Detect Secret Doors

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Gray line

Divination
Level Bard 1, Knowledge 1, Sorcerer/Wizard 1
Components V, S
Casting Time 1 standard action
Range 60 ft.
Area Cone-shaped emanation
Duration Concentration, up to 1 min./level (D)
Saving Throw None
Spell Resistance No

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.

1st Round Presence or absence of secret doors.

2nd Round Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors 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.

grey line

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.