Detect Magic
Level 1 · Divination
- Concentration
- Ritual
Listed under divination, Detect Magic costs a 1st-level slot for bard, cleric, druid, paladin, ranger, sorcerer, warlock, and wizard casters. Cast time: Action. Range Self, components V/S, duration up to 10 minutes. Marked concentration and ritual. Effect: For the duration, you sense the presence of magical effects within 30 feet of yourself.
Stat Block
- Level
- 1
- School
- Divination
- Casting Time
- Action
- Range / Area
- Self
- Components
- V, S
- Duration
- up to 10 minutes
- Ritual
- Yes
- Concentration
- Yes
- Classes
- Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
- Material
- —
Description
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Detect Magic is Divination — the school of information. Within 30 feet of the caster, every magical aura becomes visible (a faint glow) and identifiable by school of magic. Concentration up to 10 minutes; can be cast as a ritual to save the slot.
Class Fit
- Bard: Bards take Detect Magic at level 1 and cast it primarily as a ritual outside of combat — no slot cost when 10 extra minutes is acceptable.
- Cleric: Detect Magic is one of the spells every Cleric prepares for the campaign-spanning value of knowing what's magical in a found-treasure hoard.
- Druid: Druids prep Detect Magic for the same campaign-spanning value as Clerics. The spell is a ritual, so the slot itself is rarely spent.
- Paladin: Paladins prep Detect Magic when the campaign focus is investigation or item-finding. Most other builds let the rest of the party handle this.
- Ranger: Rangers prep Detect Magic when the slot count allows. Pass Without Trace and Hunter's Mark usually take priority.
- Sorcerer: Sorcerers rarely take Detect Magic because the known-spell budget is so tight. The party's other casters usually cover this.
- Warlock: On a Warlock sheet, Detect Magic competes with Hex (the early concentration default) and with whatever upcast pact slot the build prioritises. Damage taken while concentrating on Detect Magic forces a Con save at DC 10 or half damage, whichever is higher.
- Wizard: Wizards add Detect Magic to the spellbook at level 1. Ritual-cast it whenever needed — the spellbook is the long-term decision, the slot is free.
Tactical play (Doungim editorial)
Ritual; reveal magic auras within 30 feet. Cast every time you enter a new room.
Related Spells
Frequently Asked Questions about Detect Magic
- What level spell is Detect Magic?
- In D&D 5e, Detect Magic is classified as a level 1 spell of the Divination school. Available classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard.
- What is the range of Detect Magic?
- Detect Magic is self-target only — the caster is the target of the spell, not another creature.
- Is Detect Magic a concentration spell?
- Concentration is required for Detect Magic, with a maximum duration up to 10 minutes. The concentration rules apply: one at a time, and Con saves on damage.
- What components and casting time does Detect Magic need?
- To cast: Detect Magic requires V, S. Additionally, Detect Magic can be cast as a ritual: an extra 10 minutes of casting time, no spell slot consumed.