D20r:Spells

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(detect)
(detect animals or plants)
Line 3,449: Line 3,449:
===detect animals or plants===
===detect animals or plants===
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replace this with detect life
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===Detect Life===
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{{d20rSpell|
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name=Detect Life|
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desc=Detection|
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time=1 standard action|
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range=120'|
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target= |
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area=Cone-shaped emanation|
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effect= |
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dur=Concentration, up to 1 minute/level (D)|
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save=Will negates; see text|
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SR=No|
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rules=This spell functions like ''detect'', except it only discovers the presence of living creatures: creatures that are 'unalive', such as those of the Construct type or Undead subtype, do not register when using ''detect living''. A living creature that wishes to appear as an unliving creature may do so with a successful Will save. Creatures with the Lifelike subtype register both for this spell and for ''detect undead''.|
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eternal=|
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class1=Life|
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class1level=1|
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class2=|
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class2level=|
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class3=|
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class3level=|
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nocat= 1
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}}
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===Detect Scrying===
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{{d20rSpell|
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name=Detect Scrying|
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desc=Detection|
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time=1 standard action|
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range=40'|
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target= |
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area=40' radius emanation centered on you|
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effect= |
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dur=24 hours|
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save=None|
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SR=No|
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rules=You immediately become aware of any attempt to observe you by means of a [Detection] spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.
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If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.|
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eternal=|
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class1=Astrology|
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class1level=4|
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class2=|
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class2level=|
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class3=|
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class3level=|
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nocat= 1
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}}
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===Detect Secret Doors===
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{{d20rSpell|
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name=Detect Secret Doors|
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desc=Detection|
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time=1 standard action|
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range=31'|
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target= |
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area=Cone-shaped emanation|
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effect= |
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dur=Concentration, up to 1 round/level (D)|
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save=None|
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SR=No|
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rules=This spell functions like ''detect'', except it detects hidden doors, compartments, or other concealed hatchwork. |
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eternal=|
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class1=Earth|
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class1level=1|
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class2=|
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class2level=|
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class3=|
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class3level=|
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nocat= 1
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}}
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===Detect Snares and Pits===
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{{d20rSpell|
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name=Detect Snares and Pits|
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desc=Detection|
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time=1 standard action|
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range=60'|
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target= |
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area=Cone-shaped emanation|
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effect= |
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dur=Concentration, up to 10 minutes/level (D)|
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save=None|
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SR=No|
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rules=This spell functions like ''detect'', except it detects the presence of natural hazards (such as quicksand, loose soil, deadfalls, sinkholes, or potential cave-ins). |
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eternal=|
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class1=Earth|
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class1level=1|
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class2=|
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class2level=|
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class3=|
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class3level=|
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nocat= 1
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}}
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===Detect Thoughts===
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{{d20rSpell|
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name=Detect Thoughts|
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desc=Detection, Mind-Affecting|
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time=1 standard action|
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range=60'|
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target= |
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area=Cone-shaped emanation|
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effect= |
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dur=Concentration, up to 1 minute/level (D)|
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save=Will negates; see text|
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SR=Yes|
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rules=This spell functions like ''detect'', except it detects the presence of creatures with Intelligence 1 or higher.
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''1st Round:'' Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
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''2nd Round:'' Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.
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''3rd Round:'' Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast ''detect thoughts'' again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.|
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eternal=|
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class1=Knowledge|
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class1level=2|
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class2=|
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class2level=|
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class3=|
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class3level=|
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nocat= 1
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}}
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===Detect Undead===
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{{d20rSpell|
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name=Detect Undead|
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desc=Detection|
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time=1 standard action|
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range=60'|
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target= |
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area=Cone-shaped emanation|
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effect= |
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dur=Concentration, up to 1 minute/level (D)|
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save=Will negates; see text|
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SR=No|
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rules=This spell functions like ''detect'', except it detects the presence of unliving creatures within the area. Unliving creatures include those of the Construct type and the Undead subtype, but may also include creatures of the Aberration or Avatar types. An unliving creature that wishes to appear as a living creature may do so with a successful Will save. Creatures with the Lifelike subtype register both for this spell and for ''detect life''. |
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eternal=|
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class1=Thanaturgy|
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class1level=1|
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class2=|
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class2level=|
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class3=|
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class3level=|
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nocat= 1
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}}
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===Dimension Door===
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{{d20rSpell|
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name=Dimension Door|
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desc=Transport|
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time=1 standard action|
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range=Long (400' + 40'/level)|
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target=You and touched objects or other touched, willing creatures|
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area=|
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effect= |
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dur=Instantaneous|
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save=None and Will negates (object)|
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SR=No and yes (object)|
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rules=TYou instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
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If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
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If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.|
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eternal=|
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class1=Luck|
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class1level=4|
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class2=Travel|
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class2level=4|
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class3=|
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class3level=|
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nocat= 1
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}}
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===detect life===
===detect life===
===detect scrying===
===detect scrying===

Revision as of 21:27, 11 August 2014

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