Smell Magic (3.5e Feat)

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Author: the bluez in the dungeon (talk)
Date Created: 03/06/2020
Status: Completed
Editing: Clarity edits only please
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Smell Magic [Racial] Your nose twitches, as the smell of magic auras reveals the recent use of magic.Prerequisites: Ability to use detect magic as a spell, spell-like ability or anything else, hound archon or lesser hound archon or any canine raceBenefit: You gain a similar ability to scent, though it's less powerful.

You may automatically attempt a check with your casting attribute modifier or a Survival check (DC is 10) whenever you are within 30 feet (9 meters) of any source of magic. This range doubles if the source of magic is upwind and it halves if it is downwind. This lets you know there are magic sources in the area but not their exact location.

When within 5 feet (1,5 meters) from an invisible or hidden magic source you may try a check with your casting attribute modifier or Survival check (DC is 10) to pinpoint the source, as a free action.

You gain a +2 to Survival checks made to follow the tracks of a source of magic. Special: Combining this ability with detect magic increases its usefulness: in the first round when using detect magic you discern the direction of magic auras, instead of just their presence in the area, but only within your smell magic range; in the second round you discern the number of magic auras present, their power (it may overwhelm you, as per the spell description) and in the third you pinpoint the exact location of all auras within range of the smell ability, even if you don't have line of sight.

Combining the two allows you to penetrate barriers with your smell, within the limits of detect magic.

If the source you are trying to perceive is masking its magical nature with magic or similar means and you are using detect magic with your smelling ability, you may try a caster check to overcome the effect hiding the magic aura. You make a check (1d20 + casting attribute modifier + half your HDs) against the caster check of the opponent (if it cannot do it, make it as such: 1d20 + Charisma modifier + half its HDs). If you win, you detect its magic aura beyond its magic masking, if not, you are fooled.

If you have or gain the scent ability, it applies to this feat as well, increasing your capacity to smell and track magic.

Special: You may allow any race with enhanced smell to take this feat, given that it meets the detect magic requirement.



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the bluez in the dungeon's Homebrew (739 Articles)
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Article BalanceHigh +
Authorthe bluez in the dungeon +
Identifier3.5e Feat +
PrerequisiteAbility to use detect magic as a spell +, spell-like ability or anything else + and hound archon or lesser hound archon or any canine race +
RatingUndiscussed +
SummaryYou have special receptors in your nasal cavities which allow you to perceive the odour of magic. +
TitleSmell Magic +
TypeRacial +