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Detect Laws (3.5e Spell)

Author: Zhenra-Khal (talk)
Date Created: 10/19/2017
Status: Complete
Editing: Clarity edits only please
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Detect Laws
Level: Cleric 1, Sorcerer/Wizard 1, Paladin 1
Components: V, S
Casting time: standard action
Range: 1 mile/caster level
Area: The nearest area which possesses a set of rules.
Duration: Concentration, up to 10 min./ level (D)
Saving Throw: None
Spell Resistance: No

"No, Ugg, stop! Get off the grass, that'll get you locked up for three months and we'll never save the princess in time!"

With this spell, you detect the rules and regulations within the nearest land over which there hang rules. This can be a kingdom, a town, a king's forest, a park or just a rather orderly goblin camp. The amount of information revealed depends on how long you spend focusing on a specific "domain" within range.

1st Round: Presence or absence of rules.

2nd Round: The number of laws and the general severity of their penalties (Petty, moderate, severe, lethal). You also learn the synopsis of the most widely-known laws within the area, though these may be so widely known due to their absurdity (Such as not being able to take your pet otyugh into the brothel).

3rd Round: The exact laws present within the domain, down to the specific wording, as well as the exact sentences for breaking each rule.

This spell isn't all that powerful but is certainly useful for knowing what to prevent your fellow adventurers from doing in order to save your party some trouble (As well as finding out what you can get away with scot-free).

Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsCleric
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