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Detect Good

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 Good. The amount of information revealed depends on how long the character studies 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 power of the most potent good aura present. If the character is of Evil alignment, and the strongest good 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.

CREATURE OR OBJECT

AURA POWER

 

Faint

Moderate Strong Overwhelming
Good creature1 (HD) 10 or lower 11-25 26-50 51 or higher
Undead (HD) 2 or lower 3-8 9-20 21 or higher
Good outsider (HD) 1 or lower 2-4 5-10 11 or higher
Cleric of a Good deity2 (class levels) 1 2-4 5-10 11 or higher
Good magic item or spell (caster level) 2nd or lower 3rd-8th 9th-20th 21st or higher
1 = Except for undead and outsiders, which have their own entries on the table.
2 = Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Aura Power: a good aura's power depends on the type of good 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 good outsider with 12 Hit Dice has an overwhelming aura of good. An evil 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.
Lingering Aura: A good aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If Detect Good is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

ORIGINAL STRENGTH

DURATION OF LINGERING AURA

Faint 1D6 rounds
Moderate 1D6 minutes
Strong 1D6x10 minutes
Overwhelming 1D6 days

Healing potions, antidotes and similar beneficial items are not good, and as such this spell does not detect them.
Each round the character can turn to detect good 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 219