Detect
1st level Divination
Classes: Alchemist, Bard, Inquisitor, Magus, Oracle, Sorcerer, Witch, Wizard
Domains: Cleric, Druid, Fallen Druid, Generic
Components: V, S
Casting Time: Bonus
Range: 60 ft
Area: Cone-shaped emanation
Duration: 10 minutes, Concentration
Saving Throw: Varies
Spell Resistance: No
Description: This spell allows you to detect the world around you in ways not easily possible without the aid of magic. Detect can be cast differently depending on the type of detection desired, though this detection type cannot be changed after initial casting. Some detection types are restricted to certain classes.
In general, all detection gains sensitivity as time passes and you spend time studying the subject.
- 1st Round: Location of any detected subjects in line of sight.
- 2nd Round: Location of any subjects beyond line of sight but still in range. The presence of such can be felt through 1 foot of stone, 1 inch of metal, three feet of wood/dirt, or a thin sheet of lead.
- 3rd Round: The strength of the aura around each subject. Varies by detection type (see descriptions below)
Detection Types:
- Alignment: May detect for one particular alignment in humanoids. Must choose from Good, Evil, Lawful, or Chaotic when casting the spell. Strength of aura is based on character level.
- Animals: Detect a particular type of animal. Range increased to 500 ft. Strength = general idea of health of animal (Normal = 90%+ hp, Minor Wounds (75%), Moderate (50%), Severe (25%), Critical (10%).
- Dragons: Detect the presence of dragons. Range = 500ft. At round 3, you detect the general age of the dragon.
- Greater Magic: Same as magic, except you can detect the aura of magic 1 day / caster level after it fades. You can also do an opposed Spell Attack with the caster. If successful, you can identify the unique properties of the magic cast and will be able to recognize other spells as belonging to the same caster through a simple Arcana check.
- Magic: Detect the presence of magical items, spells, or effects. Strength = Based on spell level. After three rounds, you may make a DC 20 Arcana check to determine the school of magic.
- Metal: You detect any metal objects or creatures in range. You can specify all metals or only specific types.
- Monster Type: Detect for a type of monster. Choose from undead, aberration, outsider, fiend, elemental, fey, giant, or monstrous humanoid. Strength is determined by CR.
- Plants: Detect a particular type of plant. Range increased to 500 ft. Strength = same as for animals.
- Poison: Detect whether a creature, object, or area has been poisoned or is poisonous. Strength = CR level of poison or creature. After three rounds, a DC 20 Poison check may be made to determine the type of poison.
- Scrying: Detect any attempt to use a divination spell on you. After the 2nd round, you know the general direction and distance of the diving magic user, even if out of range. Duration = 24 hours.
- Secret Doors: Secret doors, compartments, caches, etc. At the 3rd round, you know the trigger mechanism for opening the secret.
- Simple Traps: You detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. You can also detect natural hazards such as quicksand or sinkholes. The spell does not detect complex traps, including trapdoor traps, or magical traps.
- Thoughts: Detect surface thoughts. On rounds 1 and 2 you simply detect the presence of thoughts. On round 3, the target should make an INT save. On failure, you detect the basic content of their surface thoughts.
Leveling:
Bard/Sorcerer/Wizard/Witch
- Level 1 - Magic, poison, secret doors, metal
- Level 2 - Thoughts, greater magic
- Level 3 - Dragons
- Level 4 - Scrying
Inquisitor
- Level 1 - Magic, poison, creature type, alignment
- Level 2 - Thoughts
- Level 4 - Scrying
Magus
Cleric/Oracle
- Level 1 - Alignment, monster type, poison, simple traps
- Level 3 - Dragons
Paladin
- Level 1 - Poison, monster type
Ranger / Druid
- Level 1 - Animals, plants, poison, simple traps
Alchemist
- Level 1 - Magic, poison, metal, secret doors
Level 6: When cast at this level with a material component (2,500 gp. worth of diamond dust), this spell has a duration of Permanent. This affects one level 1 use of detect.