Detect Aberration
Divination
Level: Druid * 1, Hunter * 1, Ranger * 1
Components: V, S
Casting Time: 1 Standard Action
Range: long (400 ft. + 40 ft./level)
Area: cone-shaped emanation
Duration: concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: no
You can detect creatures of the aberration type in a cone emanating out from you in whatever direction you face. The amount of information revealed depends on how long you search a particular area.
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.
Each round you can turn to detect aberrations 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.
Level: Druid * 1, Hunter * 1, Ranger * 1
Components: V, S
Casting Time: 1 Standard Action
Range: long (400 ft. + 40 ft./level)
Area: cone-shaped emanation
Duration: concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: no
You can detect creatures of the aberration type in a cone emanating out from you in whatever direction you face. The amount of information revealed depends on how long you search a particular area.
- 1st Round: Presence or absence aberrations in the area.
- 2nd Round: Number of aberrations in the area and the condition of the healthiest one.
- 3rd Round: The condition (see below) and location of each individual present. If an aberrations is outside your line of sight, then you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as follows:
- Normal: Has at least 90% of full normal hit points, free of disease.
- Fair: 30% to 90% of full normal hit points remaining.
- Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
- Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.
If a creature falls into more than one category, the spell indicates the weaker of the two.
Each round you can turn to detect aberrations 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.