spell Scent

Scent

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(Complete
Divine)

Orginally
posted on D&Dtools

Transmutation

Level:
Druid 2, Ranger 2, Sorcerer, Wizard 2,
Components: V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: None
Spell
Resistance
:
Yes (harmless)

You give the target
an enhanced sense of smell, equivalent to the Scent ability of some monsters.

This special quality allows
a creature to detect approaching enemies, sniff out hidden foes, and track by
sense of smell. Creatures with the Scent ability can identify familiar odors
just as humans do familiar sights.

The creature can detect
opponents within 30 feet by sense of smell. If the opponent is upwind, the range
increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such
as smoke or rotting garbage, can be detected at twice the ranges noted above.
Overpowering scents, such as skunk musk or troglodyte stench can be detected
at triple normal range.

When a creature detects
a scent, the exact location of the source is not revealed, only its presence
somewhere within range. The creature can take a move action to note the direction
of the scent. Whenever the creature comes within 5 feet of the source, the creature
pinpoints the source’s location.

A creature with the Track feat and the Scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a
track. The typical DC for a fresh trail is 10 (no matter what kind of surface
holds the scent). This DC increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age of the trail. For each
hour that the trail is cold, the DC increases by 2. The ability otherwise follows
the rules for the Track feat. Creatures tracking
by scent ignore the effects of surface conditions and poor visibility.

Arcane material Components: A sprinkle of mustard and pepper, and a drop of sweat.

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