For the duration, you see the presence of residual magic in a 30 feet cone in front of you. While concentrating, you can use your action to focus on the different particles around any visible creature, object or area that appears to have been affected by a spell in the last 24 hours. You learn its school of magic, if any, and the types of components (verbal, somatic, material) used to cast it.
If the residual magic is caused by a creature's innate spellcasting ability, you instead learn the creature's type (fiend, celestial, construct, etc.).
You can also determine when such magic was used by the density of particles left in the area. Any spells or magical phenomenon that occurred more than 24 hours prior to casting this spell cannot be detected.
Finally, you can make Intelligence (Arcana) checks against the responsible creature or magic item's spell save DC to determine the spell used. If the magical phenomenon is not caused by a creature or item, for example a divine intervention or planar anomaly, the DC is left at the DM's discretion.
-
View User Profile
-
Send Message
Posted Apr 5, 2021I was about to make a spell like this, but this is perfect. Like, really amazing. I think I'm going to add the ability to upcast it to extend the time period that you can detect spells, but otherwise I wouldn't change a thing.
-
View User Profile
-
Send Message
Posted Apr 6, 2021Thanks for the feedback! The idea came as I was setting up an Eberron campaign of three PC private investigators in Sharn.
The concept of magic being a science naturally involved the principle that most problems are resolved through magic, and thus, how can an investigator figure out how a murder victim was killed if the murderer is a spellcaster?
So I began the process of creating Arcane Forensics. But while I was creating the spell, I didn’t want it to be “Eberron specific”, so I added the innate spellcasting and magic item variables, as well as other magical effects that could happen in any setting.
I did think about adding an upcasting option, but sometimes you need to set limitations so that players do not rely too much on a single spell. Since at higher levels it is possible to cast spells such as “Legend Lore” and the likes, I personally thought it would become obsolete to have the option to, say, cast it at 5th level and see residual magic from a year ago. I’m a firm believer that whatever is the source of arcane energy in a setting, a spellcaster tweaks the energy around them to create an effect in that very moment, but the residual magic is not something I see lingering long after they are gone (except for “until dispelled” spell durations). Spells like “Identify” would also work on lingering magic, so Arcane Forensic was really created to figure out instantaneous effects such as “Fireball” and “Plane Shift”.
If you feel the need to add an upcast option, I suggest going for something along the lines of reducing the Arcana check’ DC depending on the spell level. In such cases, an inquisitive player might feel more invited to use higher spell slots if they already know they are going against a powerful spellcaster.
As for my personal flavor, I like to use the same color from the spell school icons when describing the lingering particles, so red for evocation, orange for conjuration, etc.
If you ever figure out something that would improve the spell, please share it with me, I love feedback. :)
-
View User Profile
-
Send Message
Posted Apr 7, 2021Hah, I do the colors of magic for detect magic, I'll probably do the same thing for this one too!