Detect Evil
School: Divination Level: Clr 1, Rgr 2
Components:   V, S, DF   Casting Time:   1 action  
Range:   60 ft.   Target:     
Effect:      Area:   Quarter circle emanating from the character to the extreme of the range  
Duration:   Concentration, up to 10 minutes/level (D)   Saving Throw:   None  
Spell Resistance:   No   XP Cost:     
Focus:      Material Components:     
Description:   

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 strength of the strongest evil aura present. If the character is of good alignment, the strongest evil 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 evil power and strength depend on the type of evil creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.

Creature/Object	Evil Power
---------------	----------
Evil creature 	HD / 5
Undead creature HD / 2
Evil elemental 	HD / 2
Evil magic item 
or spell 	Caster level / 2
Evil outsider 	HD
Cleric of an 
evil deity 	Level
Evil Power	Aura Strength
----------	-------------
Lingering 	Dim
1 or less 	Faint
2–4 			Moderate
5–10 		Strong
11+ 		Overwhelming

If an aura falls into more than one strength category, the spell 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

Remember that animals, traps, poisons, and other potential perils are not evil; this spell does not detect them.

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.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002