For the duration, you sense the presence of magic within 30 feet of you. If you sense magic during this way, you’ll use your action to ascertain a faint aura around any visible creature or object within the area that bears magic, and you learn its school of magic if any.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a skinny sheet of lead, or 3 feet of wood or dirt.
Detect Magic 5e
- Casting Time: 1 action
- Range: Self
- Components: V S
- Duration: Concentration, Up to 10 minutes
- Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
You detect magical auras. The quantity of data revealed depends on how long you study a specific area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of various magical auras and therefore the power of the most potent aura.
3rd Round: The strength and location of every aura. If the things or creatures bearing the auras are within the line of sight, you’ll make Knowledge (arcana) skill checks to work out the varsity of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you’ll plan to identify its properties (see Spellcraft).
Magical areas, multiple sorts of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into quite one category, detect magic indicates the stronger of the 2.
The designers of D&D 5e love them, as well, supported a number of their design decisions. Traditionally, you see, discovering and identifying magic items boiled right down to, mostly, one spell. Detect Magic. This was the case all the way back in AD&D and remains the case in modern games like Pathfinder. a group of adventurers comes across a chest filled with treasure, and that they immediately cast detect magic to ascertain if any of it glows with the light of potentially-cool powers. D&D 5e changed this. In 5e, everyone knows that a magic item may be magic as soon as they pick it up. It radiates an aura that will be felt by anyone, sort of magical insight.
In 5e, detect magic becomes an excellent scouting tool, and may even be used tactically within the combat to get an unseen opponent.
The option for rolling for wandering monsters returned within the 5th edition Dungeon Master’s Guide, but it isn’t really a core piece of the game. Detect magic’s ritual casting suggests that it’s going to are at an earlier time in development.
However, it does make the ritual casting of detect magic rather unnecessary. One could argue that it might be wont to effectively always have a magical detection shield up when exploring dungeons if you stopped every 10 minutes so as to ritually cast detect magic. But that’s boring, and WAY too cautious, and honestly more trouble than it might be worth. The ritual casting seems to be just an artifact of a potentially-earlier stage in D&D 5e’s design. A neat little easter egg for those people with the historical context to select informed it.