Divination spell guide
Detect Magic
Sense nearby magical effects, reveal their auras and separate the discovery of magic from the harder work of identifying what that magic does.
What Detect Magic Does
Detect Magic is the standard exploratory divination for finding active magic, enchanted objects and spell effects. It answers the first question—is magic present?—but it does not automatically name a spell, explain a magic item, expose every curse or remove the effect.
The spell operates differently in each supported rules system. D&D 5.5e / 2024 uses a 30-foot radius and a separate Magic action to reveal auras around visible bearers. Pathfinder 1e and D&D 3.5e use a 60-foot cone whose information improves over three consecutive rounds.
Quick Rules Reference
Choose the edition in play before resolving range, timing, aura information, skill checks or barriers. The three versions are related, but their procedures are not interchangeable.
Presence, Then Aura
- Level
- 1st-level Divination
- Detection area
- Within 30 feet of the caster
- Casting time
- Action or Ritual
- Duration
- Concentration, up to 10 minutes
- Key limit
- The later aura-reading action works only on visible creatures or objects that bear the magic.
Three-Round Cone
- Level
- 0-level Divination
- Area
- 60-foot cone-shaped emanation
- Casting time
- 1 standard action
- Duration
- Concentration, up to 1 minute per level
- Key skills
- Knowledge (arcana) reads schools; Spellcraft can identify magic item properties.
Three-Round Cone
- Level
- 0-level Divination
- Area
- 60-foot cone-shaped emanation
- Casting time
- 1 standard action
- Duration
- Concentration, up to 1 minute per level
- Key skill
- Spellcraft determines the school of each visible aura.
Mechanics by Edition
Reading the Results Correctly
Presence
The spell establishes that magic is within its permitted area. In 2024 this is the initial result. In Pathfinder and 3.5e it is the first-round result. Presence alone does not reveal the source’s exact identity.
Location
In 2024, the aura-reading action marks visible creatures and objects that bear magic. In Pathfinder and 3.5e, the third round locates each aura, although this does not remove invisibility, concealment, cover or a locked container.
School
A school is a broad classification, not the spell’s name. The 2024 version supplies a school only when the effect was created by a spell. Pathfinder and 3.5e require the appropriate skill check for each qualifying aura.
Identification
Complete properties, command words, charges, activation methods and curses require further examination. In Pathfinder, Detect Magic can lead directly into a Spellcraft identification check. In D&D 3.5e, the separate Identify spell remains the normal detailed answer.
Interactions and Edge Cases
False and Concealed Auras
Aura-altering magic can make a nonmagical object appear magical, disguise an item’s school or conceal an enchantment. Apply the version of Magic Aura used by the same edition rather than importing a saving throw or examination rule from another system.
Nondetection
Pathfinder and D&D 3.5e require the detecting caster to overcome Nondetection with a caster-level check when a divination is attempted against the warded creature or object. The 2024 spell prevents Divination targeting and magical scrying observation; Detect Magic does not target a creature, so its interaction should be resolved from the precise wording rather than assumed to match the older editions.
Invisible or Concealed Bearers
In 2024, an invisible creature or object cannot receive the visible aura because it is not visible, although nearby magic can still trigger the initial sense. In Pathfinder and 3.5e, third-round aura location can reveal where magic is concentrated without negating invisibility or concealment.
Containers and Secret Compartments
Cloth, leather, glass and thin ordinary wood do not normally block the spell. An enchanted object inside a chest can therefore register unless the container includes one of the listed blocking materials or thicknesses.
Magical Creatures
A creature does not automatically register merely because it is extraplanar, supernatural or able to cast spells. It registers when it bears an active magical effect, carries a magic item or is sustained by magic that the active edition treats as detectable.
Summoned Creatures
Pathfinder and 3.5e expressly state that an outsider or elemental is not magical in itself, but the conjuration spell that summoned it registers. Detecting that aura does not identify every power or trait of the creature.
Strong and Overlapping Auras
Pathfinder and 3.5e allow powerful local magic to distort or conceal weaker auras. The 2024 spell has no aura-strength or interference table, so those older mechanics should not be added to it without a deliberate house rule.
Lingering Magic
Pathfinder and 3.5e can reveal a dim residue after a spell ends or a magic item is destroyed. The residue shows that magic was present; it does not preserve the original effect or automatically explain what happened. The 2024 spell has no equivalent lingering-aura rule.
Dispel Magic
Detection does not guarantee removal. Dispel Magic affects eligible ongoing spells under its own edition-specific rules. A permanent magic item or non-spell magical phenomenon may register without being something that Dispel Magic can end.
Arcane Sight
In D&D 3.5e, Arcane Sight is a stronger aura-reading spell that reveals aura location and power more quickly and does not require round-by-round concentration.
Best Uses in Play
- Dungeon sweeps: examine doors, alcoves, statues and treasure before touching them.
- Magical traps: notice a magical component without automatically learning its trigger or bypass.
- Treasure sorting: separate enchanted objects from ordinary valuables before detailed identification.
- Investigation: find active charms, disguises, wards, portals and edition-appropriate magical residue.
- Possession checks: determine whether a creature or carried object bears an active magical effect.
- Countermeasures: locate an effect before choosing Identify, Dispel Magic or a specialised answer.
- Security work: inspect sealed letters, gifts, weapons and visitors for detectable enchantments.
- Arcane archaeology: distinguish magical remains from ordinary decoration and craftsmanship.
Tactical and Exploration Guidance
Move Deliberately
Detection rewards methodical exploration. In 2024, stop after the initial sense and spend the Magic action needed to read visible bearers. In Pathfinder and 3.5e, hold the cone on one area for all three rounds before turning elsewhere.
Protect Concentration
The 2024 version competes with every other Concentration spell. In the older editions, concentrating consumes the caster’s attention round by round. Losing concentration ends the examination.
Use the Ritual When Time Allows
The 2024 version is a ritual. Outside immediate danger, ritual casting preserves a spell slot. When patrols, traps or escaping enemies make ten minutes costly, casting with a slot may be safer.
Confirm with Mundane Evidence
A magical door can still have hinges, pressure plates and an ordinary lock. An enchanted corpse can still carry mundane poison. Detect Magic is one investigative instrument, not a replacement for observation and careful handling.
Guidance for the GM
- Answer in layers. Reveal only the presence, number, strength, location or school provided by the active edition and the time spent examining.
- Describe without over-identifying. “A faint transmutation aura clings to the lock” is useful; naming the exact spell and caster is usually too much.
- Track barriers consistently. Lead lining and thick construction should block the spell whenever the same material would block it elsewhere.
- Use false auras fairly. Let players discover clues that magical deception is possible rather than changing results after they make sound decisions.
- Let enchanted places feel busy. Older editions explicitly support interference, while 2024 can still reveal several visible objects or creatures bearing separate effects.
- Do not make routine use worthless. The spell exists to reward magical investigation. Its limits create uncertainty without invalidating every successful scan.
Examples of Play
The Sealed Cabinet
A wizard casts Detect Magic in a merchant’s study and senses magic within 30 feet. The caster takes the Magic action. The cabinet is visible, but the ring hidden inside it is not, so no aura appears around the ring. The general sense still warns that magic is nearby because the cabinet’s thin wooden walls do not block the spell. Opening the cabinet makes the ring available to the aura-reading effect.
The Catacomb Door
A cleric directs the cone at a stone door. The first round confirms magic. The second reveals two auras, with moderate magic strongest. The third locates one aura on the lock and another beyond the door. Knowledge (arcana) identifies abjuration on the lock, but the second check fails. The party knows that magical defences exist without learning their exact spells or triggers.
The False Reliquary
A sorcerer studies a jewelled reliquary for three rounds. Detect Magic reports a faint illusion aura. Magic Aura has altered the object’s signature, so that is the information presented by the detection spell. Further examination or another line of investigation is needed to expose the deception.
Spellcasting Culture and Worldbuilding
A widely available detection spell changes magical trade, law, security and espionage. Its limits matter as much as its power.
Markets and Guilds
Licensed appraisers use Detect Magic as a first sorting tool, then charge separately for identification. Fraudsters exploit the gap by selling false auras, concealing curses or passing superior mundane craftsmanship off as enchantment.
Courts and City Gates
Important entrances can include inspection chambers built from materials that permit scanning before visitors cross lead-lined inner doors. Nobles may regard magical inspection as seriously as a physical search.
Temples and Sanctuaries
Permanent blessings, wards and ceremonial objects create a familiar magical background. Experienced custodians learn the normal pattern of their sanctuary so that a new aura—or the unexpected absence of one—becomes meaningful.
Smuggling and Espionage
Lead cases, false auras, mundane dead drops and couriers carrying no active magic become standard countermeasures. Detect Magic creates an arms race rather than ending magical deception.
Historical and Occult Development
Detect Magic is a modern fantasy-game abstraction rather than a direct transcription of one historical ritual. Its closest parallels lie in practices intended to diagnose hidden influence: reading omens, examining significant objects, recognising protective forces and assigning an unseen cause to illness, misfortune or disturbance.
In ancient Egypt, heka encompassed ritual, protective and practical applications of supernatural power. Mesopotamian ritual specialists likewise combined incantation, diagnosis, medicine and divination; the Metropolitan Museum’s account of Mesopotamian magic in the first millennium BCE provides a useful historical overview.
Later traditions of Highland second sight imagined certain observers perceiving events and presences beyond normal vision. Fantasy roleplaying turns these varied ideas into a repeatable procedure: cast, scan, classify and investigate.
Mythological Parallels
Mythic seers rarely perceive supernatural truth through a neutral instrument. Their sight usually comes from divine favour, inherited talent, ordeal or a dangerous relationship with the unseen.
Delphi and Inspired Sight
Greek tradition associates Apollo with prophecy and the oracle at Delphi. The parallel is thematic: hidden truth becomes accessible to a trained or chosen intermediary, although the answer arrives through inspired speech rather than a visible aura. The Metropolitan Museum’s overview of Greek gods and religious practice provides broader context.
Tiresias
The blind seer Tiresias represents perception that exceeds ordinary sight. Tales repeatedly grant him access to truths hidden from rulers and heroes. Detect Magic converts that narrative privilege into a limited game effect that reveals a supernatural fact without explaining its full meaning.
Second Sight
Folkloric second sight reveals presences, signs or distant events unavailable to ordinary vision. Its visions are personal and symbolic, while Detect Magic is systematic, but both express the idea that the unseen world leaves traces which only certain observers can perceive.
Enchanted Objects
Legendary weapons, rings and relics are often recognised through radiance, heat, song, dreams or a reaction visible only to a chosen bearer. The magical aura is the rules-based descendant of this storytelling device.
Adventure Hooks
The Missing Aura
Every coronation relic registers as magical except the crown. Either it has been replaced, its aura has been concealed or the kingdom’s oldest legend is false.
The Lead-Lined Room
A murdered appraiser built a chamber that blocks magical detection. Its walls protect something valuable while concealing the only magical evidence of the killing.
Afterimage of a Catastrophe
In an older-edition campaign, an overwhelming aura lingers where no structure remains. Its duration shows that the catastrophe was recent, while its school points towards a second working.
The Honest Counterfeit
A merchant admits that every item in the shop carries a fabricated aura. One object radiates genuine magic beneath the deception, and several factions are searching for it.
The Walking Ward
Inspectors sense magic around hundreds of citizens at once. The apparent outbreak is one enormous mobile effect whose bearer has not yet been identified.
The Silent School
Magic is plainly present, but no school can be learned. The effect may not have been created by a spell—or someone has found a way to erase its arcane signature.
Related Spells
Frequently Asked Questions
Does Detect Magic identify a magic item?
Not automatically. It establishes that magic is present and may reveal an aura or school. Pathfinder 1e permits a further Spellcraft check after the third-round examination, while the other editions normally require a separate identification process for complete properties.
Does Detect Magic reveal invisible creatures?
No. In 2024, an invisible bearer cannot receive a visible aura, although nearby magic can still be sensed. Pathfinder and 3.5e can locate an aura after three rounds, but the information does not remove invisibility or its effects.
Can Detect Magic work through walls?
It can penetrate thin ordinary material, but each edition lists blocking thicknesses. Lead is especially effective: even a thin sheet blocks the spell. The 2024 and older-edition limits for wood and dirt differ.
Does every supernatural creature register as magical?
No. A creature must bear an active magical effect, item or other detectable magic. Pathfinder and 3.5e specifically state that outsiders and elementals are not magical in themselves, although the conjuration effect surrounding a summoned creature registers.
Can Detect Magic reveal a curse?
It can reveal that a creature or object bears magic, but it does not automatically label the effect as a curse or explain its trigger and consequences. A specific curse may also include rules that limit magical identification.
Can Dispel Magic remove everything Detect Magic finds?
No. Dispel Magic operates under its own rules and usually affects eligible ongoing spells. Permanent magic items, supernatural traits and non-spell magical phenomena can register without being effects that Dispel Magic can end.
Does the 2024 spell reveal aura strength or lingering magic?
No. Aura strength and lingering-aura duration are Pathfinder 1e and D&D 3.5e mechanics. The 2024 version senses magical effects, reveals auras around visible bearers after a Magic action and provides a school when the effect was created by a spell.
Can Magic Aura fool Detect Magic?
Yes. Altering or concealing magical information is one of Magic Aura’s principal functions. Apply the exact procedure from the same edition instead of importing a check or saving throw from another version.
Sources and Licensing
- D&D 5.5e / 2024: This page includes material adapted from System Reference Document 5.2.1 by Wizards of the Coast LLC, available through the D&D System Reference Document and licensed under Creative Commons Attribution 4.0 International.
- Pathfinder 1e: Rules are based on the Pathfinder Roleplaying Game Reference Document as hosted by the Archives of Nethys and used under the Open Game License v1.0a.
- D&D 3.5e: Rules are based on the D20 System Reference Document and used under the Open Game License v1.0a.
Buy me a coffee