Detect Good

Schools: Divination
Level: Clr 1, Rgr 2
Components: V, S, DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

The character can sense the presence of good. The amount of information revealed depends on how long the character studies a particular area or subject:

1st Round: Presence or absence of good.

2nd Round: Number of good auras (creatures, objects, or spells) in the area and the strength of the strongest good aura present. If the character is of evil alignment, the strongest good aura's strength is "overwhelming" (see below), and the strength is at least twice the character's character level, the character is stunned for 1 round and the spell ends. While the character is stunned, the character can't act, the character loses any Dexterity bonus to AC, and attackers gain +2 bonuses to attack the character.

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 but not its exact location.

Aura Strength: An aura's good power and strength depend on the type of good creature or object that the character is detecting and its HD, caster level, or (in the case of a cleric) class level.

Creature/Object Evil Power

--------------- ----------

Good creature HD / 5

Good elemental HD / 2

Good magic item

or spell Caster level / 2

Good outsider HD

Cleric of an

good deity Level

Good Power Aura Strength

---------- -------------

Lingering Dim

1 or less Faint

2-4 Moderate

5-10 Strong

11+ Overwhelming

If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Original Strength Duration

----------------- --------

Faint 1d6 minutes

Moderate 1d6 X 10 minutes

Strong 1d6 hours

Overwhelming 1d6 days

Remember that healing potions, antidotes, and similar beneficial items are not good; this spell does not detect them.

Note: Each round, the character 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 3 feet of wood or dirt blocks it.