5th Edition
You weave magic to draw information forth from at least an ounce of liquid blood. This blood must be from a creature that is living or that has been dead for no more than 1 hour. Choose two of the following options below each time you cast this spell to determine what information about the creature you learn.
You learn the creature's type and its maximum hit points.
You learn the creature's damage vulnerabilities, resistances, and immunities.
You learn the creature's condition immunities.
You learn the direction to the creature, and you learn if it is within 1 mile, 10 miles, 100 miles, or beyond that.
You learn of any poisons, diseases, curses, or blessings currently affecting the creature. Successful knowledge checks may grant you insight into the nature and function of these conditions, as determined by the GM.
You learn if the creature's blood contains any special magic, such as the healing properties of a unicorn's blood or the ritual magic uses for the blood of some fiends and celestials.
If the blood is mixed with the blood of another creature, the mixture will glow bright red if one of the two creatures is the parent, offspring, or sibling of the other.
When you cast this spell, if the target is still alive, it feels a tingling sensation in its veins and knows the exact direction to you, though it doesn't necessarily know who you are or what you are doing.
At Higher Levels. When you cast this spell using a higher level spell slot you can choose one additional option for each slot level above its base level.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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2nd Edition
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3.5th Edition
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4th Edition
5th Edition
Pathfinder 2e
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