Sense of the Predator

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Sense of the Predator
5th Level Spell, Alteration
 Range: Touch
 Duration: 1 turn + 1 round/level
 Area of Effect: 20' radius
 Components: V
 Casting Time: 3
 Saving Throw: None
Description: This spell attunes the recipient to the presence of electrical fields within its radius, granting him the ability to sense the presence of other creatures. This electrical sense allows the recipient to "see" the general size and position (though not the race) of all creatures within the area of effect. The spell is highly useful in underwater situations where visibility is sometimes poor or nonexistent.

The recipient's electrical sense negates the effects of invisibility, magically induced darkness, and poor visibility on melee attacks in most cases (see Table 72 in the DUNGEON MASTER® Guide).

This spell cannot detect the presence of creatures without a central nervous system, such as undead, oozes, slimes, and jellies. In addition, the recipient's extreme sensitivity to electrical fields renders him particularly vulnerable to powerful electric discharges- like those emitted from a lightning bolt or chain lightning spell or an electric eel.

If such a discharge occurs within the radius of the spell, the recipient must make a successful saving throw vs. paralyzation or be stunned for 1d10 rounds. Stunned characters cannot make any meaningful actions and will sink (or rise) at the appropriate rate for their encumbrance levels (see page 76). If the recipient is actually subjected to an electrical attack, he suffers the attack's normal effects in addition to stunning.

Source: DMGR9 - of Ships and the Sea (TSR2170), Page 104
 Sense of the Predator
 5th Level Spell
 Alteration
 Touch
 1 turn + 1 round/level
 20' radius
 V
 3
 None
 This spell attunes the recipient to the presence of electrical fields within its radius, granting him the ability to sense the presence of other creatures. This electrical sense allows the recipient to "see" the general size and position (though not the race) of all creatures within the area of effect. The spell is highly useful in underwater situations where visibility is sometimes poor or nonexistent.

The recipient's electrical sense negates the effects of invisibility, magically induced darkness, and poor visibility on melee attacks in most cases (see Table 72 in the DUNGEON MASTER® Guide).

This spell cannot detect the presence of creatures without a central nervous system, such as undead, oozes, slimes, and jellies. In addition, the recipient's extreme sensitivity to electrical fields renders him particularly vulnerable to powerful electric discharges- like those emitted from a lightning bolt or chain lightning spell or an electric eel.

If such a discharge occurs within the radius of the spell, the recipient must make a successful saving throw vs. paralyzation or be stunned for 1d10 rounds. Stunned characters cannot make any meaningful actions and will sink (or rise) at the appropriate rate for their encumbrance levels (see page 76). If the recipient is actually subjected to an electrical attack, he suffers the attack's normal effects in addition to stunning.Property "Has description" (as page type) with input value "This spell attunes the recipient to the presence of electrical fields within its radius, granting him the ability to sense the presence of other creatures. This electrical sense allows the recipient to "see" the general size and position (though not the race) of all creatures within the area of effect. The spell is highly useful in underwater situations where visibility is sometimes poor or nonexistent.</br>The recipient's electrical sense negates the effects of invisibility, magically induced darkness, and poor visibility on melee attacks in most cases (see Table 72 in the DUNGEON MASTER® Guide).</br></br>This spell cannot detect the presence of creatures without a central nervous system, such as undead, oozes, slimes, and jellies. In addition, the recipient's extreme sensitivity to electrical fields renders him particularly vulnerable to powerful electric discharges- like those emitted from a lightning bolt or chain lightning spell or an electric eel.</br></br>If such a discharge occurs within the radius of the spell, the recipient must make a successful saving throw vs. paralyzation or be stunned for 1d10 rounds. Stunned characters cannot make any meaningful actions and will sink (or rise) at the appropriate rate for their encumbrance levels (see page 76). If the recipient is actually subjected to an electrical attack, he suffers the attack's normal effects in addition to stunning." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.

 TSR2170
 Wizard
 5
 
 [[Has sphere:{{{Sphere}}}]]
 S
 Yes
 true