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 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 power of the most potent evil aura present. If the character is of Good alignment, and the strongest evil 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: an evil aura's power depends on the type of evil
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, an evil outsider with 12 Hit Dice has an
overwhelming aura of evil. A good 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.
Animals, traps, poisons and other potential perils are not evil, and
as such this spell does not detect them. |
Based on the spell in the Player's Handbook 3.5 Page 218