Trinity:Detect Spells

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Spells such as detect magic do not operate in Trinity the way they do in other settings. Because beings have Force alignments, a spell like detect magic has slightly more use than it normally would.

Instead of using the standard rules for detect magic, use the following description in its place. Any spell or similar Force effect that refers to detect magic should refer to the following description instead.

Detect Magic[edit]

In Trinity, the various Detect spells do not function as they normally do. Instead, they function as the following.

1st Round
Presence or absence of magical auras and creatures or beings with a Magic force alignment.

2nd Round
Number of different magical auras and the power of the most potent aura.

If you Psionic or Technologically aligned, and the strongest magic 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.

Note: You are only stunned if you encounter an aura that matches the above description that is from a Force that you are
opposed to - that is, only if the Force is in the Trinity your Force is in.

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; in addition, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per
aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength
An aura’s power depends on a spell’s functioning spell level, an item’s caster level, the type of Magic-aligned creature or object
you are detecting and its HD, the creature's caster level, or the creature's class level. If an aura falls into more than one
category, detect magic indicates the stronger of the two. 

Creature / Spell / Object					Faint		Moderate	Strong		Overwhelming
Functioning Spell (spell level)					3rd or lower	4th - 6th	7th - 9th	10th+
Magic Item (caster level)					5th or lower	6th - 11th	12th - 20th	21st+
Magic-aligned Creature [without class levels] (HD)		10 or lower	11 - 25		26 - 50		51+
Magic-aligned Outsider (HD)					1 or lower	2 - 4		5 - 10		11+
Magic-aligned Creature [with class levels] (class levels)	1		2 - 4		5 - 10		11+

Lingering Aura
A magical 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 magic 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:

Original Strength	Duration of Lingering
Faint			1d6 rounds
Moderate		1d6 minutes
Strong			1d6x10 minutes
Overwhelming		1d6 days

Each round, you can turn to detect magic 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.