Difference between revisions of "Detect Chaos"

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(Created page with "Divination<br> '''Level:''' Clr 1, Rgr 2<br> '''Components:''' V, S, DF<br> '''Casting Time:''' 1 action<br> '''Range:''' 60 ft.<br> '''Area:''' Quarter circle emanating from...")
 
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Revision as of 14:15, 13 August 2017

Divination
Level: Clr 1, Rgr 2
Components: V, S, DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minute/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 strength of the strongest chaotic aura present. If the character is of lawful alignment, the strongest chaotic aura’s strength is "overwhelming" (see below), and the strength is at least twice the character's character level, the character is stunned for 1 round and the spell ends. While the character is stunned, the character can’t act, the character loses any Dexterity bonus to AC, and attackers gain +2 bonuses to attack the character.
  • 3rd Round: The strength and location of each aura. If an aura is outside the character's line of sight, then the character discerns its direction but not its exact location.

Aura Strength: An aura’s chaotic power and strength depend on the type of chaotic creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.

Creature / Object Chaotic Power
Chaotic creature HD / 5
Chaotic elemental HD / 2
4th-6th 6th-11th Moderate
7th-9th 12-20th Strong
Artifact or deity-level magic Beyond mortal caster Overwhelming

If an aura falls into more than one category, detect magic indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 X 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days


Note: Each round, the character can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Outsiders and elementals are not magical in themselves, but if they are conjured, the conjuration spell registers.