Detect magic
Rules
Regular Spell
Cost: 1 personal mana
Effects
Discern the level and realm of an enchantment that a single target close enough to touch is under. You can also use this spell to discern the level and realm of a ritual that is being cast if you are close enough to hear the words of the ritual.
The spell can also be performed on a magic item to determine it's basic abilities. When used in this way it does not reveal the presence of any additional qualities such as the presence of a curse, hallow or hidden roleplaying effect. It will also detect any enchantments on the item.
Detect Magic can also be used to interact with the Sentinel Gate, the powerful teleportation portal that stands in Anvil to attempt to discern specific conjunctions that allow access to distant locations.
Detect Magic can be specifically cast to determine if a target has an Arcane Mark, and whether than arcane mark is the same as that borne by the caster. When cast for this specific purpose, it does not discover any other information about enchantments on the target. This use of detect magic is closely tied to the Right of Challenge of the members of the Conclave orders.
A referee is required to cast this spell. Some enchantments can conceal information from detect magic, but the presence of the enchantment itself is always detected by this spell. There are no enchantments that will cause detect magic to give false information.
Casting the Spell
This simple spell is invariably the first one that a magician learns to cast.
Description
Common Elements
Essential Mastery
The three spells create bond, detect magic and operate portal are automatically mastered by every magician. Understanding these spells forms the basis of all magical lore. Each of these flexible spells can be cast to perform one of a number of effects, one specific effect per casting.
Detect Magic
- Cost: 1 Mana