OGC:Detect Magical Residue (3.5e Spell)
From D&D Wiki
|This material is published under the OGL|
|Level:||Inq 1, Sor/Wiz 2|
|Casting time:||1 action|
|Area:||Quarter circle emanating from you to the extreme of the range|
|Duration:||Concentration, up to 1 minute/level (D)|
A more advanced version of detect magic that gives in-depth information on the spellcaster.
This is another specialty of the inquisitor, although wizards engaged in deep research occasionally learn this technique. It is a more powerful version of detect magic, designed to detect residual traces of recent enchantments and to provide information about the spellcasters.
Detect magical residue is identical to detect magic, with two exceptions. The first is that the spell can detect auras long after they are too weak to be sensed with detect magic. Aura strength is determined in the same manner as detect magic, as shown on the following table.
|Aura Strength||Functioning Spell Level||Item Caster Level|
|Faint||1st — 3rd||1st — 5th|
|Moderate||4th — 6th||6th — 11th|
|Strong||7th — 9th||12 — 20th|
|Overwhelming||Artifact or deity level||Beyond mortal caster|
The length of time that an aura lingers is indicated below:
The second difference is the amount of information you can gain after studying an aura for three rounds. In addition to determining strength, location, and possibly the school associated with each aura, you may take two full rounds to make any of the following Spellcraft checks:
|Information||Spellcraft Check DC|
|Determine class specialty||15|
|Time of casting||15|
|Determine class level||18|
Most of these checks are identical in effect to those described under detect bloodtraces.
Confirm identity allows you to compare two different magical auras and see if they were generated by the same caster.
Determine class identifies the class that was used to cast the spell, while determine class specialty reveals the wizard specialization or clerical deity of the caster. Determine class specialty does not use Spellcraft; it requires a Knowledge (arcana) or Knowledge (religion) check, based on whether the aura is arcane or divine in nature.
Determine time of casting reveals the precise age of the spell trace.
You may reroll failed checks or take 20 if you have the time, as described under detect bloodtraces.
If a spellcaster was under the effect of misdirection when he cast a spell, detect magical residue will reveal the false aura; this can cause an elven enchantress to appear to have been a half-orc necromancer. However, if you make your check by 10 or more points, you will see through the deception; you will gain information about both subjects, but you will be able to identify which aura belongs to your actual target.
Back to Open Game Content → Complex Special Ability Components → Spells → Universal Spells
Back to Open Game Content → Complex Special Ability Components → Spells → Inquisitor Spells
Back to Open Game Content → Complex Special Ability Components → Spells → Sorcerer Spells
Back to Open Game Content → Complex Special Ability Components → Spells → Wizard Spells