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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.

A spellcaster detecting magical auras around an ancient door, statue and enchanted chest
A spellcaster reveals distinct magical auras within a sealed chamber.

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.

D&D 5.5e / 2024

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.
Pathfinder 1e

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.
D&D 3.5e

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.

Across all three editions: Detect Magic is blocked by sufficiently thick material, does not by itself reveal complete magic item properties and does not suppress or dispel anything it finds.

Mechanics by Edition

Choose a rules edition

D&D 5.5e / 2024

Level
1st-level Divination
Casting Time
Action or Ritual
Range
Self
Detection Area
30 feet
Components
V, S
Duration
Concentration, up to 10 minutes
Save / Attack
None
Classes
Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock and Wizard

Initial Sense

For the duration, the caster senses the presence of magical effects within 30 feet. This establishes that magic is present, but the initial sense does not state the direction, exact location, number of effects, spell name or item properties.

Reading Auras

After sensing magic, the caster can take a Magic action to see a faint aura around any visible creature or object in the area that bears the magic. When an effect was created by a spell, the caster also learns that spell’s school of magic.

Material Barriers

The spell is blocked by 1 foot of stone, dirt or wood; 1 inch of metal; or a thin sheet of lead.

Important distinction: an unseen source can trigger the general sense of magic without becoming visible. Detect Magic does not reveal an invisible creature, open a container or remove concealment.

Rules source: D&D Free Rules (2024): Detect Magic.

Pathfinder 1e

School
Divination
Level
0
Casting Time
1 standard action
Range
60 feet
Area
Cone-shaped emanation
Components
V, S
Duration
Concentration, up to 1 minute/level (D)
Save / SR
None / No

Classes: adept, arcanist, bard, cleric, druid, hunter, inquisitor, magus, medium, mesmerist, occultist, oracle, psychic, shaman, skald, sorcerer, spiritualist, summoner, unchained summoner, warpriest, witch and wizard.

Information by Round

The caster must study the same area or subject for consecutive rounds. Turning the cone towards a new area starts the sequence again for that area.

  1. First round: presence or absence of magical auras.
  2. Second round: number of distinct magical auras and the strength of the most powerful aura.
  3. Third round: strength and location of each aura. For each aura borne by a creature or item in line of sight, the caster can attempt a Knowledge (arcana) check to determine its school: DC 15 + spell level, or DC 15 + half the caster level for a non-spell effect. If the aura comes from a magic item, the caster can then attempt the normal Spellcraft check to identify its properties.
Pathfinder 1e Aura Strength
Aura Power Functioning Spell Magic Item or Other Effect
Faint 3rd level or lower Caster level 5th or lower
Moderate 4th–6th level Caster level 6th–11th
Strong 7th–9th level Caster level 12th–20th
Overwhelming 10th level or deity-level magic Caster level 21st or higher, or an artefact
Pathfinder 1e Lingering Auras
Original Aura Dim Aura Duration
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

Special Rules

  • When an aura fits more than one category, use the stronger category.
  • Magical areas, multiple kinds of magic and powerful local emanations can distort or conceal weaker auras.
  • Outsiders and elementals are not magical merely because of their creature type, but the conjuration spell surrounding a summoned creature registers.
  • The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Permanency can make the spell permanent on the caster at caster level 9th by consuming 2,500 gp of diamond dust.

Rules source: Archives of Nethys: Detect Magic.

D&D 3.5e

School
Divination
Level
Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
Casting Time
1 standard action
Range
60 feet
Area
Cone-shaped emanation
Components
V, S
Duration
Concentration, up to 1 minute/level (D)
Save / SR
None / No

Information by Round

The caster must continue concentrating on the same area or subject. Turning the cone towards a new area begins a new three-round examination.

  1. First round: presence or absence of magical auras.
  2. Second round: number of distinct magical auras and the strength of the most powerful aura.
  3. Third round: strength and location of each aura. For each aura borne by an item or creature in line of sight, the caster can attempt a Spellcraft check to determine its school: DC 15 + spell level, or DC 15 + half the caster level for a non-spell effect.
D&D 3.5e Aura Strength
Aura Power Functioning Spell Magic Item or Other Effect
Faint 3rd level or lower Caster level 5th or lower
Moderate 4th–6th level Caster level 6th–11th
Strong 7th–9th level Caster level 12th–20th
Overwhelming 10th level or deity-level magic Caster level 21st or higher, or an artefact
D&D 3.5e Lingering Auras
Original Aura Dim Aura Duration
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

Special Rules

  • When an aura fits more than one category, use the stronger category.
  • Magical areas, multiple kinds of magic and powerful local emanations can distort or conceal weaker auras.
  • Outsiders and elementals are not magical merely because of their creature type, but the conjuration spell surrounding a summoned creature registers.
  • The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • At caster level 9th, the caster can make Detect Magic permanent on themselves for 500 XP using Permanency.

Rules source: D20 SRD: Detect Magic.

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

D&D 5.5e / 2024

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.

Pathfinder 1e

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.

D&D 3.5e

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.

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

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