3e SRD:Detect Chaos

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL 1.0a.
Detect Chaos
Divination
Level: Clr 1, Rgr 2
Components: V, S, DF
Casting time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

The character can sense the presence of chaos. The amount of information revealed depends on how long the character studies a particular area or subject:

1st Round: Presence or absence of chaos.

2nd Round: Number of chaotic auras (creatures, objects, or spells) in the area and the strength of the strongest chaotic aura present. If the character is of lawful alignment, the strongest chaotic auras strength is "overwhelming" (see below), and the strength is at least twice the character's character level, the character is stunned for 1 round and the spell ends. While the character is stunned, the character can't act, the character loses any Dexterity bonus to AC, and attackers gain +2 bonuses to attack the character.

3rd Round: The strength and location of each aura. If an aura is outside the character's line of sight, then the character discerns its direction but not its exact location.

Aura Strength: An auras chaotic power and strength depend on the type of chaotic creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.

Creature/Object Chaotic Power
Chaotic creature HD / 5
Chaotic elemental HD / 2
Chaotic magic item or spell Caster level / 2
Chaotic outsider HD
Cleric of a chaotic deity Level
Chaotic Power Aura Strength
Lingering Dim
1 or less Faint
2-4 Moderate
5-10 Strong
11+ Overwhelming

If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 X 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

Note: Each round, the character can turn to detect things 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.



Back to Main Page3e Open Game ContentSystem Reference DocumentSpells

Padlock.png This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the 3e System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Home of user-generated,
homebrew pages!


Advertisements: