Divination
Table of Contents
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Ultimate Spheres of Power
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You can predict the future and gain information not available to the usual 5 senses.

Divine

You may divine to gain information. To divine, you must spend 1 minute meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action except free actions); you are flat-footed while concentrating on divining. Divining reveals information from sources within medium range of you as an emanation; it reveals information each round the effect it is maintained. Divining can penetrate most barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, a thin sheet of lead blocks it.

When you gain the Divination sphere, you gain the ability to divine for magical auras, learning their strength and location. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must succeed at a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.

Table: Aura Strength
Caster Level Aura Strength
1-5 Faint
6-11 Moderate
12-20 Strong
21+ Overwhelming

A magical aura lingers after its original source dissipates (in the case of a spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Table: Lingering Aura
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 x 10 minutes
Overwhelming 1d6 days

When using Spellcraft to identify the properties of a magic item or ongoing effect, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers.

Overwhelming Auras: Whenever an individual divines or senses an aura whose strength is overwhelming, from a source whose Hit Dice or caster level is equal to or greater than the caster's character level + 10, that individual becomes stunned for 1 round.

Alternate Divinations

If you possess certain other spheres, you may divine for information other than magical auras. These alternate divinations are detailed below.

Alteration

Divine Shapechanger: You may divine for creatures with the shapechanger subtype. The strength of a shapechanger aura is determined according to Table: Shapechanger. If a creature is not a shapechanger but is under the effect of a shapeshift Alteration sphere (or similar) ability, it shows up with a dim aura.

Table: Shapechanger
HD Strength Lingering Aura Duration
Under a polymorph effect Dim 1 round
1 or lower Faint 1d6 rounds
2-4 Moderate 1d6 minutes
5-10 Strong 1d6 x 10 minutes
11+ Overwhelming 1d6 days

Blood

Divine Bleeding: You may divine the location of any creature that has taken bleed damage in the last 10 minutes per caster level or that is under half its maximum hit points. Creatures immune to bleed damage cannot be detected with this divination.

Conjuration

Divine Unnaturals: You may divine the presence of outsiders and aberrations. In all other ways, this functions as divining for shapeshifters.

Creation

Divine Components: You may divine for a material of which you can create using the Creation sphere.

Dark

Divine Dark: You may divine the light levels of the surrounding area within range. When using this alternate divination, you may spend an additional spell point to also divine the location and size of shadows cast by creatures or objects. You do not gain additional information, such as whether the shadow was cast by a creature or an object, or the size of said creatures or objects.

Divine Shadow: You may divine the presence of creatures or objects native to the Plane of Shadow. In all other ways, this functions as divining for shapeshifters. Shadowstuff, such as that created from the fey adept class or those with the sphere-specific drawback Limited Creation (shadowstuff) count as originating from the Plane of Shadow for the purpose of this divination.

Death

Divine Undead: You may divine for undead creatures. In all other ways, this functions as divining for shapeshifters.

Destruction

Divine Hostility: You may divine whenever a creature or an object within range takes hit point damage. In addition, you gain knowledge as to the amount and type of damage dealt and from what direction the damage was dealt from. If the source of the damage is inside the area of your divine effect, you also learn what square the source occupied.

Enhancement

Divine Enhancement: You may divine what short-term effects creatures you have pinpointed are undergoing. You may divine all creatures you can see within range and determine which (if any) are benefiting from temporary bonuses, and the sources of the bonuses be they magical, alchemical, supernatural, etc.

Fallen Fey

Detect Faetouched: You may divine the location of any creature that possesses the elf, fey, gnome, sidheir, or similar types or subtypes. In all other ways, this functions as divining for shapeshifters.

Fate

Detect Loyalties: You may divine the top three general things that matter most to the creatures you can see within range. Examples of base loyalties may include but are not limited to: Country, Faith, Family, Power, and Self. Subcategories for base loyalties may also exist where appropriate such as Self (survival) or Self (perfection), but they are generally not revealed with Detect Loyalties. While you do not learn specific details such as proper names of the associated loyalties, you do acquire the order in which the loyalties stand. For example, a paladin might have loyalties of Country, Power, and Self, but would not reveal the particular country they are loyal to or the particular power they serve. Mindless creatures might have only 1 loyalty such as Self (survival), whereas creatures with low animal-like intelligence might only have 2 loyalties such as Family (pack) and Self (survival). Only the top three loyalties are revealed, even if they have more.

Divine Alignment: You may divine for a specific part of the alignment spectrum: evil, good, lawful, or chaotic. The strength of these auras are determined according to Chart: Alignment.

Traps, poisons, and other potential perils have no alignment. Creatures with aligned intents (killing in anger, aiding those in need for their own sakes, etc.) may temporarily detect according to their actions.

Chart: Alignment
Aura Power
Creature/Object None Faint Moderate Strong Overwhelming
Aligned Creature^ (HD) 4 or lower 5-10 11-25 26-50 51 or higher
Aligned Undead (HD) - 2 or lower 3-8 9-20 21 or higher
Aligned Outsider (HD) - 1 or lower 2-4 5-10 11 or higher
Cleric^^ or paladin of an aligned deity (class levels) - 1 2-4 5-10 11 or higher
Aligned magic item or spell (caster level) 5 or lower 6-10 11-15 16-20 21 or higher

^ Except for undead and outsider, which have their own entries on the table.
^^ Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Divine Fate: You may divine the alignment auras of creatures you can see within range. Such creatures emit a colored aura depending upon what alignments or loyalties you share with them. Creatures that share the same moral alignment (good/neutral/evil) emit a red aura. Creatures that share the same ethical alignment (lawful/neutral/chaotic) emit a blue aura. Creatures that share a primary base loyalty (see Detect Loyalties) emit a yellow aura. Creatures that share multiple colors have their colors combined, i.e. a creature that shares the primary base loyalty of family and the ethical alignment of chaos will emit a green aura. Creatures that share all three primary colors (red, blue, and yellow) emit a glowing white aura. Refer to Table: Divine Fate below for more information on how colored auras combine. Creatures that do not share any alignment or loyalties do not emit any aura that you can see.

Table: Divine Fate
Primary Colors Secondary/Combination Color
Blue and red Purple
Blue and yellow Green
Red and yellow Orange
Blue, red, and yellow White

Illusion

Divine Illusions: You may divine for illusions. This grants you a free Will save or Perception check (in the case of illusionary disguises or invisibility) against any illusions or invisibility within the area.

Life

Divine Life: You may divine the wound thresholds and conditions of seen living creatures. In addition to learning the creature’s wound status, you also learn which creatures, if any, are afflicted with a disease. The strength of Divine Life’s aura reveals a creature’s current wound threshold and condition according to Chart: Divine Life.

Chart: Divine Life
Aura Strength Wound Threshold Current Hit Points
None Dead Dead
Dim Disabled 0 or fewer hit points remaining.
Faint Critical Less than 25% of full normal hit points remaining.
Moderate Wounded 25% to 50% of full normal hit points remaining.
Strong Grazed 50% to 75% of full normal hit points remaining.
Overwhelming Healthy Has at least 75% of full normal hit points

Light

Ultravision: You may divine to give yourself an added level of perception. Once per round you may attempt a Perception check as a free action (normally a move action) with a circumstance bonus to Perception checks equal to your caster level.

Mana

Divine Mana Capacity: If you possess the Mana sphere, you may divine for the amount of spell points a creature has. Each round while divining for mana capacity, you may choose one creature you can see within range each round to learn their current amount of real spell points, temporary spell points (as well as when they end), and maximum spell point pool capacity.

Mind

Divine Cares Given [Jester's HB]: You may divine for a specific subject of interest, chosen when you divine. This is similar to reading the surface thoughts of nearby creatures, but only locates creatures with strong opinions about a specific topic or subject chosen when you divine, such as politics, war, entertainment, or professional associations. Creatures may have a positive, negative, or uninterested opinion regarding a subject. Only creatures with a positive or negative opinion are located. This effect does not discern what opinion each located creature may hold, only that the creature has an opinion.

For example, divining about a specific criminal organization, both members of the organization and opposing factions may hold strong feelings, positive or negative. Unconcerned or uninvolved individuals would not be located by the effect, and a located creature’s precise opinion is not made known to you.

Divine Charm: You may divine for the presence of charm, compulsion, possession, and Mind sphere effects. You do not need to attempt a Knowledge (arcana) check to identify the school or sphere of these abilities.

Nature

Divine Elements: You may divine for the elements, depending on which packages you possess.

  • If you possess the (air) package, you may divine and identify the presence of breathable air, and toxic gases or vapor (or lack thereof if in a vacuum).
  • If you possess the (earth) package you may divine and identify the presence of dirt, gems, sand, and stone.
  • If you possess the (fire) package you may divine the presence and strength of fires.
  • If you possess the (metal) package, you may divine and identify the presence of ore deposits and metals.
  • If you possess the (plant) package you may divine the location of plantlife and plant creatures. In all other ways, this functions as divining for shapeshifters.
  • If you possess a Nature (spirit) talent, you may divine the location of animal creatures. In all other ways, this functions as divining for shapeshifters.
  • If you possess the (water) package you may divine the location and size of bodies of water.

Protection

Divine Protection: You may divine all creatures you have pinpointed within range and determine which of those creatures have the lowest and highest armor class. Alternatively, you may divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes.

Telekinesis

Divine Density: You may divine the density and weight of nearby objects and creatures that you can see. Utilize the following chart when determining density:

Chart: Divine Density
Density Example Aura Strength
Weightless Balsa wood, feathers, shredded paper Faint
Light Charcoal, cork, darkwood, flour, hay, snow Moderate
Dense Flesh, iron, mithral, sand, soil, stone, water, wood Strong
Superdense Adamantine, lead, gold, silver Overwhelming

Divine Force: You may divine the presence or absence of creatures with the incorporeal subtype. For the purpose of this ability, creatures such as unseen servant and other similar creatures of force are considered to have the incorporeal subtype. This ability will not not reveal the general location or direction in which the incorporeal creatures are, it will, however, give you knowledge of the incorporeal creature’s aura utilizing the same table as divining for shapeshifters.

Time

Divine Time: You may divine the events that happened within range. You can only divine what occurred up to 1 hour per caster level in the past. When you divine time you are only given the following details: The number of creatures that were in the area, their size, how long they remained in the area, and any movements they made while in the area. In addition, if objects were left unattended or unattended objects were moved during this time, you learn the size and vague shape of such objects.

War

Divine Allegiance: You may target an individual within range which allows you to divine through mud, blood, sweat, and wear or tear upon cloth or armor as if such was not there, revealing any colors, patterns, or insignia it may have previously bore. In addition, other creatures within range of the target glows with a particular aura allowing the caster to know who they openly allied with and who are not. Creatures under the affect of mind-affecting effects (such as charms and compulsions) are shown to be loyal to their controller and their allies. This does not properly function on those who are using subterfuge or are pretending to be on someone’s side, as it will present them as who they pretend to side with. Once each round as a free action while maintaining concentration on this effect, you may target a different individual within range with this divine ability.

Warp

Divine Warp: You may divine the presence of portals, rifts (including extradimensional spaces), and teleportation circles, both active and inactive within range. If you perceived a target teleport within the last hour, this also reveals to you the general direction and distance of their teleportation. If the creature teleports to a different plane, you immediately learn this, but you do not learn to what plane the creature teleported unless your caster level is at least 10. Should you find yourself on that plane before the hour is up, you can divine their general direction and distance.

Weather

Divine Weather: You may divine the weather at your location for the next 24 hours, providing you with advance warning of storms, tornadoes, and so on. This reveals only the weather that would arise naturally and does not take into account any magical occurrences that might change the weather.

Sense

As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.

Read Magic

You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level).

Divination Talent Types

Some talents are marked (divine). These grant you different things you may divine for in place of magic.

Some talents are marked (sense). These talents grant you additional senses you may grant.


Divination Talents

Expanded Divinations

Pick any three alternate divinations which you do not currently possess. You gain access to those alternate divinations as if you possessed the requisite spheres. If the alternate divination has an additional prerequisite such as the Nature sphere’s Divine Elements, you pick which one you gain access to upon acquiring it. This talent may be taken multiple times. Each time you may pick three alternate divinations which you do not possess.

Fast Divinations

Divining takes 1 round instead of 1 minute to perform without a spell point.

Grant Divination

You may grant your senses to a touched target instead of only yourself. You may also spend a spell point to grant a divine ability to a touched target. The touched target must concentrate to maintain the divine ability.

Greater Divine [range]

Your divine ability works out to long range instead of medium range.

Instill Divination [instill]

As a standard action you may touch a small container of liquid and instill a sense inside it, or spend a spell point to instill a divine ability inside it. This liquid functions as a potion or oil.

If you do not have the ability to grant divine or sense effects to other creatures, the instilled liquid is only usable by you. An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible.

You may target food but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action.

Lingering Divination

When you divine, the ability lasts 2 rounds after you stop concentrating.


Divine Talents

Augury (divine)

You may spend a spell point to divine whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly.

A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

  • Weal (if the action will probably bring good results).
  • Woe (for bad results).
  • Weal and woe (for both).
  • Nothing (for actions that do not have especially good or bad results).

If the check fails, you get the “nothing” result. A caster who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future up to one hour per caster level, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person, in the same day about the same topic, use the same die result as the first casting.

Detect Secrets (divine)

You may spend a spell point to divine for things expressly designed to be hidden. This includes secret doors, hidden caches, and secret compartments. Not only does this detect the presence of such secrets, but it also gives you knowledge of their trigger mechanisms. This only detects doors, passages, and openings specifically designed to avoid detection.

Detect Spellcaster (divine)

You may spend a spell point to divine the spellcasting capabilities of a creature you can see within range, utilizing the chart below. Targeted individuals who only have extraordinary and supernatural abilities show up as having no spellcasting aura, whereas those who have spherecasting, spells, or spell-like abilities show an aura depending on the highest effective spell level of an ability they can use. As always, treat a spherecaster’s caster level divided by 2 as their effective spell level. You may also attempt a Spellcraft check to discover the caster’s casting tradition, even if they have not produced any magical effects for you to observe.

Multiclass core spellcasting classes only reveal as the highest aura between the two. Spherecasters with varying caster levels depending on spheres show auras according to their current highest sphere casting ability. If you are participating in a setting with other forms of magic or spellcasting systems, they are detected as appropriate.

Chart: Detect Spellcaster
Class Example Highest Effective Spell Level Aura Strength
Core human fighter Only natural, (Ex), or (Su) abilities None
Armorist (CL 1) Level 0-1 spells Dim
Hedgewitch (CL 5) Level 2-3 spells Faint
Mageknight (CL 10) Level 4-5 spells Moderate
Eliciter (CL 14) Level 6-7 spells Strong
Fey adept (CL 18) Level 8 or higher spells Overwhelming

Detect Thoughts (divine)

You may divine the emotions of creatures you can see within range (Will negates), and you gain a circumstance to Sense Motive checks equal to 1/2 your caster level vs. creatures you have thus successfully divined. You do not know the motivation or source behind why a creature is feeling the emotion. If you spend an additional spell point, you divine not only the emotions of those within range, but also the surface thoughts (Will negates).

Divine Future (divine)

You may divine for a glimpse of the future, giving yourself insight into the happenings of that day. At any time during that day, you may add an insight bonus equal to 1d4 + 1 per 5 caster levels to one attack roll, skill check, saving throw, ability check, initiative roll, or combat maneuver roll you are about to make.

As an immediate action, you may instead grant this benefit to an ally who can both see and hear you. You may take this talent multiple times, to a maximum of 5 times. You can only have one use of this ability waiting to be used at a time per time you have taken this talent. Every time you divine for the future, you regain all your uses of this ability for that day.

Divine Information (divine)

You may spend a spell point to divine for information. This grants you the ability to reroll a failed Knowledge check (or to attempt a Knowledge check untrained), with an insight bonus equal to 1/2 your caster level. You may only divine for information once per Knowledge check.

Dowsing (divine)

You may spend a spell point to divine the location of a creature or object within range. This may be a specific creature or object or a kind of creature or object, but either way you must have a clear mental image of the creature or object to divine for it (thus, you could not divine broadly for traps, creatures of a broad creature type, etc.). If divining for a kind of creature or object, you only locate the closest item of that kind. This method of using divine is not blocked by wood or stone, but is still blocked by lead.

Object Reading (divine)

You may perform psychometry on a target object you touch gaining information about its history or previous owners, including its creator. In addition to the information you acquire below, you gain a circumstance bonus to Appraise checks with that object equal to 1/2 your caster level for as long as you continue to divine the object. For every 1 minute you divine the object you gain one additional piece of information found in the following order: Last owner’s race, last owner’s gender, last owner’s age, last owner’s alignment, how the last owner lost or gained the object. Upon learning this last piece of information, you may spend a spell point, if you do you begin to learn information on the owner before the last at the same rate in the same order. Should object reading be interrupted for 2 or more consecutive rounds, you must start again at the beginning unless you spend 1 spell point per past owner.

Sensory Overload (divine)

You may spend a spell point and target a creature you can see within range; instead of gaining information, you instead flood all of its senses (and temporarily granting senses that it does not normally have) to overload it with information. The target cannot take any actions, not even walking, and is considered flat-footed. When first casting Sensory Overload and at the end of each round that you continue to concentrate on the effect, the targeted creature takes your caster level in nonlethal damage (Fortitude negates), and may attempt to end Sensory Overload with a Will save. Creatures that are mindless are particularly vulnerable to this effect and take a -2 penalty on their saves.

Viewing (divine)

You may spend a spell point to divine, transferring your point of view to any point within range. You may see and hear from this location. This method of using divine is not blocked by wood or stone, but is still blocked by lead. However, the locale must be known—a place familiar to you, or an obvious one such as a distance and direction. Once you have selected the locale, the sensor does not move, but you can rotate it in all directions to view the area as desired, in all ways as if you were standing where your sensor is located. This ability creates a scrying sensor, which can be detected (Perception DC 20 + caster level) and dispelled.

Witness The City (divine)

You may spend a spell point to see, hear, smell, feel, and even taste a torrent of past scenes and pieces of conversations related to anything in a settlement you are currently in. At the end of each of your turns for the duration of this divination, attempt a single Diplomacy check to gather information as though you had spent 1d4 hours talking to local people, without having to use an action to do so. Multiple Diplomacy checks made to gather information on the same topic always grants the same information as the first check. You can use your Perception bonus in place of your Diplomacy bonus if you so wish, but with a -5 penalty.

Note: Settlements range in population size from fewer than 20 (thorp) to greater than 25,000 (metropolis). In order to maintain the balance of this talent, it is suggested that when working with particularly large settlements that GMs restrict the use of the talent to districts of the settlement.


Sense Talents

Battlefield Sense (sense)

You may spend a spell point to grant yourself greater perception. You can no longer be flanked, except by a creature with 4 more rogue levels than your caster level.

Blindfolded Oracle (sense)

You may spend a spell point to grant yourself blindsense to a range of close. You must close your eyes to use this ability. For the purpose of this ability, opening or closing your eyes is a free action you may take once per round. You may spend an additional spell point to upgrade this ability to blindsight.

Detect Scrying (sense)

You may spend a spell point to detect the scryings of others. Any attempt to scry or divine on a location or creature within close range of you (unless you purposefully lower this defense) becomes impossible unless the caster succeeds in a magic skill check against you. In addition, you sense if any creature within range is using the divine ability or a divination spell, as well as the location of any sensors in the area (such as with the Viewing talent or the clairaudience/clairvoyance spell). You become aware of any attempt to scry on you, such as with a divination (scrying) school spell or the Scrying advanced Divination talent. If these spells and effects originate within your sense’s area, you immediately know their location. Otherwise, if you match or exceed the other caster in an opposed magic skill check, you gain a visual image of the diviner and know their direction and distance from you. You may suppress or resume this sense as a free action.

Discern Individual (sense)

You may spend a spell point to gain a sense granting an insight bonus to monster lore equal to 1/2 your caster level (minimum 1). You may attempt monster lore checks untrained.

Foreshadow (sense)

You may spend a spell point to gain a sense that warns you of impending danger. You are not flat-footed during the surprise round or the first round of combat before you act, and gain a +1 dodge bonus to AC, and a +2 bonus to Reflex saves and initiative checks. These bonuses increase by 1 for every 10 caster levels possessed.

Normal: You are flat-footed until you have acted once in the initiative order.

Ghost Sight (sense)

You may spend a spell point to gain a sense that adds your caster level to Perception checks made to notice invisible or ethereal creatures. If you succeed at this check, the creature’s outline becomes visible to you. This negates both the usual penalties you would suffer attacking an invisible creature, and the bonuses the creature would normally gain against you. This continues until you lose line of sight to the creature, in which case you must succeed at a new Perception check to see them.

Logos (sense)

You may spend a spell point to understand all spoken and written words, regardless of language. You may spend an additional spell point to also be understood by any creature with a language. You do not learn the creature’s language, but instead every creature hears you speak in whatever language is most comfortable for it.

Nature Sense (sense)

You may spend a spell point as a standard action to gain a special sense that grants you a +1 bonus on Knowledge (nature) and Survival checks. This bonus increases by +1 every 5 caster levels. You may dismiss this sense at any time as an immediate action to reroll any failed Survival check avoiding natural hazards or getting lost, gaining a bonus to the roll equal to that granted by Nature Sense. This stacks with any class features with the same name.

Prescience (sense)

You may spend a spell point to gain a special sense granting a +1 insight bonus to attack rolls. This bonus increases by +1 every 10 caster levels. In addition, you may dismiss this sense before making an attack or combat maneuver to instead gain an insight bonus of 10 + 1/2 your caster level to the roll as a free action.

Prying Sight (sense) [BaP]

You may spend a spell point and target a creature within close range, allowing you to borrow the target’s vision as though it were your own. An unwilling creature may attempt a Will saving throw to negate this effect. At any time during this effect, as long as the target is within long range, you may concentrate on this effect as a move action and perceive that creature’s surroundings as if you were standing where that creature was, granting you the ability to see, smell, hear and otherwise perceive things as though you were the target. A target is not made aware when you perceive the target’s surroundings using their senses.

Scent (sense)

You may spend a spell point to gain scent. You may spend an additional spell point to upgrade this ability to keen scent (which functions both inside and outside of water).

See Hazard (sense)

You may spend a spell point to gain a free Perception check to notice traps and hazards when you are within 10 ft of them, be they mechanical (trip wires, dart throwers, etc.) magical (rune spells, sigils, etc.) or natural (quick sand, pit falls, etc.). This does not give you insight into disabling such traps or hazards.

Sense Magic (sense)

You may spend 2 spell points to grant yourself the ability to sense magic, as if using your basic divine ability as a constant ability, but only to a distance of close.

Shared Perception (sense)

You may spend 2 spell points, instead of 1, to grant a special sense to two touched creatures. The maximum number of targets increase by +1 per 5 caster levels. As long as the targets remain within long range of each other, the first target shares perception with the second, and vice versa. This grants the targets the ability to see, smell, hear, etc. whatever the other targets do. This sense, while not requiring line of sight, is blocked by dense materials just like the divine ability. Once created, each character is considered to be under a unique sense effect.

Sniper’s Eye (sense)

You may spend a spell point to gain a sense that reduces the distance-based DC adjustment for Perception checks by an amount equal to your caster level. (For example, if the DC would normally increase by 10 due to being 100 feet away and you have caster level of 3, the DC increase would only be by 7.) While this sense is active, you also reduce environmental and range increment-based penalties to your ranged attack rolls by an amount equal to half your caster level. This can only ever reduce penalties, and can never grant a bonus.

Tremorsense (sense)

You may spend a spell point to gain the tremorsense ability with a range of close. You gain sensitivity to vibrations in the ground allowing you to automatically pinpoint the location of anything that is in contact with the ground; or if underwater, you can instead pinpoint the location of creatures moving through the water.

Unhooded Sight (sense)

You may spend a spell point to gain a sense that grants you a bonus equal to 1/2 your caster level (minimum 1) to all Will saves, Perception checks, or magic skill checks made to disbelieve an illusion.


Advanced Divination Talents

Alternate Divinations, Advanced (sense)

Prerequisites: Divination sphere, caster level 1st.

Like alternate divinations, this advanced talent grants additional divinations depending upon what other spheres you know. Unlike alternate divinations, however, this advanced talent grants new sense abilities instead of divine abilities.

Dark: See in Darkness: You may spend 2 spell points to gain the see in darkness ability. The creature can see perfectly in all darkness, including magical darkness that otherwise might obstruct darkvision.

Death: Spirit Sense: You may spend a spell point to gain the spirit sense ability, which allows you to know when immortal or deathless beings are nearby. You can sense the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures within close range, as if you had the blindsight ability.

Life: Lifesense: You may spend a spell point to gain the lifesense ability. You sense and locate living creatures within close range, as if you had the blindsight ability.

Mind: Thoughtsense: You may spend 2 spell points to gain the thoughtsense ability. You automatically detect and locate conscious creatures within close range. This ability functions similarly to blindsight. Nondetection, Spell Ward, and similar effects block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and nonsentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects. Creatures lacking an Intelligence score, or with a score less than 1, cannot be detected or located with thoughtsense.

Telekinesis: Touchsight: You may spend 2 spell points to gain the touchsight ability. You gain the ability to “feel” your surroundings even when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to close range. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to attempt Perception checks to notice creatures; you can detect and pinpoint all creatures within close range. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.

Weather: Storm Vision: You may spend a spell point to gain a special sense granting the ability to negate any concealment, miss chance, and penalties to Perception directly caused by weather such as rain or fog (be they magical or natural).

Discern Location (divine)

Prerequisites: Divination sphere (Dowsing (divine), Greater Divine), caster level 15th.

You may spend 3 spell points to divine the location of any one creature or object. To find a creature, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

Discern Location has no maximum range and circumvents normal means of protection from scrying or other means of nondetection. Indeed, nothing short of a mind blank spell, the Unplottable advanced Protection talent, or the direct intervention of a deity keeps you from learning the exact location of the targeted individual or object. You learn the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

Divine Identity (divine)

Prerequisites: Divination sphere (Discern Individual (sense)), caster level 1st.

You may divine the presence of individual auras. When divining in a location, you sense which creatures have recently been in that area. This does not reveal any information about those creatures other than the strength of their aura, but each aura possesses a unique signature; if you sense the same creature more than once, you can easily connect that they are the same creature.

Table: Divine Identity
Hit Dice Aura Strength Aura Duration
1-4 Dim 1 round
5-8 Faint 1d6 rounds
9-12 Moderate 1d6 minutes
13-16 Strong 1d6x10 minutes
17+ Overwhelming 1d6 days

It is also possible for someone to adopt an alias, as the same aura is detected multiple places, but may be more difficult to identify as the same person. If you possess a secret identity, such as with the vigilante class or in another way with GM approval, your secret identity and primary identity will detect as different people.

Vigilantes, Fugitives, and Divine Identity: While it is very easy to identify lower level creatures individually, their auras do not last very long, which is why many petty thieves can go undetected, even in settlements that have access to this ability. However, thieves of great skill or renown can quickly become easy to spot, becoming celebrities in their own right as their deeds are easily identified, even if they themselves are difficult to capture.

Divine Knowledge (divine)

Prerequisites: Divination sphere (Read Omens (divine)), caster level 10th.

You may spend 3 spell points to divine for knowledge, delving the universe for the answer to a specific question. Delving in this manner is not an exact practice, and the only answers you may receive are ‘yes’, ‘no’, ‘unclear’, or ‘unknown’. You have a 50% chance + 1% per caster level of gaining a true answer. A failed roll produces an ‘unknown’ answer, while a roll of 90% or higher produces a lie. If you use this ability to ask the same question twice, the same answer repeats.

Note: GMs are fully encouraged to use their own numbers and methods for determining when true, untrue, or unknown answers are gained. A caster divining knowledge could be asking friendly gods, bargaining with the Fates, reading the tablets of life, or using any number of alternate methods for gaining knowledge. As such, the specifics of this ability can vary widely between campaigns—friendly gods may always answer truthfully, while Fates may require specific bargains to be made in exchange for knowledge. It is always possible that the source of information being asked simply does not know the answers to certain questions.

Expansive Vision

Prerequisites: Divination sphere, caster level 10th.

You may spend an additional spell point to increase the range of a sense from close range to medium range, or medium range to long range. This advanced talent may be taken up-to two times, increasing the range by two steps instead of one.

Eyes Of The Cabal [BaP]

Prerequisites: Divination sphere (Prying Sight (sense)), caster level 5th.

The duration of the Prying Sight talent increases from 1 hour per caster level to 1 day per caster level and you may concentrate on a target under the effects of prying sight no matter how far away they are, as long as they are on the same plane as you.

While concentrating as a move action on a target under the effects of prying sight, you may target another creature within close range of the target as a free action and transfer this sphere effect to the creature, treating that creature as the new target of this effect. The duration of this effect is shared between targets, and successfully transferring this effect to a new target ends this effect on the previous target. An unwilling target may attempt a Will saving throw to negate this effect, and a creature who succeeds at their saving throw cannot be targeted in this way again for 24 hours. Unlike other sphere effects, an unwilling target is not made aware when they succeed at a saving throw against this effect.

If you spend two additional spell points when casting prying sight, you no longer transfer the effects of prying sight to a new target, and instead copy the effect onto the new target, treating both targets as being under the effects of the same prying sight. There is no limit to the number of creatures you may copy the effects of prying sight onto, but the duration of the effect is still shared between targets, and ends for all affected targets when the effect’s duration expires. However, copying prying sight onto new targets treats each copy as a separate sphere effect. If a copy of prying sight ends early or is dispelled for one target, it does not end for all affected targets.

Greater Scrying (divine)

Prerequisites: Divination sphere (Greater Divine, Scrying, Viewing (divine)), caster level 15th.

When using the Scrying advanced talent, you may spend an additional spell point to decrease the action needed to concentrate on the effect by 1 step (normally a full-round action to a standard). In addition, you may move your sensor without following a target with a speed of 150 feet once each round as a free action.

Penetrating Divination

Prerequisites: Divination sphere, caster level 1st.

When using Divination sphere talents or abilities, any divine or sense abilities normally blocked by dense substances, can now penetrate 15 feet of wood, 5 feet of stone, 6 inches of common metal, or a half inch of lead. You may take this advanced talent a second time increasing the thickness you can penetrate to 30 feet of wood, 10 feet of stone, 1 foot of common metal, or an inch of lead.

Read Omens (divine)

Prerequisites: Divination sphere, caster level 5th.

You may spend 2 spell points to divine for knowledge of the future. You gain useful advice in reply to one question regarding a specific goal, event, or activity to occur within 1 week. This advice could be a useful phrase or a cryptic omen or rhyme. If you do not act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you receive no information and know the attempt failed, unless specific magic yielding false information is at work. Multiple divinations about the same topic by the same caster use the same dice result as the first attempt and yield the same answer each time.

Scrying

Prerequisites: Divination sphere (Greater Divine, Viewing (divine)), caster level 10th.

You may spend 2 spell points and 1 hour to observe a creature or object as if using the Viewing talent, but over any distance. If targeting a creature, the target is allowed a Will save to resist being viewed, which is subject to the following modifiers depending on your knowledge and connection to the desired creature. Creatures or objects on a different plane receive an extra +5 bonus to their Will save. If viewing an object, the object may attempt a save (if intelligent), or any creature holding the object, or that could be considered to ‘possess’ the object is allowed to attempt this save on its behalf. If no such creature is available, assume a default Will save of 15.

Table: Familiarity (Scrying)
Knowledge Will Save Modifier
None^ +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5

^You must have some sort of connection (see below) to a creature of which you have no knowledge

Table: Connection (Scrying)
Connection Will Save Modifier
Likeness or picture -2
You have one of the creature’s possessions, or have a person present who once owned the object -4
You possess a piece of the subject (body part, lock of hair, broken fragment, etc.) -10

If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject) as if you were present. If the saving throw succeeds, you cannot scry on the target again for 24 hours. If the subject moves, the sensor follows at a speed of up to 150 feet.

Trapfinding (sense)

Prerequisites: Divination sphere (See Hazard (sense)), caster level 1st.

You may spend a spell point to gain a special sense that lets you add 1/2 your caster level to Perception checks made to locate traps and to Disable Device checks (minimum +1). In addition, you may disable magic traps as a rogue.

True Seeing (sense)

Prerequisites: Divination sphere (Ghost Sight (sense), Unhooded Sight (sense)), caster level 10th.

You may spend 2 spell points to gain the ability to see all things as they actually are for 1 minute per caster level. You see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. Further, you can focus your vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

This ability does not grant the ability to see through solid objects and does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, this sight does not work in conjunction with other viewing magic, such as Scrying or Viewing Divination talents.

Unobscured Vision (sense)

Prerequisites: Divination sphere (Ghost Sight (sense)), caster level 10th.

You may spend 3 spell points to gain a special sense that grants the ability to see into and through solid matter within close range, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. Unobscured Vision, despite the name, can be blocked by dense materials as if it were a divine talent or ability.


Divination Sphere Feats

Arcing Strike (Combat)

Prerequisites: Destruction sphere (Guided Strike (blast shape)), caster level 11th.

Benefit: You may spend a spell point to make your destructive blast fly in an erratic path, unerringly striking your target no matter what lies between you. Your destructive blast ignores the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Special: If you possess the Divination sphere Viewing talent, you can use Arcing Strike to strike any target that you can see that is within range of both your destructive blast and your divination, as long as it is not inside a completely enclosed space (GM’s discretion).

Aura Engineering (Dual Sphere)

Prerequisites: Divination sphere, Illusion sphere (Deceive Dweomer, Manipulate Aura (sensory, magic)).

Benefit: You may attempt Use Magic Device checks on any object within close range using the greater caster level of your Divination or Illusion spheres. Additionally you may take 10 or 20 on Use Magic Device checks and apply the bonus granted from the Deceive Dweomer trick to all Use Magic Device checks. This is a supernatural ability and attended or intelligent objects are allowed a Will save as if this was an Illusion (glamer) to negate the effect but you may use your Divination caster level to determine the DC if it is higher.

Divining Beacon (Dual Sphere)

Prerequisites: Divination sphere, Warp sphere (Teleport Beacon (space)).

Benefit: You may create teleport beacons that you can sense, giving you impressions of everything that happens around them. You know the size and movement of anything in a 10- foot radius around a beacon created this way. In addition, you may divine to see and hear from the location of such a teleport beacon as if you were standing in its position, regardless of your distance from it. Using divine in this way creates a scrying sensor which can be detected with a Perception check (DC 20 + caster level), but can only be dispelled by dispelling the teleport beacon.

Practiced Seer

Prerequisite: Divination sphere.

Benefit: You may use your magic skill bonus or caster level, whichever is higher for the purposes of determining the duration of Divination (sense) talents or abilities.

Precogniscent Protection (Combat)

Prerequisites: Divination sphere (one or more (sense) talents or abilities).

Benefit: You gain an insight bonus to armor class equal to the number of senses from the Divination sphere you have active (maximum 1 + 1 per 5 Hit Dice). In addition, you may as an immediate action spend a spell point and dismiss a sense you have active to cause a critical hit against you to become a regular hit instead.

Precogniscent Resistance (Combat)

Prerequisites: Divination sphere (one or more (sense) talents or abilities).

Benefit: You gain a resistance bonus to saves equal to the number of senses from the Divination sphere you have active (maximum 1 + 1 per 4 Hit Dice). In addition, you may as an immediate action spend a spell point and dismiss a sense you have active to reroll a saving throw you have failed.

Precogniscent Smite (Combat)

Prerequisites: Divination sphere (one or more (sense) talents or abilities).

Benefit: You gain an insight bonus to attack and damage equal to the number of senses from the Divination sphere you currently have active (maximum 1 + 1 per 5 Hit Dice). You may as an immediate action spend a spell point and dismiss a sense you have active to ignore a percentage of miss chance (maximum 5% + 5% per 5 Hit Dice) for 1 round.

Scholar Of Past And Future [BaP]

Prerequisites: Knowledge (history) 1 rank, Divination sphere.

Benefit: You get a +2 bonus on all Knowledge (history) checks. If you have 10 or more ranks in Knowledge (history), this bonus increases to +4.

In addition, you gain a bonus to your caster level equal to 1/2 the number of ranks you have in the Knowledge (history) skill, rounded up, when determining the effects of your divine ability. This can not increase your caster level above your Hit Dice.

Tabulated Mind

Prerequisite: Divination sphere.

Benefit: When you concentrate to maintain a divine effect, you are no longer considered flat-footed due to maintaining concentration, and may also take swift or immediate actions during the same action. In addition, as a free action you may spend a spell point to reduce the concentration action for divine effects by 1 step for 1 round per caster level, thus reducing a normally full-round action into a standard action, and also allowing for additional move actions to be performed. If you also possess the boon Easy Focus, you reduce instead the concentration action without spending a spell point to a standard action, allowing for additional move actions, and with spending spell points from 1 full-round action to 1 move action, allowing for additional standard actions.

Normal: Concentrating on a divine effect is usually a fullround action, while also preventing any other standard, move, immediate and swift actions, and granting the flat-footed condition.



Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 For 10 minutes per caster level, the caster is plagued by meaningless, trivial, and mundane visions of the history of one object he touches each round.
2 For 1 round per caster level, the caster is blinded and deafened.
3 For 1 hour per caster level, the target is plagued by vague, indecipherable visions of the future, imposing a -1 penalty on concentration checks. This penalty increases by 1 every 5 caster levels. For divine effects without a target, choose a random creature within the area of the effect.
4 All creatures within medium range of the caster must succeed on a Will save or lose the ability to speak and understand their native languages (those granted by race) for 10 minutes per caster level.
5 For 1 minute per caster level, the caster becomes unable to perceive hostile creatures. This effect ends after taking damage from a creature the caster could not perceive due to this effect.
6 The caster gains insight into the future and may negate one attack against him within the next hour as an immediate action.
7 For 1 minute per caster level, the caster increases all distance penalties on Perception checks by caster level, but gains a circumstance bonus on saving throws against effects with the (light) and (sonic) descriptors equal to 1/2 caster level (minimum 1).
8 The caster is dazed for 1 round as he receives a vision of the nearest unattended magical item worth at least 100 gp per caster level. The caster learns the approximate direction and distance to this item.
9 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
10 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
11 For 1 minute per caster level, the caster is mute.
12 For 10 minutes per caster level, all insight bonuses active on the caster are instead treated as penalties.
13 For 1 minute per caster level, to the caster’s perception, all sources of iron within long range shed light as a torch.
14 (Combat) For 1 round per caster level, all creatures within medium range of the caster are aware of the status of all other creatures within that area per the Divine Life ability.
15 The caster gains an augury regarding his next intended action. The result is opposite the truth (weal or woe).
16 (Combat) The caster is stunned for 1 round.
17 For 1d6 rounds, all hostile creatures within close range of the caster are flat-footed from the end of their turn until the start of their next turn.
18 The caster is assaulted with impressions of events past and future and is dazed for 1 round. These impressions grant a +4 insight bonus on any Knowledge checks made regarding events that transpired within long range made within the next hour.
19 For 1 minute per caster level, the caster may only communicate in cryptic rhyme and poetry. Even when writing, words must be communicated in verse.
20 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
21 (Combat) For 1d6 rounds, the caster is blinded but catches glimpses of the near future. The caster does not suffer a penalty to initiative or AC from this condition and gains the benefits of uncanny dodge for the duration of the effect.
22 For 1 minute per caster level, the caster gains the scent ability, but takes a -4 penalty on saves against effects that cause the sickened or nauseated conditions.
23 The caster is fatigued.
24 (Combat) The caster is stunned for 1 round, overwhelmed by sensory input that grants no information.
25 For 10 minutes per caster level, the caster’s senses function normally, except he is unable to perceive creatures within 20 feet.
26 All creatures within close range must succeed on a Fortitude save or be blinded for 1 round per caster level.
27 All creatures within 5 ft. plus 5 ft. per 5 caster levels of the caster must succeed on a Will save or be assaulted with impressions of events past and future and be dazed for 1 round. These impressions grant a +4 insight bonus on any Knowledge checks made regarding events that transpired within long range made within the next hour.
28 The casting time decreases by 2 steps.
29 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
30 Roll again on the Universal wild magic table.
31 (Combat) The caster perceives translucent images of every creature that has ever died in the area, granting all creatures partial concealment against the caster for 1d6 rounds.
32 (Combat) For 1d6 rounds, psychic pulses emanate from the caster. To cast or concentrate on any spells or sphere abilities, all non-mindless creatures within medium range must succeed on a concentration check against a DC of 10 + 1/2 caster level of the spell or sphere ability being cast.
33 The caster is blinded for 1 round per caster level.
34 The caster receives a vision of being slain by the nearest hostile (or likely to become hostile) creature. If the caster encounters that creature during the next 1 hour per caster level, the caster is frightened for 1 round and flees the creature as best he is able.
35 For 1 minute per caster level, the caster’s allies becomes unable to perceive the caster.
36 For 1 hour per caster level, the caster gives an aura of all alignments, creature types, creature subtypes, and hit point totals.
37 For 10 minutes per caster level, all creatures within long range of the caster subtract 1/2 caster level (minimum 1) from their Hit Dice to determine the strength of their auras. Results of 0 or lower suppress the aura.
38 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
39 The casting time increases by 1 step.
40 All creatures within close range of the caster must succeed on a Will save or be blinded and deafened for 1d6 rounds.
41 (Combat) For 1d6 rounds, all creatures within close range of the caster the caster are flat-footed from the end of their turn until the start of their next turn.
42 (Combat) For 1d6 rounds, all allied creatures within close range of the caster the caster are flat-footed from the end of their turn until the start of their next turn.
43 All creatures within close range of the caster must succeed on a Will save or be blinded, deafened, and mute for 1d6 rounds.
44 For 1 minute per caster level, all the caster’s senses act as if the caster was in the space of his nearest ally rather than his own. If the ally does not have line of sight to the caster, the caster is treated as being blind.
45 The caster gains insight into the future and may negate one attack against him within the next hour as an immediate action, but is blinded for 1 round after using this ability.
46 Effect receives a -4 penalty to caster level (minimum 1).
47 As an instantaneous effect, the caster gains knowledge of the location and quantity of all food (as determined by the caster’s race) within divination range.
48 For 10 minutes per caster level, the caster believes that he gains an innate knowledge of the direction to the nearest source of potable water larger than 1 cubic foot. This belief is incorrect, giving a result opposite the actual location of such a source.
49 The effect fails and the action is lost. Spell points or spell slots are not lost.
50 For 1 minute per caster level, the caster may only communicate via obtuse poetry in dactylic hexameter. Even if they share a language, those listening must succeed a Linguistics check with a DC equal to the caster’s save DC in order to understand him.
51 For 1 minute per caster level, all hostile creatures within long range of the caster gain the benefit of any special senses (blindsight, darkvision, tremorsense, etc.) the caster possesses (whether naturally, from items, or from ongoing effects) but lose the benefit of any they would normally possess.
52 For 10 minutes per caster level, all creatures within long range of the caster add 1/2 caster level (minimum 1) to their Hit Dice to determine the strength of their auras.
53 For 1 minute per caster level, all creatures within long range of the caster gain the benefit of any special senses (blindsight, darkvision, tremorsense, etc.) the caster possesses (whether naturally, from items, or from ongoing effects) but lose the benefit of any they would normally possess.
54 The casting time increases by 2 steps.
55 The effect fails and the action is lost. Spell points or spell slots are lost.
56 The caster receives a vision of being slain by the nearest hostile (or likely to become hostile) creature. If the caster encounters that creature during the next 1 hour per caster level, the caster must succeed on a Fortitude save or be stunned for 1 round.
57 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
58 The caster becomes aware of how many words have been spoken in the past 24 hours by all creatures within long range.
59 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
60 For 1 hour per caster level, the caster is plagued by vague, indecipherable visions of the future, imposing a -1 penalty on concentration checks. This penalty increases by 1 every 5 caster levels.
61 (Combat) The caster is nauseated for 1 round.
62 For 1 minute per caster level, the caster receives flashes of the future, granting a +2 insight bonus to AC and attack rolls. This bonus increases by 1 for every 10 caster levels.
63 The caster receives a vision of a trusted ally stealing from him. For the next 24 hours, the caster takes all reasonable precautions to prevent allies from robbing him and does not treat that ally as an ally for the purpose of free movement and flanking.
64 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
65 The caster gains instantaneous knowledge of the number of seconds until the next solar eclipse and feels compelled to immediately record this number, which requires writing implements and 1d6 full-round actions. This compulsion overrides all other concerns except personal safety and does not end until the compulsion is satisfied.
66 For 1 minute per caster level, to the caster’s perception, all sources of water within long range shed light as a torch. Water contained in living bodies does not glow.
67 The casting time decreases by 1 step.
68 For 1 minute per caster level, all allied creatures within long range of the caster gain the benefit of any special senses (blindsight, darkvision, tremorsense, etc.) the caster possesses (whether naturally, from items, or from ongoing effects) but lose the benefit of any they would normally possess.
69 The caster is exhausted.
70 (Combat) For 1 round per caster level, the caster receives false flashes of the future, imposing a -2 penalty to AC and attack rolls. This penalty increases by 1 for every 10 caster levels.
71 For 1 minute per caster level, creature’s hostile to the caster within medium range become unable to perceive the caster. This effect ends for each individual creature after taking damage from a creature that could not be perceived due to this effect.
72 (Combat) For 1d6 rounds, the caster is flat-footed from the end of his turn until the start of his next turn.
73 The caster gains an augury regarding his next intended action. The result is accurate (weal or woe).
74 For 1 minute per caster level, the caster’s allies within medium range become unable to perceive hostile creatures. This effect ends for each individual creature after taking damage from a creature that could not be perceived due to this effect.
75 For 10 minutes per caster level, the caster gains an innate knowledge of the direction to the nearest source of potable water larger than 1 cubic foot.
76 The caster is convinced that hostile creatures appropriate to the area are within long range and takes appropriate action. This lasts for 10 minutes per caster level.
77 The caster loses access to this sphere for 1d6 rounds.
78 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
79 For 10 minutes per caster level, physic pulses emanate from the caster. All non-mindless creatures within medium range may pinpoint the caster’s square as a free action.
80 As an instantaneous effect, the caster becomes aware of the location and quantity of all books, scrolls, and other written documents within divination range.
81 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
82 (Combat) All creatures act in the reverse order of their initiative for 1d6 rounds. Affected creatures cannot take the delay action.
83 For 1 minute per caster level, the caster reduces all distance penalties on Perception checks by caster level, but takes a penalty on saving throws against effects with the (light) and (sonic) descriptors equal to 1/2 caster level (minimum 1).
84 For 1 minute per caster level, the caster is unable to perceive creatures of his own creature type.
85 For 1 minute per caster level, the caster gains tremorsense out to 30 feet.
86 For 1 hour, the caster feels the pain of a blow before it lands, unconsciously flinching away. This grants a +1 dodge bonus to AC and Reflex saves but imposes a -1 penalty on attack rolls and Strength- and Dexterity-based skill checks.
87 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
88 For 1 minute per caster level, the caster can speak and write only meaningless gibberish.
89 For 1 hour per caster level, the caster loses the ability to speak and understand his native language(s) (those granted by race).
90 For 1 minute per caster level, creature’s hostile to the caster within medium range become unable to perceive the caster or his allies. This effect ends for each individual creature after taking damage from a creature that could not be perceived due to this effect.
91 Effect receives a +2 bonus to caster level.
92 The caster is dazed for 1 round as he receives a vision of the most recent violent death of a humanoid within 1 mile per caster level. The caster learns the approximate direction and distance to the place this occurred.
93 The caster’s mind is flooded with information. All Knowledge checks made in the next 10 minutes per caster level receive an insight bonus equal to caster level but require a full-round action to make.
94 (Combat) The caster is dazed for 1 round.
95 For 1 minute per caster level, the caster becomes unable to perceive his allies.
96 All creatures within close range of the caster must succeed on a Will save or be blinded for 1d6 rounds.
97 For 1 minute per caster level, all creatures within close range of the caster may choose to share the caster’s sensory information as a free action. Any creature using this ability is flat-footed until the start of their next turn.
98 The caster is dazed for 1 round and shaken for 1 round per caster level as he receives a vision of the nearest hostile (or likely to become hostile) creature. The caster learns the approximate direction and distance to this creature.
99 For 1 minute per caster level, the caster is deafened.
100 The caster is assaulted by horrific visions of the past, nauseating him for 1 round. These visions grant a +4 bonus on Knowledge checks regarding the history of the caster’s current location.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
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Item Creation Metamagic Necrosis Protokinesis
Proxy Racial Ritual Squadron
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Get Ultimate Spheres of Power Get the Original RulebookU
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Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU The Bear Sphere The Blood SphereU Blood and Portents
Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU Initiate's Handbook
Items of PowerU The Jester's Handbook Mythic Spheres of Power The Technomancy Sphere
Treasures of the Spheres The Wraith ClassU Wild Magic Woodfaring Adventures
Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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