of a specified area before you even discern the presence of magical auras.
 
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I agree with dcollins. If the character wants instantaneous and always on magic detection, he should look into getting Arcane Sight permanent, or an item of continuous Greater Arcane Sight.
 

You're players wrong. I even asked the sage once, when my character did the same thing. You need to concentrate to use it. You can initiate it as a free action, but you still need to concentrate to get any information out of it.
 
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While you are technicaly correct in that concentration is required, you could allow the player a spot check at a high DC to notice that there "Feels Like" a magical effect in his Line of Sight.

He would then need to spend the 1-2-3 round actions to determine anything special about it. At least the first round would be nessecary to confirm his "Feeling". You could say that it has added a sort of subtle sixth sense that gives him a warning that he should maybe look around.

Of course, this is irrelevant if he is running in a hall with other PCs in front of him as he will have that feeling all the time....

However, this becomes more of a house rule at that point.

Based on the rules however, he should have to concentrate to detect anything.
 


There is no difference between a permanent detect magic and a regularily cast one, except the longer duration (and higher caster level needed to dispel it).

Bye
Thanee
 

I allow my players to sense there's magic around but they need to spend time looking for it to find it. Such as smelling something and trying to figure out where it came from. Like asixth sense as someone said.
What's that Arcane Sight thing?
 

Arcane Sight is the 3rd level equivalent of Detect Magic.
Basically the same spell without concentration, you instantly see anything magical in a large cone.

It's in Tome & Blood and the 3.5 PHB.

Bye
Thanee
 

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