is Open Game Content, and is licensed for public use under the terms of the
Open Game License v1.0a.
Level Bard 1, Magic 1, Sorcercer/Wizard 1
Components V, S, F
Casting Time 1 standard action
Target One touched object weighing up to 5 lb./level
Duration One day/level (D)
Saving Throw None; see text
Spell Resistance No
You alter an item's 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 object's 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 item's
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.
Focus A small square of silk that must be passed over the object that receives the aura.
The Worlds of Mankind is owned and created by Mark John Goodwin
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
System and the d20 System logo are trademarks of Wizards of
the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.