3e SRD:Detect Evil
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 evil. The amount of information revealed depends on how long the character studies a particular area or subject:
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the strength of the strongest evil aura present. If the character is of good alignment, the strongest evil 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 evil power and strength depend on the type of evil creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.
Creature/Object | Evil Power |
---|---|
Evil creature | HD / 5 |
Undead creature | HD / 2 |
Evil elemental | HD / 2 |
Evil magic item or spell | Caster level / 2 |
Evil outsider | HD |
Cleric of an evil deity | Level |
Evil 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 |
Remember that animals, traps, poisons, and other potential perils are not evil; this spell does not detect them.
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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