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Allows the spellcaster to perceive magic that has been placed on some person, place, or thing.

Original D&D[]

Detect Magic[]

The spell is introduce in Men & Magic as a magic-user spell. Illusionists (in The Strategic Review 1-4), druids (in Supplement 3: Eldritch Wizardry), clerics, and anti-clerics can also use it. Dragon Magazine #12 preserved this spell on the Illusionist list, but lowered it to first level. 

  • Spell Level 1 (magic-user, cleric, or Illusionist [Dragon Magazine #12]) or 2 (illusionist)

Determines if some enchantment has been laid on a person, place, or thing. It has a limited range and short duration. It can discover, for instance, if some item is magical, or if a door has been held or wizard locked.

Supplement 1: Greyhawk[]

It is clarified as having a range of 6" and a duration of 2 turns.

AD&D[]

Detect Magic[]

Debuted in the Player's Handbook as a spell for the cleric, druid, and magic-user. It is elaborated upon in the Dungeon Master's Guide.

Cleric[]

Level: 1 School: Divination
Components: V, S, M (holy symbol)
Range: 3" Casting Time: 1 round
Duration: 1 turn Saving Throw: None
Area: 1" path, 3" long

The caster detects any magic in the area, in the direction they are facing -- the caster can scan all around in 6 rounds. The spell is blocked by stone walls of more than 1' thickness, metal of 1/12' in thickness, and 3' of solid wood.

DM Advice: Detects the presences of dim or strong magic in the area.

Druid[]

Level: 1 School: Divination
Components: V, S, M (holy symbol)
Range: 0 Casting Time: 3 segments
Duration: 12 rounds Saving Throw: None
Area: 1" path, 4" long

The caster detects any magic in the area, in the direction they are facing -- the caster can scan all around in 6 rounds. The spell is blocked by stone walls of more than 1' thickness, metal of 1/12' in thickness, and 3' of solid wood.

DM Advice: Detects the presences of dim or strong magic in the area.

Magic-User[]

Level: 1 School: Divination
Components: V, S
Range: 0 Casting Time: 1 segment
Duration: 2 rounds/level Saving Throw: None
Area: 1" path, 6" long

The caster detects any magic in the area, in the direction they are facing -- the caster can scan all around in 6 rounds. The spell is blocked by stone walls of more than 1' thickness, metal of 1/12' in thickness, and 3' of solid wood.

DM Advice: Detects the intensity (dim, faint, moderate, strong, very strong, or intense) of the magic. There is a 10%/level chance of being able to detect the school of magic (abjuration, divination, etc.) can also be detected. For spells with multiple types, roll each chance seperately.

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