Magic:Detect Good: Difference between revisions

From Avlis Wiki
Jump to navigation Jump to search
(CoPaP tlk fix)
m (Added spell school categorization)
Line 44: Line 44:


[[Category:Magic|Detect Good]]
[[Category:Magic|Detect Good]]
[[Category:Divination Spells|Detect Good]]

Revision as of 10:17, 26 June 2008

[[Magic:Divination|Divination]]
Level: Cleric 1, Ranger 2
Innate Level: 1
Component(s): Verbal, Somatic, Divine focus
Casting Time: 1 action
Range: 60ft
Target: Area quarter circle emanating from you to the extreme of the range.
Duration: Concetration, up to 10 minutes / level (D)
Counter(s): --
Saving Throw: None
Spell Resistance: No
Metamagic: --
Energy Substitution: --

You can sense the presence of good. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of good.
2nd Round: Number of good auras (creatures, objects or spells) in the area and the strength of the strongest aura present. If you are of evil alignment, the strongest good aura's strength is 'overwhelming' (see below), and the strength is at least twice your character level, you are stunned for 1 round and the spell ends. While you are stunned, you can't act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack you.
3rd Round: The strength 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 Strength: An aura's good power and strength depend on the type of good creature or object that you are detecting and its HD, caster level, or (in the case of a cleric) class level.
Creature/Object = Good Power
Good creature = HD / 5
Good elemental = HD / 2
Good outsider = HD
Cleric of a good deity = Caster level

Good 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.

Remember that animals, traps, poisons, and other potential perils are not evil, and thus this spell will not detect them.

Note: Each round, you can turn to detect things in a new area, but if you move more than 2 meters the spell ends. 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. [[Category:Divination Spells|Detect Good]]