3e SRD:Detect Chaos
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This material is published under the OGL 1.0a. |
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.
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