Level
3rd
Casting Time
1 Hour
Range/Area
Touch
(15 ft. *)
Components
V, S, M *
Duration
24 Hours
School
Abjuration
Attack/Save
None
Damage/Effect
Detection (...)
You create an arcane warding that identifies magic within an area. The area may be a 15ft sphere or an enclosed location such as a room or building up to a 30ft cube. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects within the area.
- All magical items are illuminated by a silver and gold aura and a gentle harmonic hum that emanates from the items. This illumination can be contained by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
- All active magical spells glow with the color of their spell school and buzz like radio interference.
- When someone cast a spell in this zone a special warning symbol, as the color of the spell school, chosen by the spell caster appears along with a noise of their choosing.
- A person actively concentrating on a magic spell or magical ability has a halo that surrounds their body the color of the spell school of the magic.
- All spells revealed by the Zone of Magic Detection that require the caster of the Zone of Magic Detection to make a saving throw are made at advantage.
- All spells revealed by the Zone of Magic Detection that cause the fear, charmed, sleep, or dominate mind automatically fail when cast on the caster of Zone of Magic Detection.
Additional Spell Effect. For each spell level you cast Zone of Magic Detection above level 3, the area of the sphere increases by 5ft or the area of the building/room increases by 10ft.
* - (A preserved cats eye, sealed in a gem encrusted mason jar, drowned in clarified quick silver worth 100g)
Colors of Magic
Detect Magic or other abilities that allows seeing magic often shows such a presence through an aura emitting from the magical object. Without a more direct Identify spell, that grants the caster full knowledge of the magical item, someone seeing the aura of magic will see a system of varying colors that denotes the school of magic the magic is based on. Additionally, the aura may have different characteristics granting the DM the ability to give their description a little more content such as a flame like movement; a dense hue around the object that fades after an inch or two; a crackling electrically surging aura[possibly to denote intense power]; a slow and transparent molten aura that ends cleanly and without fading; an almost reflective colored shimmer that reveals itself when inspected; and so on.
The different schools of magic are as follows:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation
Often when a spell-caster uses magic the color of the school of magic is visible temporarily by those unable to see magic auras. This is because the potential energy of the spell is gathering and the density and concentration of magical energy becomes visible.
This said it should already be almost self evident which colors represent which school of class. To clarify:
Abjuration: Gold(yellow)
Conjuration: Green
Divination: White
Enchantment: Silver(Teal)
Evocation: Red
Illusion: *Rainbow
Necromancy: Black
Transmutation: Blue
*Illusion spells contain a myriad of distinct colors forming a shifting rainbow pattern. Once the spell is cast the colors may give way to a single primary/dominant color.
There are additional colors to consider:
Grae: This color is almost pale and appears on more ancient magic that denotes something to do with Transmutation, Enchantment and/or Divination. This color generally indicates good will (But not always).
Purple: This color represents a more dangerous magical object relating to Necromancy, Evocation and/or Transmutation. While Grae and Brown may also be equally dangerous, a magic item with a purple aura often indicates the creator had more of a sinister nature (But not always).
Brown: This color varies in strength depending on how much power is with the magical object and also appears on ancient magic but refers to something beyond the combinations used to emit Grae or Purple auras. These magical items are often created by some ancient neutral party (But not always).
Situations of Customizing/Changing Magic colors:
On occasion a character within a class may exude their own magical aura. The terms in which the aura is colored is based on one of two aspects.
When a spell-caster uses magic, the colors of the aura will waver between the color of the school of magic in which the spell is from or the spell-caster them self. The innate magical talent within a spell-caster, once grown, may emit its own unique color. This is because the body has been primed and saturated with enough magic that it in itself is considered magically inclined. In such situations the spell's aura will be either the color of the spell's school or the color of the individuals own magic aura to denote whether the true source of power from the spell is from the precision of execution(school) or the energy placed into the spell(spell-caster). For example, a cleric with a white aura casting a transmutation spell will show a blue aura if the spell's power is from the character mastery in casting the spell or white if the spell was cast correctly but not perfectly(92%) and draws its power more from the spell-casters own energy repository.
Additionally the aura may be a combination of the two colors if the spell is cast with great power. One example is casting a spell at a higher level but may also happen when the character is situationally/emotionally stimulated.