Pathfinder 2 Detect Magic Spell

Other Game Systems: Starfinder Detect Magic Spell

Detect Magic

CANTRIP 1
CANTRIP DETECTION DIVINATION

Traditions arcane, divine, occult, primal

Cast [2 Actions] somatic, verbal

Area 30-foot emanation


You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.


Heightened (3rd) You learn the school of magic for the highest- level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.

Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).


Similar Spells

Read Aura H

CANTRIP DETECTION DIVINATION

Traditions arcane, divine, occult, primal

Cast [1 Minute] somatic, verbal

Range 30 feet

Targets 1 object


Detect if an object is magical, and determine the school of its magic.

Full Details

Know Direction H

CANTRIP DETECTION DIVINATION

Traditions divine, occult, primal

Cast [2 Actions] somatic, verbal


Find true north.

Full Details

Detect Poison H

UNCOMMON DETECTION DIVINATION

Traditions divine, primal

Level 1

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 object or creature


Determine whether an object or creature is poisonous or venomous.

Full Details

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.