Yes, compared to other 0th level spells, which tend to be tricks, having Detect Magic reveal invisible creatures, is madness, IMHO.
Well that's fine. I've probably helped to cause a hundred times as much carnage with
Ghost Sound over the years than I ever have with
Detect Magic, but fine. Your mileage varies from mine, no biggie; some people clearly agree with you. I think you've got a bit hung up on it; taking three rounds to determine that *something* magical is in a square seems a pretty weak-sauce ability to me. You could argue that you can't even tell that it's
illusion magic if it's invisible: you don't have line of sight to the invisible "items or creatures bearing the aura", by definition, so you probably shouldn't get the Spellcraft check.
If you mean to tell me that AoE spells are not powerful, I'd be rather confused as a wizard's fireball tends to do just as much damage as a TWF rogue's sneak attack at the same level.
Area damage spells are not powerful, at least not in comparison to the alternatives, that's just what I'm saying. It was just a throw-away comment and I don't want to be guilty of a total thread derailment, but I'm perfectly happy to illustrate with examples in another thread if you're interested.
Detecting someones thoughts doesn't involve sight, so I don't see how that's relevant to the argument.
Detecting MAGIC doesn't involve sight either: where in the
Detect Magic spell description does it say that it does?
If you know someone is exactly ten feet southwest of you, then you are de facto granted a line of sight to that person when you're facing southwest.
Not if there's something between you and the spot ten feet southwest... but anyway, how on earth is this statement relevant?
That's how I see it. That's how arguers of Detect Magic's ability to see the invisible want it to function. There's nothing about Detect Magic being able to see invisible creatures, ANYWHERE.
No, there's not, and nobody is saying there is: or at least,
I'm not.
Detect Magic detects magical auras. It doesn't let you see anything. Even when you've detected an invisible creature's magical aura - if it has one - you still can't see the invisible creature, you can just detect which square its aura is in.
After three rounds.
Provided it doesn't move out of the way.
Are you saying that your objection to
Detect Magic is that - unlike the other detect spells (in the PHB, at least: others vary) - it doesn't have a line saying "If an aura is outside your line of sight then you determine its direction but not its exact location"?
If that's all, fair enough: house-rule it in, job done. However, it's not in the description as written and
I'm happy to play it as it lies. As the spell stands, the qualification is "if the auras are in your line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each". It's pretty clear from this that - as written - you get the rest of the information whether or not the aura is in your line of sight. House-ruling the spell to make it function as you want it to is perfectly reasonable, but it's not a "loophole" to suggest that the spell works the way it's written.
It's a backwards loophole for people that want Arcane Sight to function similarly to See Invisibility by exploiting a vague description.
It doesn't function anything like
See Invisibility.
See Invisibility allows you to see invisible things.
Detect Magic allows you to tell which square a magical aura is in, and
Arcane Sight does the same thing by means of visual information:
See Invisibility and
Arcane Sight are by no means equivalent, although they are nicely complementary.
Your area of effect can extend beyond a brick wall, your line of sight cannot.
Unless you use, you know,
magic or something. Like
Clairvoyance. Or
Scrying. Besides which, a brick wall will usually block line-of-effect, unless otherwise stated:
SRD said:
A line of effect is canceled by a solid barrier.
And:
SRD said:
A burst, cone, cylinder, or emanation spell affects only an area, creatures, or objects to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin).
All in all, there are probably as many cases of having line-of-sight without line-of-effect as there are the other way around... but that doesn't matter with respect to
Detect Magic, because it relies on line-of-effect rather than line-of-sight, and its parameters for line-of-effect are well-specified in the spell description.
If a creature is invisible, you don't have line of sight. If you don't have line of sight, the creature is invisible (or at least to you). There are explicit rules for pinpointing invisible and hidden creatures, Detect Magic isn't mentioned in them whatsoever.
True Seeing isn't mentioned there either. Neither is
Glitterdust. Neither is Dust of Appearance. Neither is
Invisibility Purge. Neither is
Faerie Fire. So what?
I'm not even sure what you're arguing here. On the one hand, you seem to be saying
Detect Magic is too powerful because it lets you see invisible creatures (after three rounds of study) which we're all agreed it
does not do. All it does is tell you the square a magical aura is in, assuming there is one. If the invisible creature doesn't
have any magical auras on its person - and there are many ways for this to happen - or if there are more powerful effects in the area masking the aura, or if divination counter-magic is employed, it won't show you the creature.
You're saying that it's madness for a 0th-level spell to allow you to detect the presence of something invisible (which, provided said something has a magical aura,
Detect Magic will do - as will a decent Spot or Listen check in most cases), but your real problem with it seems to be because of
Arcane Sight - a 3rd-level spell - allowing you to pull the same trick without taking three rounds... Given that
See Invisibility is a 2nd-level spell that actually
does let you see invisible things, this seems a bit peculiar. I'd pretty much expect an arcane spellcaster to get a Permanent
See Invisible (or an item that does the same) as soon as possible: mine always have.
If your objection is specifically to someone running around with Permanent spells, well, you've got an issue there with fundamental game balance. The way to deal with that is to house-rule away what you see the problems are, not to deny that the spells work the way they say they work.
Radmod has the right idea:
radmod said:
[snip] ...I'll just point out how I've always seen inviso played. Effectively, inviso makes all aspects of your person invisible, including your aura. (Aura does not necessarily imply light) Thus detect spells don't work. Or, in the case of detect evil, that particular DM might have allowed you to sense the presence of evil around you but would never let you center on it.
This is a house-rule, nobody's trying to pretend it's anything but, and it works for them. Cool.
In all of this, it's important to remember that the 3rd-level
Arcane Sight is a pretty weak-sister substitute for the 2nd-level
See Invisibility when it comes to detecting invisible creatures, but it's much better for detecting hiding creatures. And, of course, there are as many strategies for foiling
Arcane Sight as there are for
Detect Magic, and if bad-guys are on their home turf they should be aware of the threat and deploy appropriate counter-measures. For instance, you don't want to be relying on
Arcane Sight if you're facing a Ninja
