Difference between revisions of "Detect Malevolence (spell)"

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Reveals enemies of the caster, specifically those wishing to bring harm or threaten the caster’s self or companionsThe spell will reveal the degree of threat, defining it as faint, moderate, strong or overwhelming. If no malevolence is detected by the spell at all, it should be assumed that others are open to the possibility of assisting the caster or the rest of the party.
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Reveals creatures or conditions that bear malice and ill feeling towards the caster or others; this includes persons intent on hostility regardless of the reasonSince "[[Evil|evil]]" is often malevolence, there is a relationship that exists between the two, but a "good" person is also able to displace hatred or be possessed of an ill nature, which the spell will also detect.
  
The spell reveals only those threats that derive from living beings, regardless of intelligence or sentience.  Traps and unsafe ground are not detected.
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The spell measures the intensity of the threat, so the caster will know if the malevolence is faint, moderate, strong or overwhelming.  If no malevolence is detected, this will mean that what creatures and places that can be observed bear no ill will towards the caster or the party.  Such creatures may be indifferent or they may be persons willing to assist others.
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Note that the spell detects only the conscious feelings of living beings, or of places that possess ill-feelings that permeate an area from a darkly magical influence[[Trap|Traps]], being indifferent objects, will not be detected by the spell.
[[Category:Clerical Spells]]
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For each round that the spell is in force, the character can move at stride-1 and sweep as much area as they can see while the spell's duration persists.  The range applies only to '''passage areas'''; the spell will not detect malevolence through walls that cannot be passed through, but it will detect malevolence through a doorway when the door is closed.
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[[Category: Clerical Spells]][[Category: Magical Spells]][[Category: Don't Review until 2024]]

Latest revision as of 17:37, 28 July 2022

Detect Malevolence.jpg
Detect Malevolence
Range self
Duration 10 +5 rounds per level
Area of Effect 10 ft. wide, 120 ft. path
Casting Time 1 round
Saving Throw none
Level cleric (1st); mage (2nd)

Reveals creatures or conditions that bear malice and ill feeling towards the caster or others; this includes persons intent on hostility regardless of the reason. Since "evil" is often malevolence, there is a relationship that exists between the two, but a "good" person is also able to displace hatred or be possessed of an ill nature, which the spell will also detect.

The spell measures the intensity of the threat, so the caster will know if the malevolence is faint, moderate, strong or overwhelming. If no malevolence is detected, this will mean that what creatures and places that can be observed bear no ill will towards the caster or the party. Such creatures may be indifferent or they may be persons willing to assist others.

Note that the spell detects only the conscious feelings of living beings, or of places that possess ill-feelings that permeate an area from a darkly magical influence. Traps, being indifferent objects, will not be detected by the spell.

For each round that the spell is in force, the character can move at stride-1 and sweep as much area as they can see while the spell's duration persists. The range applies only to passage areas; the spell will not detect malevolence through walls that cannot be passed through, but it will detect malevolence through a doorway when the door is closed.