Level 1 •
Divination (Ritual
)
Casting Time: 1 action
Range: Self (30 ft
)
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.
Verbal Component:
Sensibilis Medeis
Verbal Component (Alternative):
Primordial forces, be now unbound, reveal unto me where magic can found.
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Rogue, Artificer
Domain: Knowledge
Tags: Detection
Source: Player's Handbook [5th Edition] (page 231)
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Spell FAQs
Below are commonly asked questions about this spell. Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
Can Detect Magic be used to see invisible creatures?
Detect Magic clearly states
you can use your action to see a faint aura around any visible creature or object in the area that bears magic...
So, if the creature or object is not visible, no aura would be seen. In addition, the spell states,
For the duration, you sense the presence of magic within 30 feet of you.
So, if a creature (or object it is possibly carrying) is
magically invisible, the caster would only
sense magic within 30 feet. The caster would not know if the magic was resonating from a creature or an object, nor would the caster know the exact location (note: some creatures, like an invisible stalker, are naturally invisible, and would not be "sensed" using Detect Magic).
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).