Difference between revisions of "Detect Malevolence (spell)"
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− | [[Category: | + | [[Category: Clerical Spells]][[Category: Magical Spells]][[Category: Don't Review until 2022]] |
Revision as of 20:57, 20 September 2021
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.