Campaign of the Month: January 2015
Skies of Glass
- Divination [Cold]
- Level: Blue 1
- Components: V, S, DF/F (a lense of frost agate worth 10 gp)
- Casting Time: 1 standard action
- Range: 60 ft
- Area: Cone-shaped emanation
- Duration: concentration, up to 10 min./ level (D)
- Saving Throw: None
- Spell Resistance: No
You can sense the presence of ice and chill. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of cold.
2nd Round: Number of sources of cold (creatures, objects, or spells) in the area and the power of the most potent chill aura present.
If you are of the fire-subtype, and the strongest chill aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
The spell otherwise functions like Detect Evil, except that it detects cold spots from normal ice, cold spells, cold magic items, clerics of frigid deities/with the cold domain, and all living beings with the cold subtype.
Undead and living beings do not detect as cold unless chilled below room temperature, just like any other object.