Illusion/Phantasm
Level Magic-user 1
Components V, S, M
Casting Time 1 round
Range Touch
Area of Effect One object
Duration 1 day per caster level
Save None or Wisdom Disbelief vs. Spell (save disbelieves)
A Wizard's Magic Aura spell places an illusory aura of magic on one object.
The magic aura's strength and school of magic is determined by the caster.
If cast upon a magic item or an object with a magical effect on it, the spell's aura will override the object's original aura.
The definition of a single object is per the GM, but examples are: a suit of armor, a vial with liquid, a door with lock, a padlock, a gem, a coffer with lock, etc.
Saving Throw. If the spell caster of a [detection] spell can accurately determine the school of magic, they will gain a disbelief save to note that the aura is false (but no other information is given). Otherwise, they will detect the school of magic determined by the caster.
Limitations
The target must weigh 5-lbs. per caster level or less. Examples are included in the Common Objects Weights table.
Material Components. A small square of silk. The component is consumed in the casting of the spell. Cost/Scarcity. 1 g.p./Uncommon.
Known Substitutions. None.