Detect Spellcasting
(Divination)

Range:  10-yard per level radius
Components:  V, S, M
Duration:  1 round per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None

This spell allows the wizard to scan a surrounding area for spells being cast by other spellcasters. The affected area has a radius of 10 yards per level of the wizard (up to a maximum of 200 yards); the wizard may make the area of effect smaller if he wishes. Any wizard spells that are currently being cast, will be detected (priestly magic is not affected). The wizard is instantly aware of the school of magic of all spells in this area; the name of the spell will also be known, if it has already been learned by the wizard; in addition, the wizard gains a general feeling of the location of the caster of each of the spells (i.e., approximately 30 feet east).
The relative strength of two spells from the same school will also be detected. For example, if a meteor swarm and a burning hands are both being cast in the area of effect, this spell will detect which is more powerful (this will also work for two fireball spells cast by two wizards of different levels); the actual level of the spell is not revealed, and two spells of different schools cannot be compared in this way.
The wizard may choose one spell to target for specific information; this includes: the name and level of the spell (as well as the wizard's level, if that is relevant to the strength of the spell), the spell's target (object, location, creature, etc.), and the exact location of the wizard. Illusions of fourth level or less are revealed, as long as the wizard is of higher level than the caster of the illusion. Illusions of fifth level or higher will return a false reading (i.e., what the wizard believes the spell to be) unless the wizard has already disbelieved that illusion.
This spell does not detect spells which are already in effect. It does however detect all spells as they are cast, as long as the duration lasts (i.e., if this spell is cast by a 10th-level wizard, it will detect all spells that are cast in the following ten rounds).
This spell does have a drawback: the maximum number of spells that can be processed safely is equal to the wizard's Intelligence divided by three (round fractions down). If there are more than this number of spells being cast inside the area of effect, the wizard must make a successful system shock roll or fall unconscious for 1d6 rounds (this roll must be made every round this condition exists).
The material component for this spell is a powered gem worth at least 100 gp which must be tossed in the air when the spell is cast.

