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Now removed from the game, Detect Magic allowed the mage (and others) to see the magical buffs on an enemy target. Normally, you could only see debuffs put there by you or others. With the default Blizzard UI, the target's buffs appeared directly below the row of debuffs on the target's unit frame. The Detect Magic debuff placed on the target was dispellable as a magic debuff. The spell caused no threat, and can be cast on enemies without aggroing them, similar to Hunter's Mark.

AttributesValues
rdf:type
rdfs:label
  • Detect magic
  • Detect Magic
rdfs:comment
  • Now removed from the game, Detect Magic allowed the mage (and others) to see the magical buffs on an enemy target. Normally, you could only see debuffs put there by you or others. With the default Blizzard UI, the target's buffs appeared directly below the row of debuffs on the target's unit frame. The Detect Magic debuff placed on the target was dispellable as a magic debuff. The spell caused no threat, and can be cast on enemies without aggroing them, similar to Hunter's Mark.
  • 1st-level 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.
  • [[Category:]] Detect magic was a divination spell that was sometimes categorized as a universal spell. It allowed the caster to become aware of magical emanations in the direction the caster was facing, within range of the spell. After the Spellplague, it became a trained skill for those with affinity for magic.
  • 1st-level divination (ritual)Casting Time: 1 actionRange: SelfComponents: V, SDuration: 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.
  • Detect Magic is a Global Enchantment belonging to the File:Icon Arcane.png realm. For File:Icon Mana.png it may be cast on the overland map to reveal which spell each known rival is currently casting. Furthermore, when a known rival wizard completes the casting of some spells (particularly Summoning Spells and Town Enchantments), the player is told of this via an animation corresponding to the spell. Detect Magic requires an Upkeep Cost of File:Icon Mana.png per turn to maintain.
  • This spell at first looks like an all-purpose detection spell, but nothing could be more wrong. Instead it is used to analyse objects and detect the enchantments that are put on it and tell the mage their nature. Also it is very useful to tell the mage how many charges are left in a magical staff after the spell Enchant had been used on it.
  • Level: , , , Components: V, S Casting Time: 1 action Range: 60 ft. Target: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No
  • Detect requires 2 MP to cast in the first four games. In Quest for Glory V, Detect's cost is increased to 5 MP.
  • This spell allows the caster to identify all magical items and objects within the field of vision up to the maximum range of the spell. In this way, it is similar to Magical Sense, but with a greatly extended range. This spell will not reveal the identity of spellcasters - the Magical Awareness skill is necessary for this - nor will it reveal the function or purpose of any enchantments or magic items.
  • 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 Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level + caster level of the spell, or 15 + caster level for a nonspell effect.)
Level
  • Battle Magic 1
buff type
  • magic
dcterms:subject
buff dur
  • 120.0
Cast Time
  • Instant
buff desc
  • Magic detection.
Spell
  • Detect Magic
Cooldown
  • None
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