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AD&D Players Handbook/Database/Spells/Cleric/Detect Magic

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  1. Detect Magic


Class Cleric
Spell level 1
School Divination
Reversible No
Range 3”
Duration 1 turn
Area of Effect I” path, 3” long
Components V, S, M
Casting Time 1 round
Saving Throw None


    1. 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.

    1. Source

Supplied Players Handbook PDF, PDF page 45. Original printed page is approximately 43 for this portion of the scan. Source column: L.

OCR source record

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.