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Detect good was a divination spell that provided information about objects or creatures with a good aura.[2][13][14][15] Some versions of this spell were reversible, becoming detect evil, and operated in the same manner but for evil auras instead.[13][14][15]

Effects[]

This spell functioned exactly like detect evil except it detected good auras from paladins, good clerics, spells, magic items, etc.[2][13][14][15] Just as poison did not show up as evil, beneficial potions did not register as good.[2]

History[]

The arcane version of the detect evil/detect good spell was invented by Netherese arcanist Trebbe in −2238 DR under the name Trebbe's scry evil/Trebbe's scry good.[1][16][note 2]

Appendix[]

See Also[]

Notes[]

  1. This spell was removed from the All sphere and placed in the Divination sphere by the Player's Option: Spells & Magic sourcebook. See page 186.
  2. Only the primary form is named in the source. The name of the reversed form, Trebbe's scry good, is chosen in analogy.

References[]

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 22, 24. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 219. ISBN 0-7869-2886-7.
  3. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 108. ISBN 0-7869-2889-1.
  4. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 93. ISBN 0-7869-2015-7.
  5. Richard Baker (November 2004). Complete Arcane. (Wizards of the Coast), p. 92. ISBN 0-7869-3435-2.
  6. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 28, 140, 199. ISBN 0-88038-716-5.
  7. David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), pp. 39, 182, 253. ISBN 0-7869-0329-5.
  8. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 152. ISBN 1-56076-107-5.
  9. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 186. ISBN 0-7869-0394-5.
  10. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  11. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  12. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 24, 44, 69. ISBN 0-9356-9601-6.
  13. 13.0 13.1 13.2 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 140, 199. ISBN 0-88038-716-5.
  14. 14.0 14.1 14.2 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), pp. 182, 253. ISBN 0-7869-0329-5.
  15. 15.0 15.1 15.2 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 44, 69. ISBN 0-9356-9601-6.
  16. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 26. ISBN 0-7869-0437-2.
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