Sunday, January 2, 2011

Campaign Design - Spells: Detect Spirits

Detect Spirits (adapted from Shamans: Call of the Wild and the Shaman's Handbook)
Divination

Level: Cleric/Favored Soul 1, Druid/Spirit Shaman 1, Ranger 2, Sorcerer/Wizard 2, Spirit 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 60 feet
Target, Effect, or Area: Quarter circle, extending from you to the extreme of the range
Duration: Concentration, up to 1 minute per caster level (D)
Saving Throw: None
Spell Resistance: No

You can detect the presence of active and latent spirits within range including elementals, outsiders, and creatures of the incorporeal subtype (including incorporeal undead). The amount of information revealed depends on how long you concentrate on a particular area:
  • 1st Round: Presence or absence of spirits.
  • 2nd Round: Number of different spirits and the spell level of the strongest spirit.
  • 3rd Round: The strength and location of each spirit. if the spirits are in line of sight, you can make Knowledge: Spirits checks to determine which domain each spirit belongs to. Make one check per spirit against a DC of 15 + the spirit's spell level.
This spell does not detect the presence of spirits that currently possess a creature inside the area of effect.

Aura Strength
The strength of a spirit aura is determined by the Hit Dice of the spirit creature, as given on the following table:

Hit Dice
Strength
1 or lower
Faint
2 - 4
Moderate
5 - 10
Strong
11 or higher
Overwhelming

Lingering Aura
A spirit aura lingers after its original source is destroyed. If detect spirits is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength
Duration of Lingering Aura
Faint
1d6 rounds
Moderate
1d6 minutes
Strong
1d6 × 10 minutes
Overwhelming
1d6 days

Each round, you can turn to detect spirits 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.

Arcane material component: A small piece of fur.

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