Difference between revisions of "Detect Poison (spell)"

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[[File:Detect Poison (spell).jpg|right|560px|thumb]]
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'''Detect poison''' is a spell that identifies the presence of [[Poison (substance)|poisonous substances]] in the caster's surroundings, as well as [[Bestiary|creatures]] whose [[Attacking in Combat|attacks]] include the use of poison, vessels that contain poison or even poisonous [[Gas-based Attacks|gas]].  Likewise, the spell is able to identify [[Food|food]] or water that contains impurities, which has the potential to bring sickness to those who consume it.
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{{Spelltable
 
{{Spelltable
 
| name = Detect Poison
 
| name = Detect Poison
 
| range = self
 
| range = self
| duration = 3 rounds per level
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| duration = 3 [[Combat Round|rounds]] per [[Experience Level|level]]
 
| area of effect = 10 ft. wide, 5 ft. per level path
 
| area of effect = 10 ft. wide, 5 ft. per level path
 
| casting time = 1 round
 
| casting time = 1 round
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| level = [[Druid 1st Level Spells|druid (1st)]]
 
| level = [[Druid 1st Level Spells|druid (1st)]]
 
}}
 
}}
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After invoking the spell, the caster is able to move and sweep areas throughout the spell's duration.  Each object, creature or feature to be examined requires one round.  The actual form of the poison is not determined, though the dweomer gives a very good sense of how toxic the poison is, or would be if imbibed or forced upon others.  Likewise, the spell can discriminate between a [[Venom (substance)|venom]], an [[Alchemy (sage study)|alchemical]] substance, an [[Ingestive Poisons|ingestive poison]] or one that's [[Insinuative Poisons|insinuative]].
  
Identifies poisonous creatures or creatures that have been poisoned, vessels or substances that contain poison and even poisonous gas. The caster is able to detect if something as large as a pond were poisoned, so long as the pond is examined by the whole area of effect.
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== Countermeasures ==
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Although the spell gives no benefit in itself as to the treatment of those suffering from poison, it can help in guiding an herbalist or other physician in [[Herbal Treatment (sage ability)|proscribing such aid]]. This benefit increases the chance of the antidote's success by 10%, +2% per level of the caster.
  
The source of poison detected will also be known.  Categories of poison include animal sources, insect, alchemical, ingestive, insinuative and so on.
 
  
The nature of the source is also revealed by the spell.  If it was revealed that poison existed inside a trunk, for example, the spell would also indicate the vial or bottle that contained it, or the snake hidden within, if applicable.
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See [[Misdirection (spell)]]
  
The spell provides a +10% bonus when using [[Herbal Treatment (sage ability)|herbal medications]] to treat poison, +2% per level.
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[[Category: Druidical Spells]][[Category: Reviewed]]

Latest revision as of 19:44, 7 November 2023

Detect Poison (spell).jpg

Detect poison is a spell that identifies the presence of poisonous substances in the caster's surroundings, as well as creatures whose attacks include the use of poison, vessels that contain poison or even poisonous gas. Likewise, the spell is able to identify food or water that contains impurities, which has the potential to bring sickness to those who consume it.

Detect Poison
Range self
Duration 3 rounds per level
Area of Effect 10 ft. wide, 5 ft. per level path
Casting Time 1 round
Saving Throw none
Level druid (1st)

After invoking the spell, the caster is able to move and sweep areas throughout the spell's duration. Each object, creature or feature to be examined requires one round. The actual form of the poison is not determined, though the dweomer gives a very good sense of how toxic the poison is, or would be if imbibed or forced upon others. Likewise, the spell can discriminate between a venom, an alchemical substance, an ingestive poison or one that's insinuative.

Countermeasures

Although the spell gives no benefit in itself as to the treatment of those suffering from poison, it can help in guiding an herbalist or other physician in proscribing such aid. This benefit increases the chance of the antidote's success by 10%, +2% per level of the caster.


See Misdirection (spell)