Cleric 1
Range. 3”
Duration. 1 turn
Area of Effect. 1" path, 3" long
Divination
Components. V, S, M
Casting Time. 1 round
Saving Throw. None
When the detect magic spell is cast, the cleric detects magical radiations in a path 1" wide, and up to 3" long, in the direction he or she is facing. The caster can turn 60° per round. Note that stone walls of 1-ft or more thickness, solid metal of but 1/12-ft thickness, or 3-ft or more of solid wood will block the spell.
The spell requires the use of the cleric's holy (or unholy) symbol.
Only the fact that a dim or strong magic exists can be found by clerics (cf. magic-user spell of the some name).
Druid 1
Range. 3”
Duration. 12 rounds
Area of Effect. 1" path, 4" long
Divination
Components. V, S, M
Casting Time. 3s
Saving Throw. None
Except as noted above, this spell is the same as the first level cleric spell of the same name.
Only the fact that a dim or a strong magic exists in the area will be noted. (Cf. magic-user spell of the same name.)
Magic-user 1
Range. 3”
Duration. 2r per CL
Area of Effect. 1" path, 6" long
Divination
Components. V, S
Casting Time. 1s
Saving Throw. None
The only differences between this spell and the first level cleric detect magic spell are noted above (duration, area of effect, and no material component).
This spell detects the intensity of the magic (dim, faint, moderate, strong, very strong, intense) and there is a 10% chance per level of the caster that the type (abjuration, alteration, etc.) can be found as well, although if a dual type, the detection percentage applies to both and must be rolled for separately.
Illusionist 2
Range. 0
Duration. 2r per CL
Area of Effect. 1" path, 6" long
Divination
Components. V, S
Casting Time. 2s
Saving Throw. None
This spell is similar to the first level cleric and the first level magic-user spell, detect magic (qq.v.).
For commentary on this spell see the cleric spell of the same name, NOT the magic-user spell.