Divine Magic • Core Spell Reference

Detect Evil

witch, female, girl, Detect Evil

This is a legacy spell. The published Pathfinder and 3.5 mechanics appear below; fifth-edition characters use their own edition’s spell list.

Detect Evil at a Glance

Pathfinder 1eLevel 1
D&D 3.5eLevel 1
BrowseCleric spells • Cleric class

Spell Rules

Detect Evil — Pathfinder 1e

Cleric spell level 1. Edition source.

Schooldivination
Levelcleric 1
Casting Time1 standard action
ComponentsV, S, DF
Range60 ft.
Areacone-shaped emanation
Durationconcentration, up to 10 min./ level (D)
Saving Thrownone
Spell Resistanceno

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil 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.

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.

Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Lingering Aura: An evil 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 evil 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 StrengthDuration of Lingering Aura
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6 × 10 minutes
Overwhelming1d6 days

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.

Each round, you can turn to detect evil 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.

Detect Chaos/Evil/Good/Law
Creature/ObjectAura Power
NoneFaintModerateStrongOverwhelming
Aligned creature1 (HD)4 or lower5–1011–2526–5051 or higher
Aligned Undead (HD)—2 or lower3–89–2021 or higher
Aligned outsider (HD)—1 or lower2–45–1011 or higher
Cleric or paladin of an aligned deity2 (class levels)—12–45–1011 or higher
Aligned magic item or spell (caster level)5th or lower6th–10th11th–15th16th–20th21st or higher
1 Except for undead and outsiders, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Detect Evil — D&D 3.5e

Cleric spell level 1. Edition source.

SchoolDivination
LevelClr 1
ComponentsV, S, DF
Casting Time1 standard action
Range60 ft.
AreaCone-shaped emanation
DurationConcentration, up to 10 min./ level (D)
Saving ThrowNone
Spell ResistanceNo

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil 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.

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.

Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Aura Power
Creature/Object Faint Moderate Strong Overwhelming
Evil creature1(HD) 10 or lower 11–25 26–50 51 or higher
Undead (HD) 2 or lower 3–8 9–20 21 or higher
Evil outsider (HD) 1 or lower 2–4 5–10 11 or higher
Cleric of an evil deity 2(class levels) 1 2–4 5–10 11 or higher
Evil magic item or spell (caster level) 2nd or lower 3rd–8th 9th–20th 21st or higher
1 Except for undead and outsiders, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Lingering Aura: An evil 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 evil 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 Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.

Each round, you can turn to detect evil 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.

Rules Sources and Licensing

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