Know Bloodline
- SchoolDivination
- SphereDivination
- ComponentsV, S, M
- Range30 yds.
- Area1 individual
- Casting time2
- DurationInstantaneous
- SaveNeg.
This spell combines the effects of the 1st level wizard spells know bloodline derivation and know bloodline strength. The creature is allowed a saving throw with the following modifiers to the die roll, based on the strength of the bloodline: tainted, +2; minor, +0; major. -2: great, -4. (The more powerful bloodlines are easier to detect.)
The easier simply points at the creature and concentrates on the creature's bloodline derivation and strength. If the creature has a bloodline and fails its saving throw, the caster mentally learns the bloodline derivation and strength (tainted, minor, major, or great). If the creature has no bloodline, the priest is subjected to a blinding white flash of light, visible only to him or her. The flash is not harmful, but will distract the priest momentarily.
The material components are the priest's holy symbol, an iron rod that bends with the casting (the degree of bend is related to the bloodline strength), and a handful of gems each worth at least 5 gp. The gem that corresponds to the creature's bloodline is shattered when the spell is complete. The assortment of gems must comprise the following: Anduiras, garnet: Basaiua, amethyst: Brenna, topaz: Masela, pearl: Reynir, jade; Vorynn, opal: Azrai, black onyx.
Notes: Common for priests of Cerilia, the Birthright setting.
Sources: Priest's Spell Compendium