Game Rules
d20 Modern SRD
Spells
d20 Modern SRD
Spells
Detect Magical Aura
Level: Divine 0, Arcane 0
Components: V, S
Casting Time: Attack action
Range: 60 ft.
Area: Quarter-circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
The caster can detect magical auras. The amount of information revealed depends on how long the caster studies a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the strength of the strongest aura.
3rd Round: The strength and location of each aura. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.
Aura Strength: An aura's magical power and strength depend on a spell's functioning spell level or an item's caster level.
If an aura falls into more than one category, detect magical aura indicates the stronger of the two.
Length Aura Lingers: How long a magical aura lingers after the source has vacated the location depends on the aura's original strength.
Each round, the caster can turn to detect things 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.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the strength of the strongest aura.
3rd Round: The strength and location of each aura. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.
Aura Strength: An aura's magical power and strength depend on a spell's functioning spell level or an item's caster level.
| Functioning Spell Level | Item Caster Level | Aura Power |
|---|---|---|
| 0-level or lingering aura | Lingering aura | Dim |
| 1st-2nd | 1st-3rd | Faint |
| 3rd | 4th-5th | Moderate |
| 4th | 6th-7th | Strong |
| 5th | 8th-10th | Overwhelming |
If an aura falls into more than one category, detect magical aura indicates the stronger of the two.
Length Aura Lingers: How long a magical aura lingers after the source has vacated the location depends on the aura's original strength.
| Original Strength | Duration |
|---|---|
| Faint | 1d6 minutes |
| Moderate | 1d6 x 10 minutes |
| Strong | 1d6 hours |
| Overwhelming | 1d6 days |
Each round, the caster can turn to detect things 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.
Spell List
Aid
Animate Dead
Arcane Eye
Arcane Lock
Augury
Bane
Bestow Curse
Bless
Blur
Break Enchantment
Burning Hands
Cause Fear
Change Self
Cloudkill
Command
Comprehend Languages
Cone of Cold
Confusion
Create Water
Cure Critical Wounds
Cure Light Wounds
Cure Minor Wounds
Cure Moderate Wounds
Cure Serious Wounds
Darkvision
Daze
Delay Poison
Detect Magical Aura
Dimension Door
Discern Lies
Dispel Magic
Displacement
Energy Trap
Enhance Ability
Faith's Fury
Fear
Feather Fall
Fireball
Flaming Projectiles
Flaming Wrath
Freedom of Movement
Glitterdust
Glyph of Warding
Greater Command
Greater Magic Weapon
Halt Undead
Haste
Hold Monster
Hold Person
Hold Portal
Ice Storm
Inflict Critical Wounds
Inflict Light Wounds
Inflict Minor Wounds
Inflict Moderate Wounds
Inflict Serious Wounds
Insect Plague
Invisibility
Invisibility Sphere
Jump
Keen Edge
Knock
Lesser Restoration
Levitate
Light
Lightning Bolt
Locate Object
Mage Armor
Mage Hand
Magic Missile
Magic Mouth
Magic Weapon
Mass Cure Light Wounds
Mass Inflict Light Wounds
Message
Minor Globe of Invulnerability
Neutralize Poison
Passwall
Phantom Watchdog
Power Device
Prayer
Prestidigitation
Protection from Arrows/Bullets
Raise Dead
Ray of Fatigue
Read Magic
Remove Curse
Remove Disease
Remove Fear
Remove Paralysis
Resist Energy
Resistance
Restoration
Searing Light
See Invisibility
Shatter
Shield
Shield of Faith
Shout
Silence
Sleep
Slow
Spider Climb
Status
Stoneskin
Telekinesis
Tongues
True Seeing
True Strike
Virtue
Wall of Fire
Wall of Force
Wall of Ice
Wall of Iron
Wall of Stone
Water Breathing
Web
Zone of Truth
Animate Dead
Arcane Eye
Arcane Lock
Augury
Bane
Bestow Curse
Bless
Blur
Break Enchantment
Burning Hands
Cause Fear
Change Self
Cloudkill
Command
Comprehend Languages
Cone of Cold
Confusion
Create Water
Cure Critical Wounds
Cure Light Wounds
Cure Minor Wounds
Cure Moderate Wounds
Cure Serious Wounds
Darkvision
Daze
Delay Poison
Detect Magical Aura
Dimension Door
Discern Lies
Dispel Magic
Displacement
Energy Trap
Enhance Ability
Faith's Fury
Fear
Feather Fall
Fireball
Flaming Projectiles
Flaming Wrath
Freedom of Movement
Glitterdust
Glyph of Warding
Greater Command
Greater Magic Weapon
Halt Undead
Haste
Hold Monster
Hold Person
Hold Portal
Ice Storm
Inflict Critical Wounds
Inflict Light Wounds
Inflict Minor Wounds
Inflict Moderate Wounds
Inflict Serious Wounds
Insect Plague
Invisibility
Invisibility Sphere
Jump
Keen Edge
Knock
Lesser Restoration
Levitate
Light
Lightning Bolt
Locate Object
Mage Armor
Mage Hand
Magic Missile
Magic Mouth
Magic Weapon
Mass Cure Light Wounds
Mass Inflict Light Wounds
Message
Minor Globe of Invulnerability
Neutralize Poison
Passwall
Phantom Watchdog
Power Device
Prayer
Prestidigitation
Protection from Arrows/Bullets
Raise Dead
Ray of Fatigue
Read Magic
Remove Curse
Remove Disease
Remove Fear
Remove Paralysis
Resist Energy
Resistance
Restoration
Searing Light
See Invisibility
Shatter
Shield
Shield of Faith
Shout
Silence
Sleep
Slow
Spider Climb
Status
Stoneskin
Telekinesis
Tongues
True Seeing
True Strike
Virtue
Wall of Fire
Wall of Force
Wall of Ice
Wall of Iron
Wall of Stone
Water Breathing
Web
Zone of Truth