Magic:Detect Evil
[[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 evil. The amount of information revealed depends on how long you study 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 you are of good alignment, the strongest evil auras 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 evil power and strength depend on the type of evil creature or object that you are 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 outsider = HD
Cleric of an evil deity = Caster 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.
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.
[[Category:Divination Spells|Detect Evil]]