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Detect Undead

School: Divination
Subschool: -
Descriptor: -
Level: Cleric 1, Paladin 1, Sorcerer/Wizard 1
Components: Verbal, Somatic, Material/Divine Focus
Casting Time: 1 Standard action
Range: 60ft
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
The character can sense the aura that surrounds undead creatures. The amount of information revealed depends on how long the character studies a particular area or subject.
1st round: Presence or absence of undead auras.
2nd round: Number of undead auras in the area and the power of the strongest undead aura present. If the character is of Good alignment, and the strongest undead aura's strength is overwhelming (see below) and the creature has Hit Dice of at least twice the character's level, the character is stunned for 1 round and the spell ends.
3rd round: The strength and location of each undead aura. If an aura is outside the character's line of sight, then they discern its direction but not its exact location.

HIT DICE

STRENGTH

1 or lower

Faint

2-4

Moderate

5-10

Strong

11 or higher

Overwhelming

Aura Strength: The strength of an undead aura is dependent upon the Hit dice of the undead creature, as given on the table above.
Lingering Aura: An undead aura lingers after its original source is destroyed. If Detect Undead 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

Each round the character can turn to detect undead 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.
Arcane Material Component: A bit of earth from a grave.

Based on the spell in the Player's Handbook 3.5 Page 220