Cleric 1
Range. 12”
Duration. 1 turn plus ½ turn per CL
Area of Effect. 1" path
Divination (Reversible)
Components. V, S, M
Casting Time. 1 round
Saving Throw. None
This is a spell which discovers emanations of Evil, or of Good in the case of the reverse spell; from any creature or object.
For example, Evil alignment or an Evilly cursed object will radiate Evil, but a hidden trap or an unintelligent viper will not.
The duration of a detect evil (or detect good) spell is 1 turn + ½ turn (5 rounds, or 5 minutes) per level of the cleric. Thus a cleric of 1st level of experience can cast a spell with a 1½ turn duration, at 2nd level a 2 turn duration, 2½ at 3rd, etc.
The spell has a path of detection 1" wide in the direction in which the cleric is facing.
It requires the use of the cleric's holy (or unholy) symbol as its material component, with the cleric holding it before him or her.
Basically the degree of Evil (faint, moderate, strong, overwhelming) and its general nature (expectant, malignant, gloating, etc.) can be noted. If the Evil is overwhelming, the general bent (Lawful, Neutral, Chaotic) has a 10% chance per level of the cleric of being detectable.
DMG, p.60: DETECTION OF EVIL AND/OR GOOD
It is important to make a distinction between character alignment and some powerful force of Evil or Good when this detection function is con-sidered. In general, only a know alignment spell will determine the Evil or Good a character holds within. It must be a great Evil or a strong Good to be detected. Characters who are very strongly aligned, do not stray from their faith, and who are of relatively high level (at least 8th or higher) might radiate Evil or Good if they are intent upon appropriate actions. Powerful monsters such as demons, devils, ki-rin and the like will send forth emanations of their Evil or Good. Aligned undead must radiate Evil, for it is this power and negative force which enables them to continue existing. Note that none of these emanations are noticeable without magical detection.
In like fashion, powerful magic items which have some purpose as respects alignment will radiate Evil or Good — unless they are aligned with Neutrality, which is neither, of course. Most other magic items will most certainly not, even though their effect might be for Evil or Good. Like-wise, items which are not magical but which have powerful effects will probably not give any evil or good aura. Poison is a prime example. It is perfectly neutral and has no aura whatsoever. Unholy water will emanate Evil, just as holy water will radiate Good. Places sanctified to some deity of Evil or Good will certainly give off an appropriate aura.
Thus, a trap, for example, is neutral and gives no Evil or Good reading. If the same trap leads victims to the lair of Juiblex, for instance, there will be an aura of Evil about it; while if it brings victims into the realm of Bahamut, it will send out an aura of Good. Using these guidelines, you should have little difficulty in adjudicating the attempts of characters empowered to detect evil or good to do so.
As a side note, be sure to remember that all such detection requires not less than one round of stillness and concentration whether the power is from some inner source (paladins, for example), or by some external means (spells, swords, etc.). Therefore, the character must stop, have quiet, and intently seek to detect the aura.
Magic-user 2
Range. 6”
Duration. 5r per CL
Area of Effect. 1" path
Divination (Reversible)
Components. V, S
Casting Time. 2s
Saving Throw. None
Except as noted above, this spell is the same as the first level cleric detect evil (q.v.).
The magic detects only the intensity of the Evil. (Cf. cleric spell of the same name.)