The character can detect a particular type of animal or plant
in a quarter circle emanating out from the character in whatever
direction the character faces. The character must think of a
species of animal or plant when using the spell. Each round the
character can change the animal or plant type. The amount of
information revealed depends on how long the character searches a
particular area or focus on a specific type of animal or plant:
1st Round: Presence or absence of the animal or plant type in
2nd Round: Number of individuals of the specified type in the
area, and the condition of the healthiest specimen.
3rd Round: The condition and location of each individual
present. If an animal or plant is outside the character's line of
sight, then the character discerns its direction but not its
Conditions: For purposes of this spell, the categories of
condition are as follows:
Normal: Has at least 90% of original hit points, free of
Fair: 30% to 90% of original hit points remaining.
Poor: Up to 30% of original hit points remaining, afflicted
with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a
disease in the terminal stage, or crippled.
If a creature falls into more than one category, the spell
indicates the weaker of the two.
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.
The DM decides if a specific type of animal or plant is