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WizardLv. 4

Detect Ensorcellment

With this spell, a rhabdomancer can not only determine if a person or object is either charmed or cursed, but also may gain some insight into the origin of such ensorcellment. The creature (or object in some cases as determined by the DM) is allowed a saving throw vs. spell modified by the difference in levels between the caster of the enchantment or curse and the rhabdomancer (thus a minotaur under the influence of a 7th-level evil wizard's charm monster would save at -2 if this spell is cast by a 9th-level rhabdomancer). If the saving throw is successful, then the caster only learns of the presence, if any, of ensorcellment but nothing more. A failed saving throw reveals the exact nature of the spell, including effects, duration, and sphere of origin. In addition, the rhabdomancer has a 5% chance per level of further discerning the identity of the ensorcellment's caster. The information discovered would be that of race, class, relative magical strength, and alignment. A dowsing check may also be rolled then and if successful, the location and (common, not true) name of that spellcaster is also learned. Should a creature or object be under more than one magical effect, a dowsing check is necessary to pierce each such spell. A failed roll means that nothing more can be learned after the first charm or curse has been discovered.

Sources: Dragon Magazine

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