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ChickenChaser63
 
PostPosted: Wed, Sep 08 2010, 5:15 AM 

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Joined: 11 Feb 2010

How does spell resistance work in...lets say Detect Evil, good, chaos, etc spells? Or any PnP spells at that?

Would it require a dice roll; what is the DC? Just a question I was curious about, since I've recently come across respectable spells resistance. :D

_________________
Christopher Von Gradwitz- Weapons Master
Vindel Rastana- Spellsword


 
      
BrainSplitter
 
PostPosted: Wed, Sep 08 2010, 5:27 AM 

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Location: Victoria, Australia

d20 SRD wrote:
DETECT EVIL
Divination
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./ level (D)
Saving Throw: None
Spell Resistance: No

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of evil.

2nd Round
Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round
The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power
An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Code:
Creature / Object                                Aura Power
                                             Faint      Moderate   Strong     Overwhelming

Evil creature* (HD)                       10 or lower     11-25    26-50     51 or higher
Undead (HD)                               2 or lower       3-8      9-20     21 or higher
Evil outsider (HD)                        1 or lower       2-4      5-10     11 or higher
Cleric of an evil deity* (class levels)       1            2-4      5-10     11 or higher
Evil magic item or spell (caster level)   2 or lower       3-8      9-20     21st or higher
*Except for undead and outsiders, which have their own entries on the table.
*Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.


Lingering Aura
An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil 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:

Code:
Strength       Duration of Lingering Aura

Faint                 1d6 rounds
Moderate              1d6 minutes
Strong              1d6×10 minutes
Overwhelming           1d6 days


Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.

Each round, you can turn to detect evil 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.


That should answer everything for you. The same rules apply for Detect Chaos, Law, & Good. There is no Detect Neutral.

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Mostly Retired


 
      
Glyph
 
PostPosted: Wed, Sep 08 2010, 16:24 PM 

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Joined: 10 Jun 2010

*your attempt failed*

conceal alignment for the win.

considering most people just *attempts to detect evil* though I think this is a useful bit on info, for one I thought it was a will save, which its not...and I didn't know how the aura thing works.

i'm not going to go into detail about what conceal alignment is but I think its time I re-read that section of the DM's guide >_>


 
      
ChickenChaser63
 
PostPosted: Wed, Sep 08 2010, 19:50 PM 

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Joined: 11 Feb 2010

BrainSplitter wrote:
d20 SRD wrote:
DETECT EVIL
Divination
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./ level (D)
Saving Throw: None
Spell Resistance: No

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of evil.

2nd Round
Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round
The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power
An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Code:
Creature / Object                                Aura Power
                                             Faint      Moderate   Strong     Overwhelming

Evil creature* (HD)                       10 or lower     11-25    26-50     51 or higher
Undead (HD)                               2 or lower       3-8      9-20     21 or higher
Evil outsider (HD)                        1 or lower       2-4      5-10     11 or higher
Cleric of an evil deity* (class levels)       1            2-4      5-10     11 or higher
Evil magic item or spell (caster level)   2 or lower       3-8      9-20     21st or higher
*Except for undead and outsiders, which have their own entries on the table.
*Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.


Lingering Aura
An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil 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:

Code:
Strength       Duration of Lingering Aura

Faint                 1d6 rounds
Moderate              1d6 minutes
Strong              1d6×10 minutes
Overwhelming           1d6 days


Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.

Each round, you can turn to detect evil 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.


That should answer everything for you. The same rules apply for Detect Chaos, Law, & Good. There is no Detect Neutral.




Thank you.

_________________
Christopher Von Gradwitz- Weapons Master
Vindel Rastana- Spellsword


 
      
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