Detect Heretic Spell – Divine Censure and Sacred Law
Detect Heretic reveals those formally cut off from your own faith — not everyone who privately disagrees with it.

Detect Heretic is a narrow divine divination with serious social consequences. It does not read thoughts, judge souls, detect private doubt, expose ordinary sin, or identify everyone who follows a rival god. It senses a specific religious-legal condition: a creature who already bears a recognised mark of censure placed by the caster’s own faith or sacred authority.
That is the key to making the spell work.
A priest of Apollo cannot use Detect Heretic to find everyone who has offended Athena. A druidic judge cannot use it to expose every oath-breaker in a city. A paladin cannot cast it and immediately know who is wicked. The spell answers a narrower question: has this person been banned, anathematised, excommunicated, or magically marked by my own religious order?
Used well, the spell creates better play than a simple “find the villain” effect. It brings in temple records, false accusations, old religious trials, schisms, fugitive priests, political condemnations, forged censures, and the ugly difference between a mark being real and a judgement being just.
Effect
The caster opens their senses to recognised religious condemnation. A marked creature may appear as a cold pressure in the air, a broken votive flame, a sealed name, a shadow over the soul, a note of silence in sacred music, or another sign appropriate to the caster’s faith.
The spell reveals sacred censure. It does not prove guilt.
Edition Mechanic Tabs
Detect Heretic 5.5e / 2024
Detect Heretic, Pathfinder 1e / 3.5e
Detect Heretic, 3.0e
Detect Heretic 5.5e / 2024
Divination Cantrip
Alternative Spell Name: Detect Censure
Casting Time: Action
Range: Self
Area: 60-foot cone
Components: Divine Focus or Holy Symbol
Duration: Concentration, up to 10 minutes
Available To: Cleric, Inquisitor-style divine casters; Paladin as a 1st-level oath spell where appropriate
For the duration, you sense whether creatures within a 60-foot cone bear a magical or sacred mark of censure placed by your own faith, temple, cult, mystery tradition, divine order, oath-bound church, or recognised religious authority.
This spell detects marks equivalent to ban, anathema, excommunication, or similar religious condemnation. It does not detect private disbelief, moral impurity, undeclared blasphemy, political disloyalty, ordinary criminal guilt, or membership in a rival faith unless that creature has already been marked by your own religious authority.
Detection Results
First Round: You learn whether at least one marked creature is present in the area.
Second Round: You learn the number of marked creatures and the severity of each mark: minor ban, grave anathema, excommunication, or an equivalent rank. If a marked creature is visible, you know its location. If it is hidden or out of line of sight but still within the area, you sense only its general direction.
Third Round: By focusing on one marked creature, you learn the place and approximate date of the marking, the identity or office of the caster, priest, judge, or authority who placed it, and a brief summary of the recorded offence. This summary reflects what was placed into the mark at the time of judgement. It may be true, incomplete, biased, forged, or politically motivated.
Each round, you may turn to examine a different 60-foot cone.
Barriers
The spell penetrates most ordinary barriers, but is blocked by:
1 foot of stone,
1 inch of common metal,
a thin sheet of lead,
or 3 feet of wood or earth.
Detect Heretic, Pathfinder 1e / 3.5e
Divination
Level: Cleric 0, God’s Eye 1, Inquisitor 0, Paladin 1
Casting Time: 1 standard action
Components: DF
Range: 60 ft.
Area: Quarter-circle emanation from the caster to the extreme of the range
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistance: No
You detect whether creatures in the area bear a mark of heresy, ban, anathema, or excommunication placed by a spellcaster, priest, judge, or divine authority belonging to your own faith.
The spell does not detect all heretics in a philosophical or moral sense. It detects those already marked by a recognised magical or sacred act.
Detection Results
1st Round: Presence or absence of marked individuals.
2nd Round: Number and location of marked individuals, plus the level of mark: ban, anathema, excommunication, or equivalent. If a marked creature is not in line of sight, you sense its general direction but not its precise location.
3rd Round: By studying one marked individual, you learn where and when the creature was marked, who cast or pronounced the mark, and a short recorded description of the offence. This description is the accusation or judgement embedded in the mark, not necessarily objective truth.
Each round, you may turn to examine a new area.
The spell penetrates barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or earth.
Detect Heretic, 3.0e
Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003
Divination
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.
What Counts as Heresy?
For this spell, heresy is a sacred legal status, not a private thought.
A creature may count as marked if it has been:
banished from temple rites,
cut off from sacred protection,
named an enemy of the cult,
condemned by a divine court,
placed under anathema,
excommunicated from a church, temple, mystery-cult, druidic circle, ancestral order, or divine hierarchy,
or branded by a spell that records religious crime.
A creature does not count as marked merely because it:
privately doubts the god,
belongs to another religion,
committed a crime unknown to the temple,
broke a law without sacred judgement,
was falsely accused but never ritually marked,
or holds a different interpretation of doctrine.
This keeps the spell sharp without letting it become a lazy solution to every mystery involving religion.
Why This Spell Is Dangerous in the World
Detect Heretic turns religious judgement into something searchable.
That makes it useful to temple guards, paladins, inquisitors, shrine-judges, imperial cult officers, divine courts, witch-finders, and sacred border wardens. It also makes it frightening to refugees, reformers, political exiles, falsely condemned priests, and anyone whose name has been entered into a temple register by corrupt authority.
The spell’s danger is not that it lies. The danger is that it tells a limited truth with institutional force.
A detected mark may belong to a murderer, oath-breaker, demon-servant, temple robber, plague-cultist, or desecrator. It may also belong to a scapegoat, rival heir, inconvenient prophet, dissident priest, or survivor of a temple coup.
The mark is real. The justice behind it may not be.
Best Uses in Play
Temple Gate Screening: Guards use the spell before allowing pilgrims into a sanctuary, oracle house, holy spring, relic chamber, or divine court.
Courtroom Pressure: A priest casts the spell during a trial to reveal that the accused was condemned elsewhere years ago.
Schism and Recognition: Two branches of the same faith disagree over whether the other’s censures are valid. The spell’s answer depends on which altar, god, hierarchy, or sacred law the caster serves.
DM Notes
Use this spell to create consequences, not shortcuts.
The strongest ruling is this: Detect Heretic detects status, not truth. It confirms that a recognised mark exists and reveals what the mark claims. It does not prove that the accused deserves the mark.
The third-round information should be brief but useful. A good result might look like this:
“Marked at the Temple of the Nine Lamps, Venice, in late winter 1451 CE, by Hierophant Cassian. Recorded offence: theft of votive gold, corruption of temple witnesses, and flight from lawful purification.”
That gives the party leads: a place, a time, a name, and an accusation. It does not end the investigation.
Strong DM Boundaries
Do not let the spell detect ordinary unbelief.
Do not let it expose every secret cultist unless they have already been marked by the caster’s faith.
Do not let it replace testimony, investigation, records, witnesses, or political judgement.
Do not treat a detected mark as proof of moral guilt.
Do let the spell create legal, sacred, and social pressure.
Best Companion Spells
- Zone of Truth: Use after the mark is found, not before. The mark proves a judgement exists; questioning tests the story around it.
- Augury: Best when the party must decide whether surrendering a marked fugitive will bring justice, disaster, or divine offence.
- Speak with Dead: Strong when the priest, judge, witness, or victim connected to the mark is dead and the living records cannot be trusted.
- Remove Curse / Greater Restoration-style magic: Useful only if the mark is magical, corrupted, or imposed by false authority. It should not erase temple law, public memory, or written records by itself.
Adventure and Worldbuilding Hooks
The Marked Healer: A village physician is detected as excommunicated, but everyone nearby insists she saved them during the Red Death. The temple record names her as a plague-heretic; the villagers call her a saint.
The False Anathema: A corrupt hierophant has learned how to place legitimate marks for illegitimate reasons. Nobles, priests, merchants, and rivals are being branded as heretics before they can defend themselves.
The Condemned Saint: A dead reformer was marked as a heretic in life. Miracles now occur at her grave, and Detect Heretic still confirms the old condemnation. The party must decide whether the mark, the miracles, or the temple history is lying.
Rules Clarifications
Can the spell detect someone from another religion?
Only if that person was formally marked by the caster’s own faith or by an authority the caster’s faith recognises as valid.
Can it detect evil?
No.
Can it detect secret blasphemy?
No. The person must already bear a magical or sacred mark of censure.
Can it detect a forged censure?
It can detect a magically valid mark. Whether the authority behind the mark was legitimate is a matter for investigation.
Can the mark be hidden?
Yes. Lead, sufficient barriers, divine concealment, false identity magic, nondetection, or stronger warding may block, mask, or confuse the spell.
Does the target know they are being detected?
Normally no, unless the campaign treats sacred marks as painful, sentient, or reactive.
Does removing the mark prove innocence?
No. Removing, suppressing, or breaking a mark changes its magical or sacred condition. It does not automatically rewrite law, memory, testimony, or temple records.
Source and Literary Context
Detect Heretic is adapted from Crime & Punishment by Keith Baker, published by Atlas Games in 2003 as part of the Penumbra d20 line. The book focuses on law, crime, punishment, prisons, investigation, and justice systems as active forces in fantasy campaigns. A product reference is available at Atlas Games: Crime & Punishment.
The spell’s core idea is not mind-reading or moral judgement, but formal religious censure. It detects someone who has already been placed outside the protection, rites, or recognised community of a faith. For a broad reference on the historical idea of heresy, see Encyclopaedia Britannica: Heresy. For a related reference on formal exclusion from a religious community, see Encyclopaedia Britannica: Excommunication.
In play, the spell works best when treated as a tool of sacred law rather than a simple villain detector. It reveals that an institution has judged someone, but it does not prove that the institution was just. That tension gives the spell its strongest literary use: the conflict between divine command, public law, personal conscience, and political power. For a classical dramatic example of sacred duty set against mortal authority, see Sophocles’ Antigone.
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