For the duration of this spell, the caster can see the glow of Arcane Magic around objects or effects that they have a line of sight on and are within 30 feet. This ability to see the glow of Arcane Magic also gives the caster Advantage in perceiving objects or creatures that have been made invisible by means of Arcane Magic, or are affected by Arcane spell effects (e.g. Mage Armor) and are trying to hide, or are hidden by non-magical darkness (The effect of this is to negate the normal Disadvantage caused by the condition).
As a separate Action, an Arcana skill roll can be used to identify the School of Arcane Magic associated with the most powerful aspect of the spell or item being observed (the DC is 10 + level of spell effect). The DM should have this roll made at Disadvantage if the caster doesn't possess the spell in question, or doesn't belong to the same Wizard School of Magic as the Arcane Magic effect being observed.
DM Note: This cantrip was developed as a means to better represent the affinity certain races and classes have to the world of Arcane Magic (e.g., the Sorcerer Class and certain magical races i.e., Elves, Gnomes, etc.) in an optional package. With this in mind, it is suggested that it should only work as described for characters that fit into this category as determined by the campaign setting. As a suggestion, you might allow the use of this cantrip by other Arcane spell casters (i.e., those with access to the Bard, Sorcerer, Warlock or Wizard spell lists) but with the limitations that its casting time becomes an Action and the caster's Arcane Focus (or a suitable reusable spell component such as a special lens) must be used as a Material Component for the duration of the spell.
* - (The caster of the spell must close their eyes to cast this spell.)Previous Versions
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