Sunday, January 2, 2011

Campaign Design - Spells: Detect Fæy

Detect Fæy (adapted from Fey Magic: Dreaming the Reverie and Relics & Rituals: Excalibur)
Divination

Level: Cleric/Favored Soul 1, Druid/Spirit Shaman 1, Fæy 1, Ranger 1, Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: 60 feet
Target, Effect, or Area: Cone-shaped emanation
Duration: Concentration up to 10 minutes per caster level
Saving Throw: None
Spell Resistance: No

You determine whether a creature, object or area has its origins among the fæy. This spell will detect fæy creatures, creatures currently holding fæy essence, or objects or creatures currently enchanted by fæy magic.

You can detect the aura of supernature that surrounds faey. The amount of information revealed depends on how long you study a particular area or subject:
  • 1st Round: Presence of absence of faey auras.
  • 2nd Round: Number of faey auras in the area and the strength of the strongest faey aura present.
  • 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 by not its exact location.
Aura Strength: The Hit Dice of the faey creature determines the strength of the faey aura. Faey auras do not linger after the faey creature leaves the area.

StrengthHit Dice
Faint1 or less
Moderate2 - 9
Strong10 - 20
Overwhelming21+

Each round, you 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 cold iron, or 3 feet of wood or dirt blocks it.

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