Detect magic
Rules
1 personal mana Regular Spell
Effects
This flexible spell can be used to perform a number of seperate tasks, but only one may be used each time the spell is cast. Each of these uses requires the assistance of a referee.
- Discern Enchantment. By casting the spell on a single target that is close enough to touch, you determine the level and realm of any enchantment on the target.
- Identify Ritual Performance. You can use this spell to discern the magnitude and realm of a ritual that is being cast if you are close enough to hear the words of the ritual.
- Identify Magical Item. By casting the spell on a single magic item you can 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. Using the spell in this way will also detect any enchantments on the target item.
- Discern Arcane Mark. You may cast this spell on a single target to determine if they have an Arcane Mark, and whether than arcane mark is the same as your own (assuming you have one). 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.
- Discover Conjunction. Detect Magic can also be used to interact with the Sentinel Gate, the powerful teleportation portal that stands in Anvil and allows characters to quest and take part in battles. When you use the spell in this way, you can ask a referee if a specific conjunction is anticipated. You must specify as exactly as possible the destination you are looking for - it is not enough to just name a territory or region. For example, you might ask if there will be a conjunction to "The shrouded glen, on the outskirts of Mournstead in Liathaven" - it is not enough to just ask if there is a conjunction to Liathaven or Liath's Ring. When used in this way, the referee will tell you if there is a conjunction; when it will open; how many people may pass through it; and any special circumstances that related to that conjunction.
Some effects can conceal information from detect magic, but in that case the presence of the obscuring effect itself is always detected by this spell. There are no enchantments that will cause detect magic to give false information.
Casting the Spell
As a regular spell, it takes ten seconds to cast detect magic on a target. You should make it very clear what the target is, by touching it or by waving or holding your hands over the target throughout. You may want to close your eyes, the better to focus your "magical sight", or examine the target from several angles. While many magicians perceive magical auras visually, you might want to roleplay that you perceive them using a different sense. You don't need to be a practitioner of the music of the spheres to "hear" magical auras as complex chords, for example. You might run your fingers over an item, or through the air above a character, "felling" the "shape" of the magic and speak in terms of a "texture" rather than a realm. A naga character in particular might enjoy demonstrating that lineage's discerning senses by "tasting" or "smelling" the aura in the air around the target (within the bounds of propriety, of course).
The use of a simple prop can make the casting of this easy spell especially memorable, especially when time is not of the essence. A Mystic might burn a herb or a stick of incense and inhale pungent smoke, while a Highborn magister might dab pure water on either eyelid or a League magician might study the target closely with a mirror to try and reveal it's true nature. Don't be afraid to interact with the target - turn the item over and over and study it carefully, or ask a character questions about how they feel or seemingly inconsequential details about their life.
It should be obvious you are casting a spell, and the easiest way to do this is through your spellcasting vocals. An easy way to do this is to vocalise what you are doing with phrases such as "Let my inner eye be opened," or "I seek answers from beyond the mundane world," or the like. There are a number of runes that might help you to create a unique vocal element including Sular (the rune of discovery, especially appropriate when you are roleplaying an active examination or the idea of being guided to a conclusion - or when examining the Sentinel Gate), Aesh (the rune of thought, which would help heighten your senses or allow you to open your "hidden eye" for example), Ophis (the rune of revelation, which is a good rune to use if you imagine detect magic provides a burst of sudden knowledge, or illuminates a hidden truth), Irremais (the rune of wisdom, which is especially appropriate if you are playing an older character or trying to discern the purpose of an unknown ritual), and either or both of Diras rune of secrets and Wyr rune of mystery (in terms of helping to uncover hidden information or mysterious magics). Specific circumstances could even suggest other invocations - the rune of plots for example might be appropriate when examining an arcane mark, while the runes of battle or triumph might be appropriate to discering a conjunction connected to a dangerous endeavour. If you are using the runes to cast the spell, combining it with an actual runecasting is especially appropriate.
Invoking the magic
Description
This simple divination is invariably the first one that a magician learns to cast. Every magician is able to cast it; along with Operate Portal and Create Bond, it represents a shared suite of powers common to everyone who works magic. Being able to perceive magical auras is a key part of learning to cast spells and perform rituals. Once an apprentice magician masters the ability to attune their perceptions to magic, the spell allows them to perform a number of simple functions relating to magical energies.