Detection
The next category in my queue is the Detection Spells. Mechanics are in ():Detect Magic (1)[1] ("Limited" Range, "Short" Duration)This is the most difficult category I have tackled thus far, because spell level, range and duration are all over the place. Part of this variance is due to the Cleric versions of these spells, so I am going to ignore them. If then, the base Detection spell has a range of 1"/level and an instantaneous duration, we can determine that a duration of 6 turns and a range of +6" each add one spell level. Given this, a base Detect spell can do one of the following:
Detect Invisible (2) (Duration = 6 turns, Range = 1"/ level of caster)
Locate Object (2)[3] (Duration = instant, Range = 6" + 1"/level of caster)
Detect Evil (2)[1] (Duration = 2 turns [6 turns], Range = 6" [12'"])
ESP (2) (Duration = 12 turns, Range = 6", Blocked by lead/3' material)
Find Traps [2] (Duration = 2 turns, Radius 3")
Clairvoyance (3) (Duration = 12 turns, Range = 6", Blocked by lead/3' material)
Clairaudience (3) (Duration = 12 turns, Range = 6", Blocked by lead/3' material)
Wizard Eye (4) (Duration = 6 turns, Range = 24", Moves 12"/turn)
Please note: After looking at the mechanics, I decided to remove Infravision from this list and add ESP.
- General characteristic (Magic, Evil, Invisible)
- Specific Object (Locate Object, Traps, Thoughts)
Wizard Eye increases the range of Clairvoyance x4 and introduces the idea of moving the focal point of the spell. Buying a 12" range (2 levels) with a +1/caster level puts the range at 19" when a Magic User (at 7th level) can first cast a 4th level spell, thus approximating the 24" range. The duration of 6 turns adds another level and assuming that the eye has a 3" field of vision gives us a 4th level spell. This leaves the idea of a mobile focal point in question; however, mechanically it is meaningless. Functionally, there is little difference between the way Clairvoyance and Wizard Eye function. In the end, the moving "eye" is a special effect rather than a game mechanic.
Base Detection spell: Directionally detect a general characteristic or a specific object. Duration = instantaneous. Range = 1"/caster level or 6"+1"/caster level if spell will not work through a common element (i.e. lead) and cannot penetrate a wall 3' thick.
The following with add one spell level:
- Range = 6"+1"/caster level
- 3"r. Area Effect
- Duration = 6 turns (max 12 turns)
2nd level spell. Detect Trap. Duration = instantaneous. Range = 1"/caster level. 3"r area effect (one level).