Detect Evil [REVISED]
"Detect Alignment"

Level: 2nd Casting Time: 2
Range: 0 Saving Throw: none
Area of Effect: 10 x 180 ft. Components: V,S
Duration: 5 rounds/level Divination
Subtlety: +2 Sensory: none
Knockdown: none Critical: none


This spell discovers emanations of evil (or of good, law, or chaos in the case of the cardinal spells) from any creature, object, or area. Character alignment is not revealed under most circumstances: Characters who are strongly aligned, do not stray from their faith, and who are at least 9th level might radiate good, evil, law, or chaos if they are intent upon appropriate actions. Powerful monsters, such as ki-rin, send forth alignment emanations, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enables them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (faint, moderate, strong, overwhelming) can be noted. Note that priests have a more powerful version of this spell.

The spell has a path of detection 10 feet wide and 60 yards long in the direction in which the wizard is facing. The wizard must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading.

The Planescape setting has forced me to realize the more interesting aspects of the AD&D alignment system, something which I generally abhor as a crutch for weak roleplayers. With this newfound focus on alignment, I found the typical good/evil focus of the core rules to be lacking, what with the just-as-intriguing horizons of law/chaos to explore. Hence, I altered the alignment-based spells to take into consideration the "forgotten branch of AD&D morality".