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AD&D Players Handbook/Database/Spells/Cleric/Detect Magic
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=== OCR source record === <pre>Level: I Range: 3” Duration: 1 turn Area of Effect: I” path, 3” long Components: V, S, M Casting Time: 1 round Saving Throw: None Explanation/Description: By touch, the cleric instills courage in the spell recipient, raising the creature’s saving throw against magical fear attacks by + 4 on dice rolls for 1 turn. If the recipient has already been affected by fear, and failed the appropriate saving throw, the touch allows another saving throw to be made, with a bonus of + 1 on the dice for every level of experience of the caster, i.e. a 2nd level cleric gives a +2 bonus, a 3rd level +3, etc. A “to hit” dice roll must be made to touch an unwilling recipient. The reverse of the spell, cause fear, causes the victim to flee in panic at maximum movement speed away from the caster for 1 round per level of the cleric causing such fear. Of course, cause fear can be countered by remove fear and vice versa. Explanation/Description: When the Detect Magic spell is cast, the cleric detects magical radiations in a path 1” wide, and up to 3” long, in the direction he or she is facing. The caster can turn 60’ per round. Note that stone walls of 1’ or more thickness, solid metal of but 1/12’ thickness, or 3’ or more of solid wood will block the spell. The spell requires the use of the cleric’s holy (or unholy) symbol.</pre> [[Category:AD&D Database]] [[Category:AD&D Spells]] [[Category:AD&D Cleric Spells]] [[Category:AD&D Cleric Level 1 Spells]]
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