School: | Divination | ||||||||||||||||||||||||||||||||||||||||||||||||||
Subschool: | - | ||||||||||||||||||||||||||||||||||||||||||||||||||
Descriptor: | - | ||||||||||||||||||||||||||||||||||||||||||||||||||
Level: | Cleric 1 | ||||||||||||||||||||||||||||||||||||||||||||||||||
Components: | Verbal, Somatic, Divine Focus | ||||||||||||||||||||||||||||||||||||||||||||||||||
Casting Time: | 1 Standard action | ||||||||||||||||||||||||||||||||||||||||||||||||||
Range: | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||
Area: | Cone-shaped emanation | ||||||||||||||||||||||||||||||||||||||||||||||||||
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 power of the most potent chaotic aura present. If the character is of Lawful alignment, and the strongest chaotic aura's power is overwhelming (see below) and the Hit Dice or level of the aura's source is at least twice the character's level, the character is stunned for 1 round and the spell ends. 3rd round: the power and location of each aura. If an aura is outside the character's line of sight, then they discern its direction but not its exact location.
Aura Power: a chaotic aura's power depends on the type of
chaotic creature or object that is being detected and its Hit Dice, class level;
see the accompanying table. If an aura falls into more than one strength
category, the spell indicates the stronger of the two. For example, as
indicated on the table, a chaotic creature with 51 Hit Dice has an
overwhelming aura of chaos. A lawful cleric who casts this spell and
directs it at the location of such a creature for longer than 1 round
loses the spell and is stunned for 1 round if the character level is 6th
or lower.
Each round the character can turn to detect chaos in a new area. The spell can penetrate barriers, but a 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt, blocks it. |
Based on the spell in the Player's Handbook 3.5 Page 218