You imbue the subject with magical energy that protects it from harm; granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Arcane Material Component
A miniature cloak.
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
You determine whether a creature; object; or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails; or may try the Craft (alchemy) check prior to the Wisdom check.
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.
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 auras power depends on a spells functioning spell level or an items 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 |
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:
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.