π Spell Statistics
- School
- Divination
- Level
- Bard 1, Cleric/Oracle 1, Sorcerer/Wizard 1
- Casting Time
- 1 standard action
- Components
- V, S
- Range
- 60 ft.
- Area
- Cone-shaped emanation
- Duration
- Concentration, up to 1 minute/level (D)
- Saving Throw
- None
- Spell Resistance
- No
Most non-charged magic items can be repaired, re-enchanted or fixed but often, you must know what the item was before it was broken.
With this spell, you detect lingering magical auras on broken magical items.
The amount of information revealed depends on how long you study a particular object.
This spell functions initially like the Detect Magic cantrip, with the addition of the information learned during a fourth round of examination. Normally, broken or expended magical items would not be detectable as such using the Detect Magic cantrip.
1st Round: You can detect the presence or absence of magical auras.
2nd Round: You can determine the number of different magical auras and the power of the most potent aura.
3rd Round: You can discern the strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
4th Round: You can detect the faint residual magic left on broken magical items and what the item was when it was fully functioning. For example, an expended wand of cure light wounds will be revealed as such (even though it canβt be repaired or recharged) or a broken short sword+1, Defending will be revealed as such, therefore allowing a caster to re-enchant it as such using various means. It does not matter how long the magic item has been broken.
This spell can be made permanent with a permanency spell for 2,500 gp.
With this spell, you detect lingering magical auras on broken magical items.
The amount of information revealed depends on how long you study a particular object.
This spell functions initially like the Detect Magic cantrip, with the addition of the information learned during a fourth round of examination. Normally, broken or expended magical items would not be detectable as such using the Detect Magic cantrip.
1st Round: You can detect the presence or absence of magical auras.
2nd Round: You can determine the number of different magical auras and the power of the most potent aura.
3rd Round: You can discern the strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
4th Round: You can detect the faint residual magic left on broken magical items and what the item was when it was fully functioning. For example, an expended wand of cure light wounds will be revealed as such (even though it canβt be repaired or recharged) or a broken short sword+1, Defending will be revealed as such, therefore allowing a caster to re-enchant it as such using various means. It does not matter how long the magic item has been broken.
This spell can be made permanent with a permanency spell for 2,500 gp.
No GM Notes have been added for this spell yet.
Source: New Spells 2025-03-26 (1).docx
Eric Vaubel Pathfinder Spell Archive β’ Pathfinder 1e custom spells
π Source
This spell was imported from New Spells 2025-03-26 (1).docx.