Can you Hide Magical Properties / Effects?


Rules Questions


Is there any way to "hide" magic on a magical item? Example, a spell caster casts Detect Magic on an item and it "Appears" to be free of magic, though it is truly not?

Is this possible?


Magic aura (formerly Nystul's).


Blam.
Level 1 spell and it lasts for days. Not foolproof, but pretty effective in most circumstances.

Dark Archive

magic aura


Man, Magic Aura got hit by the nerf bat in PF through collateral damage.

Identify is now a standard action to cast and is a cone, rather than touching a single object. You can now quickly determine if an object is magical or not.

Which amusingly means Magic Aura doesn't work as written since it depends on Identify being cast on the object. But that's clearly not the intent.

RPG Superstar 2015 Top 8

Also nondetection, which is a more powerful version.

I love magic aura especially myself, as it's a 1st level spell even often powerful/high level PCs forget about, and they will abandon or disregard something because they don't think to try to second-guess their magic detection.


Don't forget about mask dweomer.


Of course, since you can simply use detect magic and spellcraft to identify magic items, most spellcasters won't bother with identify :)


Yes, which means it was nerfed even harder.


Cheapy wrote:
Yes, which means it was nerfed even harder.

No, that means it still works as intended, as the item will register as non-magical to detect spells (such as detect magic).

Unless you rule that attempting to identify with detect magic has the same Will-save limitation as using identify.


I can't imagine "or is similarly examined" meaning anything but that.

RPG Superstar 2008 Top 32

I merged the threads on this topic.


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Cheapy wrote:
I can't imagine "or is similarly examined" meaning anything but that.

My post was worded poorly. What I meant was this: When casting detect magic, you won't notice that the "magic aura" item is magical. Since you have no reason to spend the 3 rounds required to examine the item to identify it, the Will-save part won't come into play.

Incidentally, the same would be the case for identify; you have to spend the 3 rounds to examine the item also when using that spell.


Very good point. Okay, not as bad!

Scarab Sages

Cheapy wrote:

Man, Magic Aura got hit by the nerf bat in PF through collateral damage.

Identify is now a standard action to cast and is a cone, rather than touching a single object. You can now quickly determine if an object is magical or not.

Which amusingly means Magic Aura doesn't work as written since it depends on Identify being cast on the object. But that's clearly not the intent.

This is also one of the spells I most often use with Heighten Spell, to raise the save DC, since it lasts so long. Spell focus (illusion) also helps in this regard.


As written, magic aura DOES seem to block detect magic when used to mask an aura, but identify seems gives the chance to pierce it.

Problem is, it's a known spell, so that any wizard worth his salt will know to continue the spell regardless to the point of allowing the save.

Since Mask Dweomer does truly block it for active spells, and is also level 1 with a duration in days, i'd rule that magic aura does the same when cast in non detection mode, but arcane sight or equivalent or better will pierce the nondetection part, since the spell is less specialized.

I'd also rule that once you realize the non aura is fake, through either piercing it or seeing evidence to the contrary you still need a will save to properly analyse the true aura.


I love magic aura. I had an NPC conman use the spell on some beans to convince the PCs that they were "magic beans". They shelled out all their cash on those beans because they detected as magic. He had a bunch of other "magic" wares as well, but the PCs really fixated on the beans.

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