| Name | Detect Secret Doors |
|---|---|
| School | Divination |
| Level | Beguiler 1, Brd 1, Cavern 1, Hoard 1, Knowledge 1, Sor/Wiz 1 |
| Components | V, S |
| Casting Time | 1 standard action |
| Recharge Time | General |
| Range | 60 ft. |
| Area | Cone-shaped emanation |
| Duration | Concentration, up to 1 min./level (D) |
| Saving Throw | None |
| Spell Resistance | No |
| Version | SRD |
| Sources | System Reference Document on page 220 |
| Short Description | Reveals hidden doors within 60 ft. |
| Medium Description | Round 1: presence of doors within 60' thru less than 1' stone or 1" metal. 2: number and location of each w/in line of sight, or direction otherwise. |
| Living Greyhawk | Open |
|
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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