- Detect Ghost
- Divination [Ectomancy]
- Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
- Components: V, S
- Casting Time: 1 action
- Range: 60 ft.
- Area:Quarter-circle emanating from you to the extreme of the range
- Duration: Concentration, up to 1 minute/level (D)
- Saving Throw: None
- Spell Resistance: No
- You detect ghosts. The amount of information revealed depends on how long you study a particular area or subject.
- 1st Round: Presence or absence of ghosts.
- 2nd Round: Number of different ghosts.
- 3rd Round: The location of each ghost.
- SNIPER’S SHOT
- Divination
- Level: Assassin 1, ranger 1, sorcerer/wizard 1
- Components: V, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round
- When you cast this spell, you extend and sharpen your perceptions for one devastating ranged attack. Your next single ranged attack (if it is made before the start of your next turn) can be a sneak attack regardless of the distance between you and your target.
- This spell doesn’t grant you the ability to make a sneak attack if you don’t already have that ability.
- MASTER’S TOUCH
- Divination
- Level: Bard 1, sorcerer/wizard 1
- Components: V, F
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 minute/level (D)
- Master’s touch is a spell often found in the repertoire of adventurers who specialize in casting arcane
- spells. You gain proficiency with a single weapon or shield you hold in your hands when the spell is cast. The lack of a somatic component means the spell can be cast in the middle of a fight while you keep ready whatever items stand between you and danger.
- Proficiency is granted for only a single, specific item, although multiple castings allow for multiple
- proficiencies. For example, if you hold a short sword and a rapier, with a buckler strapped to your off hand, you could cast the spell three times, once for each weapon and once for the shield.
- This spell does not grant proficiency for a kind or category of item (such as short swords) but only for
- the one specific item held in your hand at the time the spell is cast (this short sword). Should you set
- that item down or otherwise lose your grip on it, the proficiency does not transfer to a different item of the same kind you might pick up. However, if you recover the original item before the spell’s effect runs out, you are still proficient with that specific weapon or shield for the duration.
- Focus: The item in whose use you wish to be proficient.
- INSIGHTFUL FEINT
- Divination
- Level: Assassin 1, sorcerer/wizard 1
- Components: V
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round
- You gain temporary insight into the way your opponent moves and reacts.
- You gain a +10 insight bonus on the next single Bluff check (if it is made before the start of your next turn) that you make to feint in combat (see Bluff, page 68 of the Player’s Handbook).
- INSTANT LOCKSMITH
- Divination
- Level: Assassin 1, sorcerer/wizard 1
- Components: V, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round
- You can make one Disable Device check or one Open Lock check in this round as a free action. You
- gain a +2 insight bonus on the check.
- INSTANT SEARCH
- Divination
- Level: Assassin 1, ranger 1, sorcerer/wizard 1
- Components: V, S
- Ca sting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round
- You can make one Search check in this round as a free action. You gain a +2 insight bonus on
- the check.
- GUIDED SHOT
- Divination
- Level: Ranger 1, sorcerer/wizard 1
- Components: V
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round
- You use magical energy to briefly focus your mind and body on making a perfect shot. While this spell is in effect, your ranged attacks do not take a penalty due to distance.
- In addition, while this spell is in effect, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover.
- This spell does not provide any ability to exceed the maximum range of the weapon with which
- you are attacking, nor does it confer any ability to attack targets protected by total cover.
- GOLEM STRIKE
- Divination
- Level: Sorcerer/wizard 1
- Components: V
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round
- While this spell is in effect, you have a special connection to the arcane forces that animate constructs. For 1 round, you can deliver sneak attacks against constructs as if they were not
- immune to sneak attacks. To attack a construct in this manner, you must still meet the other requirements for making a sneak attack.
- This spell applies only to sneak attack damage. It gives you no ability to affect constructs with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of constructs.
- CRITICAL STRIKE
- Divination
- Level: Assassin 1, sorcerer/wizard 1
- Components: V
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round
- While this spell is in effect, your melee attacks are more likely to strike a foe’s vital areas. Whenever
- you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical hits. The increased threat range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat
- range. Creatures immune to sneak attacks are immune to the extra damage dealt by your attacks
- ARROW MIND
- Divination
- Level: Ranger 1, sorcerer/wizard 1
- Components: V, S, M
- Casting Time: 1 immediate action
- Range: Personal
- Target: You
- Duration: 1 minute/level (D)
- You sharpen your senses and focus your mind on the use of a bow. While this spell is in effect and you are wielding a longbow, shortbow, greatbow, composite greatbow, composite shortbow, or composite longbow, you threaten all squares within your normal melee reach (5 feet if Small or Medium, 10 feet if Large) with your bow, allowing you to make attacks of opportunity with arrows shot from the bow. In addition, you do not provoke attacks of opportunity when you shoot a bow while you are in another creature’s threatened square.
- Material Component: A flint arrowhead.
- TRUE CASTING
- Divination
- Level: Sorcerer/wizard 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: One spell
- You focus your magic deep in your sold until it becomes a torrent that must be unleashed.
- Your next single spell (if it is cast before the end of the next round) gains a +10 insight bonus on any caster level check made to overcome spell resistance.
- VIGILANT SLUMBER
- Divination
- Level: Assassin 1, bard 1, sorcerer/wizard 1
- Components: V, S
- Casting Time: 1 full round
- Range: Personal
- Target: You
- Duration: 12 hours or until awakened
- Even as you prepare for sleep, you feel a strange alertness in the back of your mind.
- You set a specific condition under which you automatically wake up. This condition might be anything from "If any Tiny or larger creature comes within 10 feet of me" to "When the moon is at its zenith." The condition must be something that you would normally be able to observe if you were awake. Thus, you can't set the spell to wake you when something happens elsewhere, or when an invisible foe sneaks into your campsite. You awaken fully alert and ready for action.
- COMBAT READINESS
- Divination
- Level: Assassin 1, bard 1, sorcerer/wizard 1
- Components: V
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The target’s eyes widen, and shine briefly with a white light.
- The touched creature gains a +1 insight bonus on initiative checks for every three caster levels you have (minimum +1, maximum +6).
- In addition, if the target is flanked, its opponents gain no bonus on attack rolls (but still gain any other benefits derived from flanking, such as extra sneak attack damage).
- Locate Touchstone
- Divination
- Level: Bard 1, cleric 2, druid 1, sorcerer/wizard 1
- Components: V, S
- Casting Time: 1 standard action
- Range: See text
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
- You sense the direction of the nearest planar touchstone and gain a vague sense of its power. If you have visited the nearest planar touchstone and wish to exclude it from this divination, you instead gain knowledge of the next closest planar touchstone.
- This spell allows you to locate planar touchstones located only on the plane on which it is cast.
- Special: You must have the Planar Touchstone feat in order to cast this spell.
- DISCERN BLOODLINE
- Divination
- Level: Bard 1, sorcerer/wizard 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature per round
- Duration: Concentration, up to 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- The caster can instantly tell the race of the targeted individual, plus any inherited templates possessed by the target (such as celestial or half-dragon).
- Each round that the caster remains concentrating he can determine the race and inherited templates of another target.
- Material Component: A drop of blood.
- LOCATE CITY
- Divination
- Level: Bard 1, ranger 1, sorcerer/wizard 1
- Components: V
- Casting Time: 1 round
- Range: 10 miles/level
- Area: 10 miles/level radius circle, centered on you
- Duration: Instantaneous
- You sense the distance and direction to the nearest community of a minimum size designated by you at the time of casting. For instance, you could choose to find the nearest community at least as large as a village, or you could choose to locate only the nearest metropolis.
- This spell measures the distance to the “nearest” community as the minimum distance one would have to travel to reach the city without moving through solid objects. Thus, a caster on the surface isn’t likely to locate a subterranean city half a mile beneath his feet, even if the next closest community is 5 miles away overland.
- SCHOLAR’S TOUCH
- Divination
- Level: Bard 1, cleric 1, sorcerer/wizard 1
- Components: V, S, M, F
- Casting Time: 1 standard action
- Range: Personal
- Target: One book/round
- Duration: Concentration, up to 1 round/level
- With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid reading but not deep study—the character does not gain perfect recall of the information, just whatever he would have gotten from reading it completely once. If you can’t read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding).
- Material Component: A scrap of parchment and a pinch of tinder.
- Focus: A thin crystal disc.
- LOCATE WATER
- Divination
- Level: Cleric 1, druid 1, ranger 1, sorcerer/wizard 1
- Components: V, S, F/DF
- Casting Time: 1 standard action
- Range: Long (400 ft. + 40 ft./level)
- Area: Cone-shaped emanation
- Duration: Concentration, up to 10 min./level
- Saving Throw: None
- Spell Resistance: No
- You sense the direction of a substantial body of water. The amount of information revealed depends on how long you search a particular area.
- 1st Round: Presence or absence of water.
- 2nd Round: Number of water sources in the area and the rough size of the largest one present.
- 3rd Round: The size (see below) and location of each source of water. If a water source is outside your line of sight, then you discern its direction but not its exact location.
- Size: For the purpose of this spell, the size categories of bodies of water are as follows.
- Small: A small pond or pool (200 cubic feet or less) or a brook (5 feet across or smaller).
- Medium: A large pond or small lake (up to 20,000 cubic feet) or a good sized stream (up to 30 feet across).
- Large: A large lake (up to 10 million cubic feet) or a broad river.
- Vast: An ocean or an inland sea.
- Creatures cannot be found by this spell. The spell ignores small quantities of water, such as filled bottles and skins. The spell reveals nothing about the quality of the water or how easy it is to reach.
- The presence of fire or magma within the spell’s area blocks it.
- Arcane Focus: A forked hazel wand.
- ANCIENT KNOWLEDGE
- Divination
- Level: Bard 1, sorcerer/wizard 1
- Components: V, S, F
- Casting Time: 1 minute
- Range: Personal
- Target: You
- Duration: 1 hour/level or until discharged
- You tap the ancient knowledge of fate and fortune, giving you a greater ability to focus on a particularly difficult academic problem. Before making a Knowledge check, you can decide to discharge this spell as an immediate action to give yourself a +5 insight bonus on the check. If you do not have any ranks in the Knowledge skill, it is still treated as an untrained check.
- Special: A character with any Mark of Finding dragonmark, or with the Favored in House feat (Tharashk), treats any Knowledge check made in conjunction with this spell as a trained check, even if he doesn’t have any ranks in the skill.
- Focus: A piece of ivory worth at least 100 gp.
- DETECT DRAGONMARK
- Divination
- Level: Cleric 1, sorcerer/wizard 1
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: 60 ft.
- Area: Cone-shaped emanation
- Duration: Concentration, up to 10 minutes/level (D)
- Saving Throw: None
- Spell Resistance: No
- You can sense the presence of dragonmarks. The amount of information you receive about a particular dragonmark depends on how long you study a particular area or subject.
- 1st Round: Presence or absence of dragonmarks.
- 2nd Round: Number of dragonmarks (on creatures or objects) in the area, and the type (aberrant, least, lesser, greater, or Siberys) of the most potent dragonmark. 3rd Round: The location and type of each dragonmark.
- If the objects or creatures bearing the dragonmarks are in line of sight, you can attempt Spellcraft checks to determine the name of the spell-like ability granted by the mark (see page 47 of the EBERRON Campaign Setting for the appropriate DC). If you beat the DC by 5 or more, you also learn whether the mark’s spell-like ability has any remaining uses for the day.
- Arcane Material Component: A scale from a true dragon.
- Magecraft
- Divination
- Level: Sorcerer/wizard 1
- Components: V, F
- Casting Time: 1 round
- Range: Personal
- Target: You
- Duration: 1 day
- You get a +5 competence bonus on one Craft check representing a day of work crafting an item. If you cast this spell every day for a week, you can make a Craft check representing the week’s work and still gain the +5 competence bonus.
- Focus: The tools and other equipment normally required to use the Craft skill to which you apply the bonus.
- LISTENING LORECALL
- Divination
- Level: Druid 2, ranger 2, sorcerer/wizard 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 minutes/level
- You gain the ability to precisely and instantaneously identify and locate the origins of even the most minute sounds you detect. You gain a +4 insight bonus on Listen checks.
- In addition, if you have 5 or more ranks in Listen, you gain blindsense out to 30 feet. If you have 10 or more ranks in Listen, you gain blindsight out to 30 feet instead.
- A silence spell or effect negates blindsense or blindsight granted by a listening lorecall spell.
- BALANCING LORECALL
- Divination
- Level: Druid 2, ranger 2, sorcerer/wizard 2
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 minute/level (D)
- You intuit the precise spot and stance necessary to stand on areas of even the most unstable footing.
- You gain a +4 insight bonus on Balance checks. If you have sufficient ranks in the Balance skill, you
- can even balance on an otherwise impossible surface with a DC 20 Balance check.
- If you have 5 or more ranks in Balance, you can balance on vertical surfaces; the normal modifier for a sloped or angled surface no longer applies to you, though other DC modifiers (such as for a slippery surface) do apply. If you balance on a vertical surface, you can move up or down as if you were climbing.
- However, you are not actually climbing, so you can make attacks normally, retain your Dexterity bonus to Armor Class, and generally follow the rules of the Balance skill rather than the Climb skill.
- If you have 10 or more ranks in Balance, you can balance on liquids, semisolid surfaces such as mud or snow, or similar surfaces that normally couldn’t support your weight. For each consecutive round that you begin balanced on a particular surface of this sort, the DC of your Balance check increases by 5. As with all uses of the Balance skill, you move at half speed unless you decide to
- use the accelerated movement option (thereby increasing the DC of the Balance check by 5). For more information on the Balance skill, see page 67 of the Player’s Handbook.
- Arcane Material Component: A thin, three-inch-long wooden dowel.
- ALLIED FOOTSTEPS
- Divination
- Level: Sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 full round
- Range: Touch
- Target: Willing living creature touched
- Duration: 1 day/level (D)
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- With a touch, you feel the bond between you and your companion grow stronger.
- The subject of the spell knows the direction and approximate (within 10%) distance he must travel to reach you, enabling him to find you under almost any circumstances. He might not know the best route, however, since the spell does not account for obstacles. The spell works at any distance and continues even if you die. If you travel to a different plane, or if either you or the target enters an antimagic field or similar area, the spell is temporarily suppressed.
- DETECT ABERRATION
- Divination
- Level: Cleric 2, druid 2, sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 standard action
- Range: 60 ft.
- Area: Quarter circle emanating from the character to the extreme of the range
- Duration: Concentration, up to 1 minute/level (D)
- Saving Throw: None
- Spell Resistance: No
- You can detect the presence of all aberrations in the area. The amount of information revealed depends on how long you study a particular area or subject:
- 1st Round: Presence or absence of aberrant life.
- 2nd Round: Number of different aberrant auras and the strength of the strongest aura. If you detect overwhelming aberrant power with this spell, and the Hit Dice or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
- 3rd Round: The strength and location of each aura.
- Aura Power: An aberrant aura’s power depends on the type of creature you’re detecting and its Hit Dice; see the accompanying table. If an aura falls into more than one power category, the spell indicates the stronger of the two. A humanoid with the Aberration Blood feat detects as Faint even if it has more than 3 Hit Dice.
- Hit Dice Strength
- 1–3 or lower Faint
- 4–7 Moderate
- 8–13 Strong
- 14 or higher Overwhelming
- Length Aura Lingers: How long the aura lingers depends on its original strength:
- Aura Strength Duration
- Faint 1d6 minutes
- Moderate 1d6×10 minutes
- Strong 1d6 hours
- Overwhelming 1d6 days
- Each round, the character can turn to detect aberrant auras in a new area. The spell can penetrate 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.
- EXPOSE THE DEAD
- Divination
- Level: Cleric 2, paladin 2, sorcerer/wizard 2
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 minute/level (D)
- You gain a sixth sense that allows you to better locate undead creatures, as well as to investigate corpses. Your eyes turn white while under the effect of the spell, making it seem as though you were blind (although you can see as well as normal).
- While this spell is in effect, you gain an insight bonus equal to your caster level (maximum +10) on Survival checks made to track undead, and you can follow undead tracks with a DC above 10 as if you had the Track feat. You gain the same insight bonus on Listen and Spot checks made against undead creatures.
- In addition, you gain an insight bonus equal to your caster level (maximum +10) on Search checks made when examining a dead body, and you are treated as if you had the Investigate feat (see page 55 of the EBERRON Campaign Setting) when doing so.
- Finally, while this spell is active, increase the save DC of any speak with dead spell you cast by 2.
- Arcane Material Component: A dwarf’s fingerbone.
- SENSE WEAKNESS
- Divination
- Level: Cleric 2, sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 24 hours
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- You grant the subject of the spell insight into the vulnerability of a single opponent. Once over the next 24 hours, the subject can automatically confirm a single critical threat. The subject must declare the use of the spell after the threat is rolled but before rolling to confirm the critical hit (so the spell cannot be used to reroll a failed critical confirmation roll).
- Devil’s Eye
- Divination [Evil]
- Level: Blk 2, Clr 3, Diabolic 2, Sor/Wiz 3
- Components: V, S
- Casting Time: 1 action
- Range: Personal
- Target: Caster
- Duration: 1 minute/level
- The caster gains the visual acuity of a devil. He can see not only in darkness, but also in magical darkness, with a range of 30 feet.
- Eyes of the Zombie
- Divination [Evil]
- Level: Clr 2, Sor/Wiz 3
- Components: V, S, F
- Casting Time: 30 minutes
- Range: Personal
- Effect: Caster and one zombie
- Duration: 1 hour/level (D)
- Saving Throw: None
- Spell Resistance: Yes
- The caster replaces his eyes with the eyes of a zombie, allowing him to see through the zombie’s eye sockets and control its actions directly. The zombie must be one that the caster animated. The magic of this spell allows the caster to remove his eyes (dealing 1d6 points of damage to him from the pain, but no permanent damage to his eyes) and take a zombie’s eyes that he has removed and soaked in a special bath of brackish water. The caster’s eyes are preserved by the spell while he controls the zombie and
- perceives the world through it. The caster’s body remains motionless and is subject to harm normally.
- When the spell ends, the caster’s eyes automatically return to him.
- Focus: Zombie eyes and a pint of brackish water.
- Glimpse of Truth
- Divination [Evil]
- Level: Sor/Wiz 3
- Components: V, S, Drug
- Casting Time: 1 action
- Range: Personal
- Target: Caster
- Duration: 1 hour
- The caster sees through the veil of reality to pose a single question to nameless malevolent entities that exist beyond normal consciousness. The question must be posed such that the answer is a simple yes or no. The answer given is correct 75% of the time. Answers the DM deems too obscure are never revealed. The spell, at best, provides information to aid character decisions. In cases where a one-word answer would be misleading, the DM can give a short answer instead (five words or less).
- Drug Component: Mordayn vapor.
- DISCERN SHAPECHANGER
- Divination
- Level: Sorcerer/wizard 3, wu jen 3
- Components: V, S, M
- Casting Time: 1 round
- Range: Personal
- Target: You
- Duration: 1 round/level
- By taking a standard action to concentrate, you can see the true form of creatures within 60 feet. Each round, you can examine one creature you can see to determine whether it is polymorphed, disguised, or transmuted, and what its true form is. If you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can’t determine what other forms it might be capable of assuming.
- For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider).
- Material Component: A balm of honey and lotus flower, smeared on your eyelids.
- TELEPATHIC BOND, LESSER
- Divination [Mind-Affecting]
- Level: Cleric 3, Mind 3, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: 30 ft.
- Targets: You and one willing creature within 30 ft.
- Duration: 10 min./level
- Saving Throw: None
- Spell Resistance: No
- You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
- ENDURING SCRUTINY
- Divination
- Level: Assassin 3, bard 3, paladin 3, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 it. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 day/level
- Saving Throw: None
- Spell Resistance: Yes
- You sense a sudden, empathic connection with the subject, as though you were constantly a mere step or two behind.
- You designate a particular action when casting this spell. If the subject engages in or commits that particular action during the spell's duration, you are instantly alerted of that fact, regardless of the distance between you and the subject (and even if the subject is on another plane). For instance, you could command the spell to alert you if the subject casts a spell or kills someone.
- You do not necessarily know the precise details of when or how the subject committed the designated action; you only know, instantly, that he did so.
- SPELLCASTER'S BANE
- Divination
- Level: Sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round/level
- The air around you seems to glow as the currents of magic running through the world become visible to your eyes.
- You gain a +2 insight bonus on dispel checks and caster level checks made to counterspell.
- If you have 5 or more ranks in Spellcraft, you also automatically recognize any spell being cast, as though you had succeeded on a Spellcraft check. You must have line of sight to the caster, but distance is otherwise not a factor. If you have 15 or more ranks in Spellcraft, you not only recognize any spell being cast, but you also know the caster level of any spell being cast. Again, you must have line of sight to the caster for this effect to function.
- BATTLEMAGIC PERCEPTION
- Divination
- Level: Cleric 3, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 min./level (D)
- You gain a perception of the forces of magic and can sense when magic is being manipulated by a spellcaster. You gain a +5 competence bonus on Spellcraft checks made to identify a spell as it is being cast.
- If you have at least 5 ranks in Spellcraft, you are also able to sense the use of any spell or spell-like ability within 100 feet, so long as you have line of effect to the caster. With a Spellcraft check (DC 15 + spell level) you can even ascertain the spell being cast.
- This determination happens quickly enough that you can attempt to counter the spell as a free action. Counterspell attempts are otherwise handled normally, and you can counter the spell even if you do not have line of sight to the spellcaster. If you counter a spell in this manner, the battlemagic perception spell ends immediately.
- Analyze Portal
- Divination
- Level: Bard 3, sorcerer/wizard 3
- Components: V, S, M
- Casting Time: 1 minute
- Range: 60 ft.
- Area: Cone-shaped emanation from you to the extreme of the range
- Duration: Concentration, up to 1 round/level (D)
- Saving Throw: See text
- Spell Resistance: No
- You can tell whether an area contains a portal. If you study an area for 1 round, you know the sizes and locations of any portals in the area. Once you find a portal, you can study it. (If you find more than one portal, you can study only one at a time.)
- Each round you study a portal, you can discover one property of the portal, in this order:
- • Any key or command word needed to activate the portal.
- • Any special circumstances governing the portal’s use (such as specific times when it can be activated).
- • Whether the portal is one-way or two-way.
- • A glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of the caster’s vision is the spell’s range. Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.
- For each property, you make a caster level check (1d20 + caster level) against DC 17. If fail, you can try again in the next round.
- Analyze portal has only a limited ability to reveal unusual properties, as follows:
- • Random Portals: The spell reveals only that the portal is random and whether it can be activated now. It does not reveal when the portal starts or stops functioning.
- • Variable Portals: The spell reveals only that the portal is variable. If the caster studies the portal’s destination, the spell reveals only the destination to which the portal is currently set.
- • Creature-Only Portals: The spell reveals this property. If the caster studies the portal’s destination, the spell reveals where the portal sends creatures. If it is the kind of portal that sends creatures to one place and their equipment to another place, the spell does not reveal where the equipment goes.
- • Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.
- Material Components: A crystal lens and a small mirror.
- Analyze Touchstone
- Divination
- Level: Bard 3, cleric 3, sorcerer/wizard 3
- Components: V, S, M
- Casting Time: 1 minute
- Range: 60 ft.
- Area: A quarter circle emanating from you to the extreme of the range
- Duration: Concentration, up to 1
- round/level (D)
- Saving Throw: See text
- Spell Resistance: No
- You can tell whether an area contains a planar touchstone. If you study an area for 1 round, you know the location of any touchstone in the area. Once you find a touchstone, you can study it. (If you find more than one touchstone—an extremely rare occurrence—you can study only one at a time.)
- Each round you study a touchstone, you can discover one property of the touchstone, in this order:
- • The base ability gained by someone who takes the Planar Touchstone feat related to the site.
- • Any conditions that must be met in order to recharge the higher-order ability granted by the site.
- • The higher-order ability gained by someone who visits the touchstone and fulfills the recharge condition.
- • The number of uses of the higher order ability that the character gains from visiting the site and fulfilling the recharge condition.
- For each of these properties, you make a caster level check (1d20 + caster level) against DC 15. If you fail, you can try again in the next round.
- Material Components: A crystal lens, a drop of ink, and a piece of paper or parchment.
- DETECT SHIP
- Divination
- Level: Bard 3, sorcerer/wizard 3
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Special
- Target: You
- Duration: 24 hours (D)
- Saving Throw: None
- Spell Resistance: No
- You gain the ability to discern the presence of ships around you. You perceive ships located within a
- distance of 1 mile per caster level, regardless of current visibility (or even whether or not they are beyond the horizon). You need not be seeking them to become aware that they are there—this spell will alert you to the presence of a ship if you are below decks or asleep. Exactly what can be ascertained depends on whether the ships in question are within sight or not yet visible.
- Not Visible: You sense only the presence of ships other than your own in the area. A DC 15 Profession (sailor) check allows you to determine the number, direction, and range to each new ship you sense. If you sense a ship’s direction and range, you continue to be aware of this information until the other ship is no longer in range of the spell.
- Within Sight: If a ship is actually within sight, you can gain additional information by studying the vessel for 1 round. You need not be able to see the vessel clearly—a spot on the horizon is sufficient. A Profession (sailor) check gives you information about the ship or ships:
- Check Result Information
- 10 Type of ship
- 12 Course, speed, and time to intercept (if possible)
- 15 What kind of weaponry the ship is carrying
- 18 Ship’s name
- 20 Any signs of allegiance (pirate flags, symbols of nation of origin, etc.)
- 25 Port of call of the sighted ship
- This spell cannot penetrate illusions.
- Focus: A small disk of ground glass, hung on a golden chain and worn about the neck while the spell is in effect. This focus is worth 50 gp.
- ASSAY RESISTANCE
- Divination
- Level: Cleric 4, sorcerer/wizard 4
- Components: V, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round/level
- This spell enables you to divine the exact nature and vulnerabilities of a single creature’s magical defenses, giving you a +10 bonus on caster level checks to overcome its spell resistance Assay resistance is effective only against one specific creature per casting, and you must be able to see the creature when you cast the spell.
- UNLUCK
- Divination
- Level: Bard 4, sorcerer/wizard 4
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- When you cast this spell, you negatively influence the randomness of fortune for the target. Whenever the affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result applied.
- A creature carrying a stone of good luck is immune to the effect of unluck, but the stone’s effects do not function for the duration of the spell if the creature fails its save.
- Material Component: A piece of a broken mirror.
- FLOWSIGHT
- Divination (Scrying)
- Level: Bard 4, druid 5, sorcerer/wizard 5
- Components: V, S, M/DF
- Casting Time: 1 minute
- Range: Touch
- Area: 60-ft. radius
- Duration: 1 round/level (D)
- Saving Throw: Will negates; see text
- Spell Resistance: Yes
- By touching a nearby source of water—a standing pool, a stream, or even a portion of a larger body of water—you can perceive creatures and objects in contact with the water.
- You can concentrate to focus flowsight on a given creature. You retain your full visual acuity, including any magical effects, as well as any auditory enhancements you might have. This action makes the subject potentially aware of the magical scrying; on a Will save, it prevents you from learning more about it, and you cannot try again on that subject for 24 hours. However, you can turn your consciousness to another subject in contacted with the water and make a new scrying attempt each round.
- Arcane Material Component: A piece of limestone.
- PROBE THOUGHTS
- Divination [Mind-Affecting]
- Level: Mind 6, sorcerer/wizard 6
- Components: V, S
- Casting Time: 1 minute
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: Concentration
- Saving Throw: Will negates; see text
- Spell Resistance: Yes
- All the subject’s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question. Subjects who do not
- wish to be probed can attempt to move beyond the power’s range, unless somehow hindered. You
- pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.
- Rary’s Interplanar Telepathic Bond
- Divination
- Level: Sorcerer/wizard 6
- This spell functions like Rary’s telepathic bond, except that the communication functions both on the same plane and across planes.
- EYE OF STONE
- Divination (Scrying)
- Level: Sorcerer/wizard 6
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- You create an invisible magical sensor that can move through solid stone and send you visual information. This spell functions like the arcane eye spell, except that you can move the sensor through stone.
- GLIMPSE OF THE PROPHECY
- Divination
- Level: Bard 6, cleric 6, sorcerer/wizard 6
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/level or until discharged
- You gain powerful insight into the workings of the draconic Prophecy, granting you inner strength and a potent sixth sense in relation to your surroundings. You gain a +1 insight bonus to Armor Class and a +1 insight bonus on saving throws for the duration of the spell.
- Once during the spell’s duration, you can gain an insight bonus equal to one-half your caster level (maximum +10) on any saving throw. Activating this effect is an immediate action, but it must be done before you make the roll to be modified. Once this ability is used, the spell ends.
- If you have the Dragon Prophesier feat (see page 46), you can enter a state of prophetic favor as an immediate action instead of a full-round action while this spell is in effect. This still counts as one of your daily uses of prophetic favor. Once this ability is used, the spell ends.
- You cannot have more than one glimpse of the Prophecy spell active on you at the same time.