OGC:Detect Magical Residue (3.5e Spell)


3e Summary::A more advanced version of detect magic that gives in-depth information on the spellcaster.

This material is published under the OGL
Detect Magical Residue
Universal
Level: Inq 1, Sor/Wiz 2
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

This is another specialty of the inquisitor, although wizards engaged in deep research occasionally learn this technique. It is a more powerful version of detect magic, designed to detect residual traces of recent enchantments and to provide information about the spellcasters.

Detect magical residue is identical to detect magic, with two exceptions. The first is that the spell can detect auras long after they are too weak to be sensed with detect magic. Aura strength is determined in the same manner as detect magic, as shown on the following table.

Aura StrengthFunctioning Spell LevelItem Caster Level
Dim0-levelN/A
Faint1st 3rd1st 5th
Moderate4th 6th6th 11th
Strong7th 9th12 20th
OverwhelmingArtifact or deity levelBeyond mortal caster

The length of time that an aura lingers is indicated below:

Aura StrengthDuration
Dim30 minutes
Faint6 hours
Moderate24 hours
Strong4 days
Overwhelming16 days

The second difference is the amount of information you can gain after studying an aura for three rounds. In addition to determining strength, location, and possibly the school associated with each aura, you may take two full rounds to make any of the following Spellcraft checks:

InformationSpellcraft Check DC
Confirm identity10
Determine class10
Determine class specialty15
Time of casting15
Determine class level18
Determine species20
Determine gender25
Determine age25
Determine nationality30

Most of these checks are identical in effect to those described under detect bloodtraces.

Confirm identity allows you to compare two different magical auras and see if they were generated by the same caster.

Determine class identifies the class that was used to cast the spell, while determine class specialty reveals the wizard specialization or clerical deity of the caster. Determine class specialty does not use Spellcraft; it requires a Knowledge (arcana) or Knowledge (religion) check, based on whether the aura is arcane or divine in nature.

Determine time of casting reveals the precise age of the spell trace.

You may reroll failed checks or take 20 if you have the time, as described under detect bloodtraces.

If a spellcaster was under the effect of misdirection when he cast a spell, detect magical residue will reveal the false aura; this can cause an elven enchantress to appear to have been a half-orc necromancer. However, if you make your check by 10 or more points, you will see through the deception; you will gain information about both subjects, but you will be able to identify which aura belongs to your actual target.




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Back to Main Page Publication List Publishers Atlas Games Crime and Punishment

Section 15: Copyright Notice (place problems on the discussion page).
Detect Magical Residue from Crime and Punishment, © 2003, Atlas Games; Author Keith Baker, based on original material by Keith Baker. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Open Game License v1.0a material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Crime and Punishment Transcribed Content
Crime and Punishment
Classes Bounty Hunter (3.5e Class) God's Eye (3.5e Prestige Class) Inquisitor (3.5e Prestige Class) Investigator (3.5e Class) Justice (3.5e NPC Class) Lawkeeper (3.5e Prestige Class) Magehunter (3.5e Prestige Class) Spellbane (3.5e Prestige Class)
Skills Basic Local Info (3.5e Knowledge (Local) Skill Use) Decipher Sentinel Stone or Mark of Justice (3.5e Knowledge (Arcana or Religion) Skill Use) Determine Legality (3.5e Knowledge (Law) Skill Use) Forensic Pathology (3.5e Heal Skill Use) Hide Your Trail (3.5e Survival Skill Use) Specific Info (3.5e Gather Information Skill Use) Spot Sense Motive or Spell Use (3.5e Sense Motive Skill Use) Throw Off Pursuit (3.5e Diplomacy Skill Use) Torture (3.5e Heal Skill Use) Torture (3.5e Intimidate Skill Use) Urban Tracking (3.5e Gather Information Skill Use)
Feats Bondsman (3.5e Feat) Careful Listener (3.5e Feat) Group Tactics (3.5e Feat) Hard to Fool (3.5e Feat) Indomitable (3.5e Feat) Net Master (3.5e Feat) Slippery Tongue (3.5e Feat) Spellsense (3.5e Feat) Suppress Spell Energy (3.5e Feat) Twist the Knife (3.5e Feat)
Equipment Ball and Chain (3.5e Equipment) Flareshot (3.5e Equipment) Flashstone (3.5e Equipment) Investigator's Kit (3.5e Equipment) Iron Hands (3.5e Equipment) Leather Gag (3.5e Equipment) Mithral Net (3.5e Equipment) Mithral Rope (3.5e Equipment) Mother's Milk (3.5e Equipment) Poppy's Kiss (3.5e Equipment) Silk Net (3.5e Equipment) Strolga (3.5e Equipment) Thundershot (3.5e Equipment) Torturer's Lab (3.5e Equipment) Truth Serum (3.5e Equipment)
Magic Items Blood Drinking (3.5e Equipment) Bottled Spirits (3.5e Equipment) Circle of Thought (3.5e Equipment) Clinging (3.5e Equipment) Cloak of Shadows (3.5e Equipment) Collar of Dreamless Sleep (3.5e Equipment) Collar of Pain (3.5e Equipment) Collar of Pain Control Ring (3.5e Equipment) Death Coins (3.5e Equipment) Enchanted Manacles (3.5e Equipment) Figurine of Wondrous Power, Bloodhound (3.5e Equipment) Gloves of Subtle Casting (3.5e Equipment) Honor's Seat (3.5e Equipment) Key Talisman (3.5e Equipment) Mana Manacles (3.5e Equipment) Manacles of Ghostly Binding (3.5e Equipment) Manacles of Maintenance (3.5e Equipment) Mantle of the Inquisitor (3.5e Equipment) Message Stones (3.5e Equipment) Monocle of Aura Comparison (3.5e Equipment) Orb of Dimensional Stability (3.5e Equipment) Orb of Silence (3.5e Equipment) Phantom Blade (3.5e Equipment) Portable Cell (3.5e Equipment) Powder of Power (3.5e Equipment) Ring of Truth (3.5e Equipment) Robe of Deception (3.5e Equipment) Rod of Containment (3.5e Equipment) Sentinel Stone, Greater (3.5e Equipment) Sentinel Stone (3.5e Equipment) Silent Passenger (3.5e Equipment) Sleeper Net (3.5e Equipment) Spectacles of Speculation (3.5e Equipment) Spellbane's Bolt, Greater (3.5e Equipment) Spellbane's Bolt (3.5e Equipment) Stone of Wit (3.5e Equipment) Tentacle Rope (3.5e Equipment) Thought Disruption (3.5e Equipment) Trackless Boots (3.5e Equipment)
Spells Agony (3.5e Spell) Anathema (3.5e Spell) Animate Net (3.5e Spell) Aural Disruption (3.5e Spell) Ban (3.5e Spell) Blood Spilled Anew (3.5e Spell) Bumble (3.5e Spell) Cloak of Silence (3.5e Spell) Cloud the Guilty Mind (3.5e Spell) Detect Bloodtraces (3.5e Spell) Detect Heretic (3.5e Spell) Detect Magical Residue (3.5e Spell) Detect Mystical Streams (3.5e Spell) Direct Conversation (3.5e Spell) Endure Pain (3.5e Spell) Excommunicate (3.5e Spell) Final Vision (3.5e Spell) Follow the Bloody Trail (3.5e Spell) Form Bloodstone (3.5e Spell) Garble (3.5e Spell) Greater Mark of Justice (3.5e Spell) Hinder (3.5e Spell) Indelible Mark (3.5e Spell) Induced Illiteracy (3.5e Spell) Light of Truth (3.5e Spell) Malediction (3.5e Spell) Mystic Opposition (3.5e Spell) Mystical Manacles (3.5e Spell) Mystical Void (3.5e Spell) Opposing Currents (3.5e Spell) Painful Truth (3.5e Spell) Pins and Needles (3.5e Spell) Read the Guilty Face (3.5e Spell) Scatterbrain (3.5e Spell) Scourge (3.5e Spell) See the Face (3.5e Spell) Sever from the Source (3.5e Spell) Sleep of the Unjust (3.5e Spell) Steal the Painful Memory (3.5e Spell) Testimony of the Broken Window (3.5e Spell)
Divinity Justice (3.5e Cleric Domain) Silver Book (3.5e Deity)
Variant Rules Judicial Curses (3.5e Variant Rule) Legal System (3.5e Variant Rule) Magical Nets (3.5e Variant Rule) Restraints (3.5e Variant Rule)
Creatures, Templates and NPCs Bloodhound (3.5e Creature) Magehound (3.5e Creature)



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