| Name | Magic Aura |
|---|---|
| School | Illusion (Glamer) |
| Level | Brd 1, HB 1, Hoard 1, Magic 1, Sor/Wiz 1 |
| Components | V, S, F |
| Casting Time | 1 standard action |
| Recharge Time | 24 hours |
| Range | Touch |
| Target | One touched object weighing up to 5 lb./level |
| Duration | 1 day/level (D) |
| Saving Throw | None; see text |
| Spell Resistance | No |
| Version | SRD |
| Sources | System Reference Document on page 257 |
| Short Description | Alters objects magic aura. |
| Focus | A small square of silk that must be passed over the object that receives the aura. |
| Living Greyhawk | Open |
|
You alter an items aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the objects actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is. If the targeted items own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work. Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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