Detect Evil is one of the core paladin
abilities which almost boils down to the words “Yes that’s evil.” Sure just
saying that something is or isn’t an alignment may be easy, but is it fun and does
it add to player immersion. Detect Alignment, Detect Thoughts, Detect Magic,
and even Detect Secret Doors in my opinion should all just be more than “Yes,
this is that thing”. I’m apparently not the only one who thinks so, as in Dave
Gross’ Pathfinder Tales novel King of Chaos the group of paladins in
the Worldwound all sense evil in different ways.
But let’s step back
and look at some rules for a second because many of us, myself included, have
made some small mistakes when using detect alignment spells. The first thing is
that not everything that is evil detects as evil. This is incredibly important
at early levels for paladins and other defenders of good. Anything with less
than five hit dice—with three notable exceptions —doesn’t detect as evil even if
it is. The three exceptions are any person of a class that gives the aura
ability, evil outsiders, and evil undead. So as the GM, when your paladin is
using their detect evil like a flashlight, make sure you keep that in mind.
Now that we understand
who can detect as an alignment, because those rules hold true for all alignment
spells, we need to figure out what form this detection takes. I’ve seen in some
cases that sensing an evil being takes the form of one’s stomach being tied in
knots. In other cases headaches from the pure sense of malign energy in an
area. In my mind it doesn’t have to just be a “gut” feeling as it were, but it
can be sights, sounds, or smells.
Imagine if you will
that you’re a paladin and you enter a place of pure evil. You open yourself to
the feel of the environment and you begin to hear a buzzing like flies. As you
cast your head about in all directions concentrating, the sound seems to come
stronger from behind a set of giant doors. You focus you sense on the doors and
the sound begins to overwhelm you—so much so you must cease listening for fear
of going deaf. You turn to your party and proclaim a great evil Is behind that
door.
If you’re attempt is
to evoke a sense of dread from your players this kind of description helps more
than just a simple pronouncement of a powerful aura of evil. Other ideas for
what a player might sense could be the smell of brimstone, or the taste of
rotting meat or soured milk. And this doesn’t just work for evil. What does
chaos sound like? How does good taste? What is the smell of law? Sitting
down with your players to discuss how their individual players detect powers
manifest can be all the difference between a good game and a memorable one.
What of the more
specific detect abilities? I have this image of a dwarven stone sorcerer with
the detect secret doors spell. When he casts it and makes his way about a room,
his nose itches when a hidden portal is found. Maybe to an elf with the spell
active it more enhances his sense of hearing and his ears pick up the absolute
minutest amount of air travelling through the crack in a doors seam. However
you describe it giving them more than just the phrase, “There’s a door over
there,” can really enhance a scene for all those involved.
Lastly we’ll talk about
detect thoughts. As far as spells go, this one doesn’t see a lot of play, at
least not in my games. But we currently have a witch who specializes in dream
magic and detect thoughts is high on her list of spells used. It’s made me have
think about how thoughts may come across. The first stage is just detecting
thinking beings, for this character it takes the form of a gentle hum in her
own mind. Then you can count the number, I give a little extra here a chaotic
being may have jumbled thoughts, so she may hear gibberish if there is a demon
present, or something like the ringing of a horn for good beings. And finally
you can read surface thoughts. If the target fails her will save, I like to not
just give thoughts but feeling telling her she suddenly feels depressed or
manic or any other emotion that goes along with the target’s thoughts.
How do you use detect
spells in your game? Do you players just know an evil exists or does it
evoke certain physical or emotional reactions? How do detect spells affect the
game for you? Does it aid or ruin surprises?
Hopefully your use of
detect thoughts has given you another tool in your arsenal as a Roleplayer,
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