<strong>Sense Evil</strong><br/>The ability to sense evil is one of the qualities of the<br/>Brotherhood of the Crystal Star that makes them so attractive<br/>as court advisors. This spell can actually do much more than<br/>sense evil creatures but wise wizards do not advertise their<br/>abilities, lest they be called upon to exercise them for the<br/>amusement of their employers.<br/><br/><em>Tier I: See the Dark Soul</em><br/>This spell is cast on any target creature or object within line<br/>of sight. If the target is aligned with evil, it will glow faintly<br/>red to the eyes of the caster only. Truly evil targets such as a<br/>Darklord’s sword or a Helghast will fairly blaze with red fire;<br/>this effect is also just in the caster’s sight and does not literally<br/>limn the evil creature or object in a crimson radiance. The<br/>spell lasts only a single round and does not give any indication<br/>of what evil the target may be currently contemplating, if any.<br/>Also, if the spell fails against a particular creature or object,<br/>further attempts to sense the evil in that subject automatically<br/>fail.<br/><br/><em>Tier II: Evil’s Call (1 Endurance)</em><br/>The most commonly used form of this spell, Evil’s Call<br/>gives the Brotherhood wizard an idea of any evil creatures<br/>or objects within 360 feet in all directions. This spell gives<br/>direction and a vague sense of distance, motion and relative<br/>strength in regard to other evil presences. If cast when a<br/>Helghast on Kraan-back is flying towards the wizard from<br/>the south while a squad of Giaks is approaching from the<br/>north, the spell would tell the caster that a powerful evil and a<br/>much weaker evil were approaching at the same speed in one<br/>direction, while a group of fairly evil beings were leaving the<br/>opposite way. Evil’s Call lasts one full minute (ten rounds)<br/>and cannot be cast again for one hour once used.<br/><br/><em>Tier III: Vile Naming (1 Endurance)</em><br/>This functions exactly like Evil’s Call and has the same<br/>duration. While in effect, the Brotherhood Mage can make<br/>a separate Intelligence check for each source of evil with<br/>a DC equal to 5 + the creature’s End Dice or 12 for an<br/>object (though the Games Master may increase this DC for<br/>particularly obscure or rare objects). Success tells the caster<br/>the creature or object’s most common name. In the case of<br/>an object, it will reveal the type of object while creatures will<br/>have their race revealed but not their actual names.<br/>