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<blockquote data-quote="Salix" data-source="post: 3177054" data-attributes="member: 40003"><p>"That one's child's play.", Ryland says before casting the spell.</p><p></p><p>OOC: [sblock=Detect Magic]</p><p>Detect Magic</p><p>Divination</p><p>Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 60 ft.</p><p>Area: Cone-shaped emanation</p><p>Duration: Concentration, up to 1 min./level (D)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.</p><p>1st Round: Presence or absence of magical auras.</p><p>2nd Round: Number of different magical auras and the power of the most potent aura.</p><p>3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)</p><p>Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.</p><p>Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.</p><p>     --------- Aura Power ---------</p><p>Spell or Object    Faint    Moderate    Strong    Overwhelming</p><p>Functioning spell (spell level)    3rd or lower    4th-6th    7th-9th    10th+ (deity-level)</p><p>Magic item (caster level)    5th or lower    6th-11th    12th-20th    21st+ (artifact)</p><p>Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:</p><p>Original Strength    Duration of Lingering Aura</p><p>Faint    1d6 rounds</p><p>Moderate    1d6 minutes</p><p>Strong    1d6x10 minutes</p><p>Overwhelming    1d6 days</p><p>Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.</p><p>Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p>Detect magic can be made permanent with a permanency spell.</p><p></p><p>Light</p><p>Evocation [Light]</p><p>Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0</p><p>Components: V, M/DF</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Object touched</p><p>Duration: 10 min./level (D)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.</p><p>A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.</p><p>Arcane Material Component: A firefly or a piece of phosphorescent moss.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Salix, post: 3177054, member: 40003"] "That one's child's play.", Ryland says before casting the spell. OOC: [sblock=Detect Magic] Detect Magic Divination Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. --------- Aura Power --------- Spell or Object Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. Light Evocation [Light] Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, M/DF Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. Arcane Material Component: A firefly or a piece of phosphorescent moss. [/sblock] [/QUOTE]
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