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 law. The amount of information revealed depends on how long
the character studies a particular area or subject. 1st round: Presence or absence of law. 2nd round: Number of lawful auras (creatures, objects or spells) in the area and the power of the most potent lawful aura present. If the character is of Chaotic alignment, and the strongest lawful 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
lawful 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 lawful creature with 51 Hit Dice has an
overwhelming aura of law. A chaotic 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 219