Post by UbiquitousPost by Spalls Hurgenson2) Do undead creatures radiate magic that can be sensed by Detect
Magic?
Only if they were created by a spell like Animate Dead, b ut isn't Detect
Magic limited to line of sight? I do not recall ever having to tell a caster
what magic auras are in adjacent rooms.
It - of course - depends on the edition (I was specifically silent on
what edition I was using because I was interested in everyone's
opinion).
Here, the Detect Magic spell descriptions verbatim:
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Detect Magic - OD&D
A spell to determine if there has been some enchantment laid on a
person, place or thing. It has a limited range and short duration. It
is useful, for example, to discover if some item is magical, a door
has been held or wizard locked, etc.
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Detect Magic - D&D Basic/BECMI
Range: 0
Duration: 2 turns
Effect: Everything within 60'
When this spell is cast, the magic-user will see all magical objects,
creatures, and places within range glow. This effect will not last
very long, and should be saved until the magic-user wants to see if
something found during an adventure is, in fact, magical. Example:
Shortly after casting this spell, a magic-user walks into a room
containing a door locked by magic, a magical potion laying nearby, and
a treasure chest containing a magic wand. All the magic will glow, but
only the door and potion will be seen; the light of the glowing wand
is hidden by the treasure chest.
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Detect Magic (Divination) - 1st Ed D&D
Level: 1
Range: 3
Duration: 1 turn
Area of Effect: 1 path, 3 long
Explanation/Description: When the detect magic spell is cast, the
cleric detects magical radiations in a path 1 wide, and up to 3
long, in the direction he or she is facing. The caster can turn 60
per round. Note that stone walls of 1 or more thickness, solid
metal of but 1/12 thickness, or 3 or more of solid wood will block
the spell. The spell requires the use of the clerics holy (or unholy)
symbol.
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Detect Magic. (Divination)
Range: 0
Components: V, S
Duration: 2 rounds/level
Casting Time: 1
Area of Effect; 10' path, 60' long
Saving Throw: None
When the detect magic spell is cast, the wizard detects magical
radiations in a path 10 feet wide and up to 60 feet long, in the
direction he is facing. The intensity of the magic can be
determined (dim, faint, moderate, strong, overwhelming ), and the
wizard has a 10% chance pc!r level to recognize if a certain type
of magic (alteration, conjuration, etc.) is present. The caster can
turn, scanning a 6Q degree arc per round. A stone wall of one foot or
more thickness, solid metal of one inch thickn ess, or a yard
or more of solid wood blocks the spell . Magical areas, multiple
types of magic, or strong local magical emanations may confuse or
conceal weaker radiations. Note that this spell does not reveal the
presence of good or evil, or reveal alignment. Other-planar creatures
are not ne«ssarily magical.
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Detect Magic - D&D 3rd Ed
Universal
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends
on how long you study a particular area or subject:
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the strength of the
strongest aura.
3rd Round: The strength and location of each aura. If the items or
creatures bearing the auras are in line of sight, you can make
Spellcraft skill checks to determine the school of magic involved in
each. (Make one check per aura; DC 15 + spell level, or 15 + half
caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical
emanations may confuse or conceal weaker auras.
Aura Strength: An auras magical power and strength depend on a
spells functioning spell level or an items caster level.
If an aura falls into more than one category, detect magic indicates
the stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original
strength
Note: Each round, you can turn to detect things in a new area. The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Outsiders and elementals are not magical in themselves, but if they
are conjured, the conjuration spell registers.
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Detect Magic - D&D 3.5th Ed
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1
min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends
on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most
potent aura.
3rd Round: The strength and location of each aura. If the items or
creatures bearing the auras are in line of sight, you can make
Spellcraft skill checks to determine the school of magic involved in
each. (Make one check per aura; DC 15 + spell level, or 15 + half
caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.
Aura Strength: An auras power depends on a spells functioning spell
level or an items caster level. If an aura falls into more
than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a faint
aura). How long the aura lingers at this dim level depends on its
original power:
Outsiders and elementals are not magical in themselves, but if they
are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
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Detect Magic - D&D 5th Ed
1st-leveI divination (ritual)
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of
you. If you sense magic in this way, you can use your action to see a
faint aura around any visible creature or object in the area that
bears magic, and you learn its school of magic, if any. The spell can
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch
of common metal, a thin sheet of lead, or 3 feet of wood or dirt.