Wednesday, September 22, 2021

Detect Evil (3e)

Detect Evil

Level: Clr 1, Rrg 2
Components: V, S, DF
Casting Time: 1 action
Range: 60 ft
Area: Quarter circle emanating from the character to the extreme of range
Duration: Concentration, up to 10 min/level (D)
Saving Throw: None
Spell Resistance: No

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 aura's strength is "overwhelming", and the strength is at least twice the character's character level, the character is stunned for 1 round and the spell ends.
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: Depends on Evil Power

Evil Power (calculation)
  • Evil creature (HD/5)
  • Undead creature (HD/2)
  • Evil elemental (HD/2)
  • Evil magic item or spell (CL/2)
  • Evil outside (HD)
  • Cleric of evil deity (Level)
Aura Strength
  • Lingering: Dim
  • 1 or less: Faint
  • 2-4: Moderate
  • 5-10: Strong
  • 11+: Overwhelming

Length Aura Lingers: How long the aura lingers after the end of the spell or destruction of the item/creature depends on original strength
  • Faint: 1d6 minutes
  • Moderate: 1d6x10 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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