Old Divination
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Spheres of Power
$19.99
You can predict the future and gain information not available to the usual 5 senses.

Divine [Core]

You may divine to gain information. To divine, you must spend 10 minutes 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, not even walking); you are flat-footed while divining.

When you divine, you detect the strength and location of all magical auras within Medium range. 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 pass 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
20+ 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
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The Diviner's Handbook
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When using Spellcraft to identify the properties of a magic item, 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. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

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

If you possess the Alteration sphere, you may divine for creatures with the shapechanger type. The strength of a shapechanger aura is determined according to Chart: 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.

Chart: Shapechanger
HD Strength Lingering Aura Duration
Under the effects of Shapeshift 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

Bear

Divine Bears

If you possess the Bear sphere, you may divine for the presence of bears, as well as edible plants, animals, and other edible substances such as honey.

Blood

Divine Bleeding

If you possess the Blood sphere, 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 [Core]

If you possess the Conjuration Sphere, you may divine the presence of outsiders and aberrations. In all other ways, this functions as divining for undead.

Creation

Divine Components

If you possess the Creation sphere, you may divine for a material of which you can create using the Creation sphere. Alternatively if presented with individual components, you can divine what the combined product was or could produce, effectively granting you a circumstance bonus to your choice of knowledge (engineering) or craft (any one) equal to 1/2 your caster level (minimum 1) on related checks, this bonus lasts for as long as you concentrate + 1 hour thereafter.

Dark

Divine Dark

If you possess the Dark sphere, you may divine the surrounding area at a medium range (100 ft + 10 ft per caster level). While under the effects of divine dark, you may see clearly in all forms of darkness, even magical darkness as if having the see in darkness ability.

Divine Shadow

If you possess the Dark sphere, you may divine the presence of creatures or objects native to the Plane of Shadow. When divining the presence of such creatures refer to Chart: Animals and Plants to determine the strength of the creature’s aura. 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 [Core]

If you possess the Death sphere, you may divine for undead creatures. The strength of an undead aura is determined according to Chart: Undead.

Chart: Undead
HD Strength Lingering Aura Duration
1 or lower Faint 1d6 Rounds
2-4 Moderate 1d6 Minutes
5-10 Strong 1d6 x 10 Minutes
11 or higher Overwhelming 1d6 Days

Destruction

Divine Hostility

If you have the Destruction sphere, you may divine whenever a creature or an object within medium range takes hit point damage. In addition to 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 in inside the area of your divine effect, you also learn what square the source occupied.

Enhancement

Divine Enhancement

Instead of using your divine ability to detect magic in general, instead you focus in on specifically what short-term effects creatures you have pinpointed are undergoing. If you possess the Enhancement sphere, 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

If you possess the Fallen Fey sphere, you may divine the location of any creature that possesses the elf, fey, gnome, or sidheir types or subtypes.

Fate

Detect Loyalties

If you possess the Fate sphere, you may divine the top three general things 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). 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. 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 [Core]

If you possess the Fate sphere, 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.

Creature/Object Aura Power
None Faint Moderate Strong Overwhelming
Aligned Creature1 (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 Deity2 (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

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

Divine Fate

If you possess the Fate sphere, you may divine the alignment auras of creatures you can see within medium range of you. 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 (Law/Neutral/Chaos) emit a blue aura. Creatures that share a primary base loyalty (see divine 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 Chart: 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.

Chart: 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 [Core]

If you possess the Illusion Sphere, 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 [Core]

If you possess the Life sphere, you may divine the location of nearby living creatures. These creatures do not have auras; you instead determine their condition according to the list below:

  • Normal: Has at least 90% of full normal hit points, free of disease.
  • Fair: 30% to 90% of full normal hit points remaining.
  • Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
  • Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.

Light

Ultravision (divine)

If you possess the Light sphere, you may divine with an added level of perception. You gain a bonus to perception checks equal to your caster level. In addition, once per round you may make a Perception check as a free action (normally a move action).

Mind

Divine Charm [Core]

If you possess the Mind sphere, you may divine for the presence of charm, compulsion, possession, and mind sphere effects. You do not need to make a Knowledge (arcana) check to identify the school or sphere of these abilities.

Nature

Divine Elements [Core]

If you possess the Nature sphere, you may divine for the elements.

  • 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.
  • If you possess a Nature (Spirit) talent, you may divine the location of animal creatures.
  • If you possess the Water package you may divine the location and size of bodies of water.
Chart: Animals and Plants
HD Strength Lingering Aura Duration
1 or lower Faint 1d6 rounds
2-4 Moderate 1d6 minutes
5-10 Strong 1d6 x10 minutes
11+ Overwhelming 1d6 days

Note: This is an update from the Diviner's Handbook and differs slightly from the original version in the main Spheres of Power book.

Protection

Divine Protection (divine)

If you possess the Protection sphere, 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

If you possess the Telekinesis sphere, 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

If you possess the Telekinesis sphere, 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 chart: animals and plants.

Time

Divine Time

If you possess the Time sphere, you may divine the events that happened within medium range (100 ft + 10 ft per caster level). You can only divine what occurred up to 1 hour per caster level ago. 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

If you possess the War sphere, you may target an individual within medium 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 divination ability.

Warp

Divine Warp

If you possess the Warp sphere, you may divine the presence of portals, rifts (including extradimensional spaces), and teleportation circles, both active and inactive within medium range. In addition, when identifying the properties of portals, you gain a circumstance bonus to Knowledge (planes) checks equal to 1/2 your caster level (minimum +1).

Weather

Divine Weather [Core]

If you possess the Weather sphere, 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.


Some talents are marked (divine). These talents give you additional things you may divine for other than magical auras. Only one such talent can be applied to an individual use of divine.

Additional Rules

No action: While the divine ability specifies no other action can be taken, this applies specifically to full-round actions, standard actions, move actions, swift actions, and immediate actions. Free actions are still usable.

Emanation: The divine ability is an emanation, meaning the divination will gather information on targets within the area at the completion of casting, as well as targets who enter the area while the effect is still active.

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


Sense [Core]

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 [Core]

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).

Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.


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 [Core]

Divining takes 1 minute instead of 10 minutes (without a spell point). You may take this talent two times decreasing the time it takes to divine down to 1 round instead. This is an alteration of the Fast Divinations talent found in Spheres of Power, pg 28.

Wiki Note: The original version of this had the following text: Divining takes 1 minute instead of 10 minutes.

Grant Sense [Core]

You may grant your senses to a touched target instead of only yourself.

Greater Divine [Core]

Your divine ability works out to Long range instead of Medium range.

Lingering Divination

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

Sensory Overload

As a full-round concentration effect, you may spend a spell point and target a creature you can see within range, causing all of its senses (and temporarily granting senses that it does not normally have) to overload with information. Both the caster and creatures under the effect of Sensory Overload cannot take any actions, not even walking, and are 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 (fort save 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.

Widen Sight

You may increase the range of any sense abilities from a static number such as 30 ft to a range of close (25 ft + 5 ft per 2 CL).


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 don’t 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) [Core]

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 sphere casting, 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 spend an additional spell point to upgrade this ability to learn additional information about those within range such as type of spellcasting such as arcane, divine, psychic, etc. (creatures with innate spellcasting, such a dragons show up as racial spellcasting). If the target includes spherecasters with named casting traditions (i.e. Divine Petitioner, Druidic, or Traditional Magic), you gain that knowledge as well.

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.

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 Teleportation (divine)

You may divine the general direction and distance where a creature you saw has teleported in the last 10 minutes, +1 minute per caster level. If the creature teleports to a different plane, you immediately learn this, but you do not learn to what plane the creature teleported.

Detect Thoughts (divine)

You may divine the emotions of creatures you can see within range (Will save negates), you also gain a circumstance to Sense Motive checks equal to 1/2 your caster level. You do not know the motivation or source behind why a creature is feeling the emotion. If a creature’s emotion changes while they are within range during Detect Thoughts, you immediately know. If you spend an additional spell point, you divine not only the emotions of those within range, but also the surface thoughts (Will save negates). For a list of emotions, refer to the eliciter class.

Sample Emotions
Anger
Fear
Joy
Sadness
Disgust
Shame
Love

Divine Future (divine) [Core]

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, or combat maneuver roll you are about to make. It can also apply to initiative rolls. As an immediate action, you may grant this benefit to an ally who can both see and hear you. You can only have one use of this ability waiting to be used at a time. You may take this talent multiple times, to a maximum of 5 times. Every time you gain this talent beyond the first, you may use this ability an additional time during that day. Every time you divine for the future, you regain all your uses of this ability for that day.

Divine Information (divine) [Core]

You may spend a spell point to divine for information. This grants you the ability to reroll a failed Knowledge check (or to make 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) [Core]

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. 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.

Viewing (divine) [Core]

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. You do not need line of sight or line of effect, but 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 doesn’t 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, make 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. However, you can only make a number of such checks equal to 1/2 your caster level (minimum 1) each time you use this talent.

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) [Core]

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) [Core]

You may spend a spell point to grant yourself Blindsense 30 ft. You must close your eyes to use this ability. For the purpose of this ability, opening and 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) [Core]

You may spend a spell point to detect the scryings of others. Any attempt to scry or divine on a location or creature within 30 ft 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 checks equal to 1/2 your caster level (minimum 1). You may make Monster Lore checks untrained.

Foreshadow (sense) [Core]

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, 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.

Ghost Sight (sense) [Core]

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) [Core]

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 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 and combat maneuver rolls. This bonus increases by +1 every 5 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.

Scent (sense)

You may spend a spell point to gain the scent sense with a range of 30 ft. You may spend an additional spell point to upgrade this ability to keen scent (except that they both function in or outside of water); While using keen scent, you can notice other creatures by scent at a range of 180 ft and can detect blood at ranges of up to a mile. The ranges of both scent and keen scent half against creatures downwind or downstream of you, and double while upwind or upstream of you.

See Hazard (sense) [Core]

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) [Core]

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 30 ft.

Shared Perception (sense)

You may spend 2 spell points, instead of 1, to grant a special sense to two target creatures within range of touch. The maximum number of targets increase by +1 per 5 caster levels. As long as the targets remain within long range (400 ft + 40 ft per caster level) 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, does requires line of effect, and is blocked by dense materials as if it were a divine talent or ability.

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 3rd, the DC increases only 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 30 ft. 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.

True Sight (sense) [Core]

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 against illusions.


Old Divination Feats

Click the header above to visit the Sphere-Focused Feats page. This section includes feats that directly improve or rely upon this sphere.


Old Advanced Divination Talents

Click the header above to visit the Advanced Talents page. This page includes talents that are more powerful than the ones presented on this page - but remember, Advanced Talents are only available with GM permission.


Old Divination Drawbacks

Click the header above to see the Sphere-Specific Drawbacks for this sphere. If you're using the optional Casting Tradition rules, Drawbacks allow you to acquire one or more bonus talents in a sphere in exchange for a limit on using this sphere.


Archetypes Specializing in Divination

-Old Blind Swordsman

The Blind Swordsman is a Samurai who has traded their sight for the ability to fight while blind - and get added benefits while doing so.

-Old Eldritch Cultist

The Eldritch Cultist is a Thaumaturge whose focus on knowledge leads to both power and confusion.

-Old Psychic Medium

The Psychic Medium is a Medium who trades access to two of their spirits for a Spherecaster spirit and proficiency at divining for information.

-Old Psyforensic

The Psyforensic is an Investigator that can consult the spirits for information hidden to others.

-Old Treasure Seeker

The Treasure Seeker is an Unchained Rogue who gains access to a small selection of talents.


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.
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