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Detection

There are a variety of things you can detect with this spell, but can only detect one type of thing per casting. You choose what you are detecting when casting the spell, some things will require different amounts of mana to be spent on casting. Each round, you can turn to detect your chosen thing in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Some things require material components for arcane casters to use in the spell to detect them.

Effect

Nature

1 Mana Point:

Animals or Plants:

You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.   1st Round: Presence or absence of that kind of animal or plant in the area. 2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen. 3rd Round: The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.   Conditions: For purposes of this spell, the categories of condition are as follows:   Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.   If a creature falls into more than one category, the spell indicates the weaker of the two.

Poison:

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

3 Mana Points:

Snares and Pits:

You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.   Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.   The amount of information revealed depends on how long you study a particular area.   1st Round: Presence or absence of hazards. 2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.   Each Additional Round: The general type and trigger for one particular hazard closely examined by you.

Divine


3 Mana Points:

Undead:

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

 

1st Round: Presence or absence of undead auras.

2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:
HD Aura Strength
1 or lower Faint
2-4 Moderate
5-10 Strong
11 or higher Overwhelming

Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Arcane Material Component: A bit of earth from a grave.

Unnatural:

You can sense the presence of unnatural. The amount of information revealed depends on how long you study a particular area or subject.  

1st Round: Presence or absence of unnatural.

2nd Round: Number of unnatural auras (creatures, objects, or spells) in the area and the power of the most potent unnatural aura present.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: An unnatural aura’s power depends on the type of unnatural creature or object that you’re detecting and its HD or size; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Creature/ Object Faint Moderate Strong Overwhelming
Non-Native Plant(size) Tiny or smaller Small Medium Large or larger
Non-Native Animal(size) Small or smaller Medium Large Huge or larger
Non-Native Creature or Character (HD) 1 or lower 2-4 5-10 11 or higher
 
Lingering Aura: A unnatural aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature). If detect unnatural is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strenth Duration
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Arcane


3 Mana Points:

Alignment:

You can sense the presence of a single alignment (Chaos, Law, Evil, Good). The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of the alignment.   2nd Round: Number of the alignment auras (creatures, objects, or spells) in the area and the power of the most potent chaos aura present. If you are of the opposite alignment, and the strongest chosen alignment aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An alignment aura’s power depends on the type of creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
1 Except for undead and outsiders, which have their own entries on the table. 2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
Creature/ Object Faint Moderate Strong Overwhelming
Creature1 (HD) 10 or lower 11-25 26-50 51 or higher
Undead (HD) 2 or lower 3-8 9-20 21 or higher
Outsider (HD) 1 or lower 2-4 5-10 11 or higher
Deity2 (Class Lvl) 1 2-4 5-10 11 or higher
Item/ Spell (Caster Rank) 2 or lower 3-8 9-20 21 or higher
Lingering Aura: A alignment aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect alignment is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Aura Strenth Duration
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
  Animals, traps, poisons, and other potential perils are neutral, and as such this spell does not detect them. Each round, you can turn to detect alignment in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Secret Doors:

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.   1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.   Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.  

6 Mana:

Thoughts:

  You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.   1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.   Arcane Focus: A copper piece.  

15 Mana:

Scrying:

You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area.   If the scrying attempt originates within the area, you also know its location; otherwise, you and the scryer immediately make opposed caster level checks (1d20 + caster level). If you at least match the scryer's result, you get a visual image of the scryer and an accurate sense of his or her direction and distance from you.   Material Component: A small piece of mirror and a miniature brass hearing trumpet.

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