Detect Blood Traces Spell

Blood traces used as evidence in magical investigation

Detect Blood Traces is a third-party legacy divination from Crime and Punishment (Atlas Games, 2003). It reveals blood shed within the previous 48 hours and lets a trained investigator study the magical “bloodtrace” left behind by the injured creature.

At a Glance

SchoolDivination
Original levelInquisitor 0
Casting Time1 action
ComponentsV, S
Range60 feet
AreaQuarter-circle emanation from the caster
DurationConcentration, up to 1 minute/level
Saving ThrowNone
Spell ResistanceNo
SourceCrime and Punishment, Keith Baker, Atlas Games, 2003

Detect Blood Traces by Edition

5.5e / 2024 — No Direct Official Equivalent

There is no official 2024 spell named Detect Blood Traces. Do not present the legacy blood-forensics mechanics as core modern D&D.

A modern campaign can convert the spell, but should decide explicitly which information is magical rather than ordinary forensic science and which skill or ability checks replace the old Heal/Craft structure.

5e / 2014 — No Direct Official Equivalent

The 2014 spell list likewise has no direct bloodtrace divination. Detect Magic does not normally identify who shed old blood, how old the stain is, or what substances were present in it.

Pathfinder 1e — Third-Party Conversion Only

This is not a core Pathfinder spell. Its legacy Heal and Craft (alchemy) checks adapt easily to PF1e, but the spell should remain labelled as third-party material.

Use the magical bloodtrace as the source of impossible information. Do not imply that mundane medicine can infer social identity, culture or nationality from blood alone.

Original d20 Rules

The spell senses blood shed within the area during the previous 48 hours.

  • 1st round: detect whether spilled blood is present.
  • 2nd round: locate bloodstains and determine how many different creatures shed blood.
  • 3rd round: study individual bloodtraces using the Heal skill.
InformationHeal DC
Precise time blood was spilled10
Confirm identity against another sample or bloodstone10
Determine species15
Detect foreign substances15
Determine sex/gender information encoded by the magic20
Determine approximate age20
Determine “nationality” in the original source30

Each Heal check requires 2 full rounds. Failure gives no information rather than false information. Checks may be retried while the spell remains active; taking 20 requires enough remaining duration.

Foreign substances: a successful check can reveal a broad category such as alcohol, poison, drug or another unusual contaminant. Identifying the exact substance requires a separate Craft (alchemy) check, originally DC 20 and subject to modification for rarity.

Barriers: the spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or earth. Living flesh also blocks the effect, so it detects spilled blood rather than blood still circulating in a creature.

What Changed?

  • The spell is now clearly identified as third-party legacy material.
  • No invented 5e/2014 or 5.5e/2024 version is supplied.
  • The 48-hour window, three-round detection sequence and Heal DCs are preserved.
  • The original “nationality from blood” rule is flagged as supernatural legacy logic, not real-world biology.
  • Modern adaptations should treat impossible conclusions as information encoded in the magical bloodtrace itself.

Using Bloodtraces in the Setting

Bloodtrace magic works best as supernatural forensics. It can identify whether two samples belong to the same creature, estimate when blood was shed, distinguish species, reveal contamination and provide other clues that mundane investigation could not reliably recover.

If the legacy “nationality” result is retained, treat it as a reading of magical resonance shaped by homeland, long residence, oath, culture or local supernatural influence—not ancestry or genetics. A traveller raised in one land but born in another might therefore read according to the place and culture that actually shaped the magical trace.

Related Magic

Source and Provenance

Source: Crime and Punishment
Author: Keith Baker
Publisher: Atlas Games
Published: 2003

This page preserves the spell as legacy third-party d20 material and does not present it as an official spell from later editions.

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