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Spell, Detect Heretic

Detect Heretic

Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003

Level: Cleric 0, God’s Eye 1, Inq 0, Paladin 1
Casting Time: 1 action
Components: DF
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

Chapter Eight provides a number of spells that allow priests to mark enemies of their faith. This simple ritual allows you to sense whether anyone in your vicinity bears the mark of heresy. By casting the spell, you can detect the presence of anyone who has been affected by anathema, ban, or excommunicate — provided that the original spellcaster was a member of your faith. Everyone has different views on heresy, and you can only identify those who have been cut off from your church. The effects of the spell depend on how long you study a particular Area:

1st round – The presence or absence of marked individuals.

2nd round – The number and location of marked individuals, along with the level of mark (ban, anathema, or excommunicate?). If a heretic is out of your line of sight, you get a general sense of direction but not a precise location.

3rd round – By studying an individual target you can learn where and when he was marked, who cast the spell, and a brief (approximately one paragraph) description of the nature of his crimes against the church (as set by the caster of the marking spell). Each round, you can turn to examine a new area. The spell can penetrate barriers, but will be blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or three feet of wood or dirt.

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