No, detect magic doesn't automatically detect spellcasters as magical
The Sage Advice Compendium addresses a related question:
Is the breath weapon of a dragon magical?
If you cast antimagic field, don armor of invulnerability, or use another feature of the game that protects against magical or non-magical effects, you might ask yourself, “Will this protect me against a dragon’s breath?” The breath weapon of a typical dragon isn’t considered magical, so antimagic field won’t help you but armor of invulnerability will.
You might be thinking, “Dragons seem pretty magical to me.” And yes, they are extraordinary! Their description even says they’re magical. But our game makes a distinction between two types of magic:
- the background magic that is part of the D&D multiverse’s physics and
the physiology of many D&D creatures
- the concentrated magical energy that is contained in a magic item or
channeled to create a spell or other focused magical effect
In D&D, the first type of magic is part of nature. It is no more dispellable than the wind. A monster like a dragon exists because of that magic-enhanced nature. The second type of magic is what the rules are concerned about. When a rule refers to something being magical, it’s referring to that second type. Determining whether a game feature is magical is straightforward. Ask yourself these questions about the feature:
- Is it a magic item?
- Is it a spell? Or does it let you create the effects of a spell that’s
mentioned in its description?
- Is it a spell attack?
- Is it fueled by the use of spell slots?
- Does its description say it’s magical?
If your answer to any of those questions is yes, the feature is magical.
Let’s look at a white dragon’s Cold Breath and ask ourselves those questions. First, Cold Breath isn’t a magic item. Second, its description mentions no spell. Third, it’s not a spell attack. Fourth, the word “magical” appears nowhere in its description. Our conclusion: Cold Breath is not considered a magical game effect, even though we know that dragons are amazing, supernatural beings.
Detect magic, like other game mechanics, operates by this same logic with regard to what is considered magical. The spellcasting abilities of creatures (innate or otherwise) are considered "the background magic that is part of [...] the physiology of many D&D creatures". Detect magic is designed to detect magical effects, not the background magic that suffuses creatures or the universe.
Chris Perkins confirms this sort of interpretation here:
Can detect magic detect magic potential of spellcasters even if they're not actively casting a spell?
It's not a wizard detector, if that's what you mean.
Given that the question he's responding to asks about spellcasters in general, it seems clear that his response is not specific to wizards - he's suggesting that the spell doesn't automatically detect spellcasters simply due to their magical abilities.
Haunted Doorlatches possessed by the ghosts of spiders crying out in the night "Front Door, 1402 Red St".
The fundamental component of this plan is the spell Hauntshift [LM 66]. It translates (its wording) undead into "haunting presences." [LM 6] Door latches will have hairy spider skeletons hauntshifted into them with careful instructions on when to bolt or unbolt the door, when to explode, and when to make noises.
The Latching Haunt
A Haunting Presence has the following capabilities that we're interested in (paraphrased for brevity and interest):
- Cannot be directly sensed.
- Bound to objects with moving parts.
- Dispelled only on the destruction of the haunting object or a successful exorcism which requires 10 rounds of chanting.
- Bindable to objects from tiny to huge size.
- Can see and hear up to 60' away, but only normally.
- They cannot be turned, rebuked, or destroyed while haunting an object.
- They can choose to speak to "nearby" creatures.
- They can control the movement of moving parts in the object they possess.
Thus, the first part of the requirements are simple. By creating a special mechanism, a door bolt, mounted in the frame, with sealed bead counting arrangements, and an explosive runes spell, the object is ready to be possessed.
A suitable caster (in this case a Dread Necromancer / Binder Anima mage , purely for tradition's sake and the ability to use fell animate cheaply) will be responsible for a number of doors according to the number of Hairy Spiders (1/8 HD, Monsters of Faerun) that he can animate as skeletons. (Other mechanisms will be available as more cheesy options, but this is straightforward enough.) At low levels, hairy spider skeletons will be moving deadbolts back and forth and physically pushing beads around, but possession is much much better here.
For the sake of argument, we will say that each bead counter has a number of beads, with a ratcheting dropper which ensures that, when the dropper is pushed, a single bead is dropped, and that the device can't be turned upside down. It has whatever structural integrity and auditing spells the casters involved feel like putting on it. In the case of an unauthorised breach (defined as anyone picking the lock or breaching the container in any way), the haunt is instructed to read (even though it can't comprehend) the explosive runes.
Rotation of the appropriate key in the keyway will cause the haunt to bolt or unbolt the latch, and logging the action the with the appropriate bead.
Cries in the night
The other half of this setup is the external audit function. These things are cheap enough (especially as complicated lockwork isn't necessary) that most every (important) door can be bolted with one. More to the point, a network of these exceedingly mindless haunts can be made.
Haunts can choose to make sounds, and can hear in a 60' radius. Thus, a series of dedicated haunts can be used to repeat the sounds they hear. A latch can be instructed to speak during locking, unlocking, opening, "opening but no one is there" events, "housing tamper" and "lock tamper" events. So long as a dedicated language is used, the haunts can whisper to each other inside the thick walls of the apartments, and communicate basic information up the chain to community collecting stations. At these stations, normal events can be logged by haunted pens, reacting according to very simple rules. Unusual events can be ... dealt with.
Fundamentally, since this is detecting the state of a lock and a door, being invisible to undead, divinations, or simple invisibility won't be sufficient to defeat this tripwire, an easy trap for unwary adventurers.
Best Answer
You can't effectively hide active spells in 3.5 (in Pathfinder there's a spell for that, but not 3.5). If you wanna sneak, you gotta forgo active spells. You can hide magic items and your spellcasting abilities (along with other things like alignment and being alive), though. You need two spells:
Unfortunately, these spells themselves have auras, and thus can be detected by detect magic et al., curtailing their use in areas where an extra magical aura would be noticed.
The lower level spell Nondetection works similarly, except that it allows a CL check, and thus is extremely unreliable, as is Misdirection when not chain cast, as it allows a Will Save.
Generally, when sneaking into a place, you have a couple options.
First of all, if the opposition has no magic auras at all then they don't have detect magic spells, so you don't need to hide your auras.
If the only magic they have is divinatory then things are a little tricky. If they're using detect magic, they're still gonna need to study an area with you in it for 2 rounds to be able to detect your presence (1 round reveals only that there is magic, which is no longer enough to arouse suspicion, while 2 reveals the number of magic auras, which could trigger an alert when there's an extra). If they're using Arcane Sight then they need line of sight to get anything. As long as you're hidden, they won't be able to pinpoint much of anything about you.
If, like typical 3.5 opponents, they and their base and chock full of magic auras, you can pop some Nystul's Magic Aura spells and bring some potions, scrolls, or castings of Misdirection or Nondetection to hide yourself. Alternatively, you could splurge on a scroll of Mind Blank (if you're high enough level to cast this, then you should definitely just use this all the time), or use some of the other anti-divinatory effects. The extra magic auras shouldn't be of note as long as there aren't too many. Plus you can break enchantment or dispel magic preexisting auras in the area you are hiding to keep the number the same.
As a note, some people play 3.5 with the auras of active spells just modifying the auras of the thing they are on, if they are on a thing. This lets Nystul's Magic Aura et al. work to effectively hide their subjects. If you are playing in such a game, the following spells are significant:
Also of note: enemies that lack a parade of magic auras all over the place probably don't need to be sneakily handled. Just kick in the door and clean house, unless you've reason to suspect they're a spellcaster or something. Also, Greater Teleport removes most non-reconassaince reasons for sneaking anywhere not under a forbiddance (or, less commonly, a dimensional lock or hallow/unhallow(dimensional anchor)), since you could just pop in wherever you intended to go.
For the times you just want people to think you're a harmless peasant, Bluff checks can handle that even without magic, and with Glibness you can safely inform them that those magical auras they are noticing are just a trick of the light and also they never noticed them and you never talked and these are not the droids they are looking for.
So the situations you'll want to be actually using anti-divinatory powers as a major approach in are pretty few and far between, though they are pretty long-lasting and certainly worth lower level slots as you level up.