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Okay, now to the other detection spells (detect aberrations, detect animals and plants, detect chaos/evil/good/law, detect magic and detect undead.)
Detect aura spells have the following common characteristics:
School divination
CASTING
Casting Time 1 standard action
Component: V, S
EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
All creatures and magic objects have an aura. Even some non-magical items, like family heirlooms or places that have been inhabited for many hundreds of years, may have very faint auras. For those who can see auras, it might be possible to determine a lot about a person or object from its aura.
In the first round of using a detect aura spell you see all auras in your range. Those that you are not able to distinguish appear as a pale, colourless glowing around the person or object. Those auras that you can distinguish appear as described in the particular detection spell below. All auras have a brightness determined by their strength and any aura that is the equivalent of two levels higher than your own aura, or higher, may leave you stunned. Very faint auras are not detectable with the basic spell. Note that the colours of auras need not be those detailed below but may be changed to suit the campaign, or even the culture of the caster of the detection spell.
In the 2nd Round you may choose to:
In the 3rd Round, you may choose to:
On 4th and subsequent rounds, you can continue to change which aura you are identifying, move your focus to an entirely new section and begin with round 1 again, or continue identify further information about the current aura.
While it is possible to concentrate on a particular aura for many rounds and each round may gleen further information, there are two potential problems. The first is that the information may be a distortion. A paladin will have an aura that is good, but after several rounds of concentrating on her aura, you may reach deep enough that her aura shows as evil because of her deeply buried guilt over a lie she told when she was 10! Now you are thinking the paladin is an evil fake rather than a guilt-ridden paragon of lawful goodness.
On the other hand, a demon will show as chaotic evil and the more deeply you look into the demon, the stronger the chaos and evil. After a few rounds, there is nothing else in the aura except the sickly coruscations of chaotic evil.
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level or a creature's level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
| Spell, Object or Creature | Aura Power | |||
|---|---|---|---|---|
| Faint | Moderate | Strong | Overwhelming | |
| Functioning spell (spell level) | 3rd or lower | 4th-6th | 7th-9th | 10th+ (deity-level) |
| Magic item (caster level) | 5th or lower | 6th-11th | 12th-20th | 21st+ (artifact) |
| Caster (caster level)1 | 1st or 2nd | 3rd-6th | 7th-15th | 16th+ |
| Creature (HD) | 10th or lower | 11th-25th | 26th-50th | 51st+ |
1 If a creature has spell-like or power-like abilities, use their caster level for these abilities in determining their aura strength. Aligned outsiders and undead also have stronger auras, even if they do not have a caster level. Use the full HD of the creature in this case, even if greater than their caster level.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic 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 | 1d6x10 minutes |
| Overwhelming | 1d6 days |
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect aura 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.
Detect magic can be made permanent with a permanency spell.
DESCRIPTION
This spell is the same as detect auras except that there is no chance of being stunned by a powerful aura and you can detect very faint auras. Also, the spell is blocked only by barriers twice as thick as those of the basic spell. If you have already been concentrating on a single aura for 2 rounds, there is a chance in this round that you may see something of the aura's future if it is the aura of an object or creature. For each round you continue looking, there is a 10% cumulative chance of seeing an image or symbol of the item or creature's future.
Past and Future Visions: When seeing something of the past or future of an aura, the spells will reveal one or more images or symbols that represents a past event or a possible future. It is almost certainly not immediately obvious what the image or symbol represents and the GM is invited to make this as obscure as appropriate. Indeed, it is not necessary for the image or symbol to be obviously of either the past or the future. However, a faint aura on a simple +1 longsword is likely to reveal a symbol matching the home village of the creator or an image of a battlefield from the future of the sword—what magic sword is not going to end up on a battlefield?! Only for strong and overpowering auras is the GM encouraged to create more compelling images and symbols reflecting either the history or the possible future of an object or person. Such an image may even be the catalyst for the next stage of a campaign.
Of the following variants of the two spells, detect arcane, divine, and psionic auras and one of the detect nature auras should all be available as appropriate. Detect spirit auras is given as an example of a possible shamanic variant. It is also possible to have variants that cross a variety of magik types (as, perhaps, the nature variant does). These could include detect necromantic auras which might detect undead and both arcane and divine necromancers and necromantic spells. These variants are up to the GM and could be crafted such that particular regions or cultures have access to certain variants unavailable elsewhere.
Bard 0, Sorcerer/Wizard 0, and Bard 3, Sorcerer/Wizard 2 for the greater variant
With this spell it is possible to determine details of the auras of arcane spells; arcane casters; constructs, magical beasts and undead; and objects created by arcane casters or empowered with arcane spells.
In the first round of concentrating on a particular object, spell or creature the blue arcane aura will reveal the alignment of the creature, object or spell (if it has an alignment) by the additional colours wreathing the aura. If playing without alignments, symbols of the creature's commitments may be revealed.
In each round, including the first additional information may be determined. Only one check may be made per round in determining this additional information.
A Knowledge (arcane) check will determine the arcane school(s) of the spell, object or specialist wizard, or the bloodline of a sorcerer. A second Knowledge (arcane) check will reveal the purpose of an intelligent item.
Monster lore checks for the appropriate creatures can be done with a Knowledge (arcana) check. The checks for constructs and magical beasts gain a +5 competence bonus.
A Spellcraft check can determine the properties of a magic item or the values of the variable attributes of a spell or the school of the last spell cast by an arcane caster. An intelligent item or an artifact will require multiple checks to reveal the multiple powers of such an item.
If the game has 100% transparency between the various magiks, then it is possible to determine limited information about the divine and psionic auras present. With the basic spell each of these auras will be coloured (green for divine auras and purple for psionic auras). With greater detect divine auras and a Concentration check with a -5 competence penalty, the auras of items, spells/powers and the casters/manifesters themselves can be read further. The requisite Knowledge skill will be needed as appropriate. Varying degrees of magik transparency can be represented by further limitations on the ability to read other auras.
Cleric 0, Paladin 1, and Cleric 2, Paladin 2 for the greater variant
With this spell it is possible to determine details of the auras of divine spells; divine casters; fey, outsiders and undead; and objects created by divine casters or empowered with divine spells.
In the first round of concentrating on a particular object, spell or creature the green divine aura will reveal the alignment of the creature, object or spell (if it has an alignment) by the additional colours wreathing the aura. If playing without alignments, symbols of the creature's commitments may be revealed.
In each round, including the first additional information may be determined. Only one check may be made per round in determining this additional information.
A Knowledge (religion) check will determine the divine school(s) of the spell or object, or the diety of a cleric. A second Knowledge (religion) check will reveal the purpose of an intelligent item.
Monster lore checks for the appropriate creatures can be done with a Knowledge (religion) check. The checks for undead gain a +5 competence bonus.
A Spellcraft check can determine the properties of a magic item or the values of the variable attributes of a spell or the school of the last spell cast by a divine caster. An intelligent item or an artifact will require multiple checks to reveal the multiple powers of such an item.
If the game has 100% transparency between the various magiks, then it is possible to determine limited information about the arcane and psionic auras present. With the basic spell each of these auras will be coloured (blue for arcane auras and purple for psionic auras). With greater detect divine auras and a Concentration check with a -5 competence penalty, the auras of items, spells/powers and the casters/manifesters themselves can be read further. The requisite Knowledge skill will be needed as appropriate. Varying degrees of magik transparency can be represented by further limitations on the ability to read other auras.
Druid 0, Ranger 1, and Druid 2, Ranger 2 for the greater variant
With this spell it is possible to determine details of the auras of nature and elemental spells; nature casters; aberrations, animals, vermin, plants and elementals; and objects created by nature casters or empowered with nature spells.
In the first round of concentrating on a particular object, spell or creature the brown nature aura will reveal the alignment of the creature, object or spell (if it has an alignment) by the additional colours wreathing the aura. If playing without alignments, symbols of the creature's commitments may be revealed.
In each round, including the first additional information may be determined. Only one check may be made per round in determining this additional information.
A Knowledge (nature) check will determine the school(s) or elemental energy of the spell or object. A second Knowledge (nature) check will reveal the purpose of an intelligent item.
Monster lore checks for the appropriate creatures can be done with a Knowledge (nature) check. The checks for animals, plants and vermin gain a +5 competence bonus.
A Heal check will determine the condition of the creature.
Conditions: For purposes of this spell, the categories of condition are as follows:
If a creature falls into more than one category, the spell indicates the weaker of the two.
A Spellcraft check can determine the properties of a magic item or the values of the variable attributes of a spell. An intelligent item or an artifact will require multiple checks to reveal the multiple powers of such an item.
Druid 0, Ranger 1, and Druid 2, Ranger 2 for the greater variant
With this spell it is possible to determine details of the auras of divine spells cast by druids or rangers; divine casters if druids or rangers; aberrations, animals, vermin, plants and elementals; and objects created by druids or rangers or empowered with their divine spells.
In the first round of concentrating on a particular object, spell or creature the green divine aura will reveal the alignment of the creature, object or spell (if it has an alignment) by the additional colours wreathing the aura. If playing without alignments, symbols of the creature's commitments may be revealed.
In each round, including the first additional information may be determined. Only one check may be made per round in determining this additional information.
A Knowledge (nature) check will determine the divine school(s) of the spell or object. A second Knowledge (nature) check will reveal the purpose of an intelligent item.
Monster lore checks for the appropriate creatures can be done with a Knowledge (nature) check. The checks for animals, plants and vermin gain a +5 competence bonus.
Information about other divine spells, items and casters can be gained using the Knowledge (divine) skill as normal.
A Heal check will determine the condition of the creature.
Conditions: For purposes of this spell, the categories of condition are as follows:
If a creature falls into more than one category, the spell indicates the weaker of the two.
A Spellcraft check can determine the properties of a magic item or the values of the variable attributes of a spell or the school of the last spell cast by a divine caster. An intelligent item or an artifact will require multiple checks to reveal the multiple powers of such an item.
If the game has 100% transparency between the various magiks, then it is possible to determine limited information about the arcane and psionic auras present. With the basic spell each of these auras will be coloured (blue for arcane auras and purple for psionic auras). With greater detect divine auras and a Concentration check with a -5 competence penalty, the auras of items, spells/powers and the casters/manifesters themselves can be read further. The requisite Knowledge skill will be needed as appropriate. Varying degrees of magik transparency can be represented by further limitations on the ability to read other auras.
Psion 1, Psychic Warrior 1, and Psion 2, Psychic Warrior 3 for the greater variant
With this spell it is possible to determine details of the auras of psionic powers; psionic manifesters; creatures with the psionic sub-type; and objects created by psionic manifesters or empowered with psionic powers.
In the first round of concentrating on a particular object, spell or creature the purple psionic aura will reveal the alignment of the creature, object or spell (if it has an alignment) by the additional colours wreathing the aura. If playing without alignments, symbols of the creature's commitments may be revealed.
In each round, including the first additional information may be determined. Only one check may be made per round in determining this additional information.
A Knowledge (psionics) check will determine the psionic discipline(s) of the spell, object, or specialist psion. A second Knowledge (prionics) check will reveal the purpose of an intelligent item.
Monster lore checks for the appropriate creatures can be done with a Knowledge (psionics) check.
A Spellcraft check can determine the properties of a magic item or the values of the variable attributes of a spell or the discipline of the last power manifested by a psionic manifester. An intelligent item or an artifact will require multiple checks to reveal the multiple powers of such an item.
If the game has 100% transparency between the various magiks, then it is possible to determine limited information about the arcane and divine auras present. With the basic spell each of these auras will be coloured (blue for arcane auras and green for divine auras). With greater detect divine auras and a Concentration check with a -5 competence penalty, the auras of items, spells/powers and the casters/manifesters themselves can be read further. The requisite Knowledge skill will be needed as appropriate. Varying degrees of magik transparency can be represented by further limitations on the ability to read other auras.
With this spell it is possible to determine details of the auras of totemic or shamanic spells; shamans; creatures with the fey, incorporeal, spirit, or extra-planar (when on the material plane) sub-types; and objects created by shamans or empowered with totemic or shamanic spells.
In the first round of concentrating on a particular object, spell or creature the orange spirit aura will reveal the alignment of the creature, object or spell (if it has an alignment) by the additional colours wreathing the aura. If playing without alignments, symbols of the creature's commitments may be revealed.
In each round, including the first, additional information may be determined. Only one check may be made per round in determining this additional information.
A Knowledge (planes) check will determine the school(s) or totem of the spell, object or creature. A second Knowledge (planes) check will reveal the purpose of an intelligent item.
Monster lore checks for the appropriate creatures can be done with a Knowledge (planes) check. The checks for appropriate outsiders gain a +5 competence bonus.
A Spellcraft check can determine the properties of a magic item or the values of the variable attributes of a spell. An intelligent item or an artifact will require multiple checks to reveal the multiple powers of such an item.
Note that the DCs for a variety of these checks still need to be determined!