Divination [detection]
Level Druid 1
Components V, S, M
Casting Time 1 round
Range 0
Area of Effect An area 20-ft. wide by 60-ft. long per caster level (aimed in one direction once per round)
Duration 1 round per caster level (C)
Save nil
The spell will detect the presence of a named animal type in the area of effect (if there).
Locate Animals. [innate] (concentration) The caster can turn and detect and pinpoint the location of any animals named when declaring the spell in the area of effect. Only creatures with the type or sub-type of [animal] can be named.
The caster can name a specific type of creature ("boars" or "snakes") or can name a creature type ("mammals" or "reptiles" or "ophidians") as long as the creature also has the animal creature type or sub-type.
Unless specified, the spell will ignore tiny sized and/or harmless creatures of the named type.
However, the caster cannot simply name all "animals".
When detected, the caster will know the number and exact location, but not how to get to the location or any details on the specific animal (esp. if naming a creature type).
The spell allows detection beginning at the end of the round it was cast.
Physical objects, coverings, obstructions, or structures will not limit the detection ability (with the exceptions noted below).
Random Determination. If the GM does not know if the named animals existing in the area, they can roll randomly using the random encounter charts:
Example 1: Temperate And Sub-Tropical Conditions; Uninhabited/Wilderness Areas; Forest: The caster names "wolves" which normally appear on a d%—92-98. Thus, there is a 7% per compass heading chosen to discover a wolves in the area (d%; 01-07; check once per caster level up to 8th). The GM may adjust the chances based on circumstance (following tracks, spoor, etc.).
Example 2: Temperate And Sub-Tropical Conditions; Uninhabited/Wilderness Areas; Forest: The caster names "mammals" (a broad category!), the spell will detect these based on the same process. The GM will roll a d% and count up on the list ignoring non-animal-mammals.
Example 3: A dungeon area utilizing a set of ancient sewers. The GM will refer to a chart of random encounters used for the dungeon or create a set of options on the fly (using common creatures for the area; large rats, lizards, snakes, perhaps a small chance of a crocodile, etc.).
If the caster goes through extraordinary lengths to attract certain creatures (spending time and effort; perhaps expense or some sort of sacrifice as deemed appropriate by the deity/spirit), the GM may reward them with a single roll based on frequency in the terrain:
Common: d%; 01-50 equals success.
Uncommon: d%; 01-25 equals success.
Rare: d%; 01-10 equals success.
Very Rare: d%; 01-05 equals success.
Not Found: Automatic failure.
Material Components. Mistletoe.
Known Substitutions. Standard effects for the use of mistletoe substitutions.