Detect thoughts, also known as ESP,[9][13] was a divination spell that allowed one to "listen" to surface thoughts.[3][14]

Effect[edit | edit source]

The caster was able to sense the surface thoughts of beings within range. How long they examined an area or subjected decided what kind of information was received. It could penetrate barriers, but 1 foot (0.3 meters) of stone, 1 inch (0.025 meters) of common metal, a thin sheet of lead, or 3 feet (0.91 meters) of wood or dirt blocked it.[3] The spell worked across the void of wildspace, but could not penetrate crystal shells at all.[15]

The post–Second Sundering version of the spell also allowed the caster to detect the surface thoughts of a creature and "detect" where they were. This spell could be used for interrogation and also to probe deeper into the target's mind. The spell could not detect or read the mind of very unintelligent creatures or creatures that did not speak any language. The spell reached 30 feet, and lasted 1 minute but could not penetrate 3 feet (0.91 meters) of wood or dirt, 2 feet (0.61 meters) of stone, 2 inches (0.051 meters) of regular metals, or a thin layer of lead.[14]

Components[edit | edit source]

The spell required verbal, somatic, and material components. The material required was a copper piece.[3][14][14]

Variants[edit | edit source]

Witch's ESP
a variant restricted to witches, this required the caster to maintain physical contact with their target and instead of a copper piece it used a pinch of powdered nightshade as a material component.[16]

History[edit | edit source]

The spell was attributed to Netherese arcanist Zahn in −924 DR and was originally called Zahn's ESP.[1]

Appendix[edit | edit source]

See Also[edit | edit source]

References[edit | edit source]

  1. 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 25, 27. ISBN 0-7869-0437-2.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 110, 207–211, 231–232. ISBN 978-0-7869-6560-1.
  3. 3.0 3.1 3.2 3.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 220. ISBN 0-7869-2886-7.
  4. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), pp. 46, 88. ISBN 0-7869-3134-5.
  5. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 93. ISBN 0-7869-2015-7.
  6. Richard Baker (November 2004). Complete Arcane. (Wizards of the Coast), p. 92. ISBN 0-7869-3435-2.
  7. Hal Maclean (May 2007). “Seven Saintly Domains”. In Erik Mona ed. Dragon #355 (Paizo Publishing, LLC), p. 28.
  8. Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 72. ISBN 0-7869-3910-9.
  9. 9.0 9.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 141. ISBN 0-88038-716-5.
  10. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  11. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  12. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 78. ISBN 0-8803-8099-3.
  13. Skip Williams (2000). Conversion Manual. (Wizards of the Coast), p. 15.
  14. 14.0 14.1 14.2 14.3 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 231, 233. ISBN 978-0-7869-6560-1.
  15. Jeff Grubb (August 1989). “Concordance of Arcane Space”. Spelljammer: AD&D Adventures in Space (TSR, Inc.), p. 79. ISBN 0-88038-762-9.
  16. Mark Middleton et al (January 1998). Wizard's Spell Compendium Volume Two. (TSR, Inc), p. 325. ISBN 978-0786906642.
Community content is available under CC-BY-SA unless otherwise noted.