Continuing the series of Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.
Detect Magic (Divination)
Range: 1 zone away (30')
Duration: The rest of the scene
Components: V, S, M (Common: Cleric's Symbol)
Area of Effect: In front of the cleric, up to 1 zone away. (A path 10' wide, 30' feet long)
Casting Time: 1 Exchange
Opposed By: n/a
The cleric will detect any aspects of magical origin in front of the cleric, up to 30' away (in an adjacent zone). This detection is blocked by:
- Stone walls of 1' thick or greater
- Solid metal of only 1/12"
- 3' or more of solid wood.
Any aspects which are present in the range of the spell (environment, items or characters) that are "magic" in nature, are now known to the cleric. The exact nature, and location of the aspect are NOT known--only that a magic aspect is present.
There is no variability in the spell--determining a Power is not needed. Just the success (or failure) of the casting.
"Declaring a Story Detail"
If the player expends a Fate point during the casting, the player can declare a story detail about the cleric character detecting magic. The specific nature of the aspect would be up to the GM and player to justify any details about that aspect. (Fate Core, p. 13).