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Divination (arcane)

By: TFW on May 31st, 2012  |  syntax: None  |  size: 38.14 KB  |  hits: 44  |  expires: Never
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  1. Detect Ghost
  2. Divination [Ectomancy]
  3. Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  4. Components: V, S
  5. Casting Time: 1 action
  6. Range: 60 ft.
  7. Area:Quarter-circle emanating from you to the extreme of the range
  8. Duration: Concentration, up to 1 minute/level (D)
  9. Saving Throw: None
  10. Spell Resistance: No
  11. You detect ghosts. The amount of information revealed depends on how long you study a particular area or subject.
  12. 1st Round: Presence or absence of ghosts.
  13. 2nd Round: Number of different ghosts.
  14. 3rd Round: The location of each ghost.
  15.  
  16. SNIPER’S SHOT
  17. Divination
  18. Level: Assassin 1, ranger 1, sorcerer/wizard 1
  19. Components: V, S
  20. Casting Time: 1 swift action
  21. Range: Personal
  22. Target: You
  23. Duration: 1 round
  24. 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.
  25. This spell doesn’t grant you the ability to make a sneak attack if you don’t already have that ability.
  26.  
  27. MASTER’S TOUCH
  28. Divination
  29. Level: Bard 1, sorcerer/wizard 1
  30. Components: V, F
  31. Casting Time: 1 swift action
  32. Range: Personal
  33. Target: You
  34. Duration: 1 minute/level (D)
  35. Master’s touch is a spell often found in the repertoire of adventurers who specialize in casting arcane
  36. 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.
  37. Proficiency is granted for only a single, specific item, although multiple castings allow for multiple
  38. 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.
  39. This spell does not grant proficiency for a kind or category of item (such as short swords) but only for
  40. the one specific item held in your hand at the time the spell is cast (this short sword). Should you set
  41. 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.
  42. Focus: The item in whose use you wish to be proficient.
  43.  
  44. INSIGHTFUL FEINT
  45. Divination
  46. Level: Assassin 1, sorcerer/wizard 1
  47. Components: V
  48. Casting Time: 1 swift action
  49. Range: Personal
  50. Target: You
  51. Duration: 1 round
  52. You gain temporary insight into the way your opponent moves and reacts.
  53. 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).
  54.  
  55. INSTANT LOCKSMITH
  56. Divination
  57. Level: Assassin 1, sorcerer/wizard 1
  58. Components: V, S
  59. Casting Time: 1 swift action
  60. Range: Personal
  61. Target: You
  62. Duration: 1 round
  63. You can make one Disable Device check or one Open Lock check in this round as a free action. You
  64. gain a +2 insight bonus on the check.
  65.  
  66. INSTANT SEARCH
  67. Divination
  68. Level: Assassin 1, ranger 1, sorcerer/wizard 1
  69. Components: V, S
  70. Ca sting Time: 1 swift action
  71. Range: Personal
  72. Target: You
  73. Duration: 1 round
  74. You can make one Search check in this round as a free action. You gain a +2 insight bonus on
  75. the check.
  76.  
  77. GUIDED SHOT
  78. Divination
  79. Level: Ranger 1, sorcerer/wizard 1
  80. Components: V
  81. Casting Time: 1 swift action
  82. Range: Personal
  83. Target: You
  84. Duration: 1 round
  85. 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.
  86. In addition, while this spell is in effect, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover.
  87. This spell does not provide any ability to exceed the maximum range of the weapon with which
  88. you are attacking, nor does it confer any ability to attack targets protected by total cover.
  89.  
  90. GOLEM STRIKE
  91. Divination
  92. Level: Sorcerer/wizard 1
  93. Components: V
  94. Casting Time: 1 swift action
  95. Range: Personal
  96. Target: You
  97. Duration: 1 round
  98. 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
  99. immune to sneak attacks. To attack a construct in this manner, you must still meet the other requirements for making a sneak attack.
  100. 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.
  101.  
  102. CRITICAL STRIKE
  103. Divination
  104. Level: Assassin 1, sorcerer/wizard 1
  105. Components: V
  106. Casting Time: 1 swift action
  107. Range: Personal
  108. Target: You
  109. Duration: 1 round
  110. While this spell is in effect, your melee attacks are more likely to strike a foe’s vital areas. Whenever
  111. 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
  112. range. Creatures immune to sneak attacks are immune to the extra damage dealt by your attacks
  113.  
  114. ARROW MIND
  115. Divination
  116. Level: Ranger 1, sorcerer/wizard 1
  117. Components: V, S, M
  118. Casting Time: 1 immediate action
  119. Range: Personal
  120. Target: You
  121. Duration: 1 minute/level (D)
  122. 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.
  123. Material Component: A flint arrowhead.
  124.  
  125. TRUE CASTING
  126. Divination
  127. Level: Sorcerer/wizard 1
  128. Components: V, S
  129. Casting Time: 1 standard action
  130. Range: Personal
  131. Target: You
  132. Duration: One spell
  133. You focus your magic deep in your sold until it becomes a torrent that must be unleashed.
  134. 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.
  135.  
  136. VIGILANT SLUMBER
  137. Divination
  138. Level: Assassin 1, bard 1, sorcerer/wizard 1
  139. Components: V, S
  140. Casting Time: 1 full round
  141. Range: Personal
  142. Target: You
  143. Duration: 12 hours or until awakened
  144. Even as you prepare for sleep, you feel a strange alertness in the back of your mind.
  145. 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.
  146.  
  147. COMBAT READINESS
  148. Divination
  149. Level: Assassin 1, bard 1, sorcerer/wizard 1
  150. Components: V
  151. Casting Time: 1 standard action
  152. Range: Touch
  153. Target: Creature touched
  154. Duration: 1 minute/level
  155. Saving Throw: Will negates (harmless)
  156. Spell Resistance: Yes (harmless)
  157. The target’s eyes widen, and shine briefly with a white light.
  158. The touched creature gains a +1 insight bonus on initiative checks for every three caster levels you have (minimum +1, maximum +6).
  159. 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).
  160.  
  161. Locate Touchstone
  162. Divination
  163. Level: Bard 1, cleric 2, druid 1, sorcerer/wizard 1
  164. Components: V, S
  165. Casting Time: 1 standard action
  166. Range: See text
  167. Duration: Instantaneous
  168. Saving Throw: None
  169. Spell Resistance: No
  170. 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.
  171. This spell allows you to locate planar touchstones located only on the plane on which it is cast.
  172. Special: You must have the Planar Touchstone feat in order to cast this spell.
  173.  
  174. DISCERN BLOODLINE
  175. Divination
  176. Level: Bard 1, sorcerer/wizard 1
  177. Components: V, S, M
  178. Casting Time: 1 standard action
  179. Range: Close (25 ft. + 5 ft./2 levels)
  180. Target: One creature per round
  181. Duration: Concentration, up to 1 round/level
  182. Saving Throw: Will negates
  183. Spell Resistance: Yes
  184. 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).
  185. Each round that the caster remains concentrating he can determine the race and inherited templates of another target.
  186. Material Component: A drop of blood.
  187.  
  188. LOCATE CITY
  189. Divination
  190. Level: Bard 1, ranger 1, sorcerer/wizard 1
  191. Components: V
  192. Casting Time: 1 round
  193. Range: 10 miles/level
  194. Area: 10 miles/level radius circle, centered on you
  195. Duration: Instantaneous
  196. 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.
  197. 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.
  198.  
  199. SCHOLAR’S TOUCH
  200. Divination
  201. Level: Bard 1, cleric 1, sorcerer/wizard 1
  202. Components: V, S, M, F
  203. Casting Time: 1 standard action
  204. Range: Personal
  205. Target: One book/round
  206. Duration: Concentration, up to 1 round/level
  207. 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).
  208. Material Component: A scrap of parchment and a pinch of tinder.
  209. Focus: A thin crystal disc.
  210.  
  211. LOCATE WATER
  212. Divination
  213. Level: Cleric 1, druid 1, ranger 1, sorcerer/wizard 1
  214. Components: V, S, F/DF
  215. Casting Time: 1 standard action
  216. Range: Long (400 ft. + 40 ft./level)
  217. Area: Cone-shaped emanation
  218. Duration: Concentration, up to 10 min./level
  219. Saving Throw: None
  220. Spell Resistance: No
  221. You sense the direction of a substantial body of water. The amount of information revealed depends on how long you search a particular area.
  222. 1st Round: Presence or absence of water.
  223. 2nd Round: Number of water sources in the area and the rough size of the largest one present.
  224. 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.
  225. Size: For the purpose of this spell, the size categories of bodies of water are as follows.
  226. Small: A small pond or pool (200 cubic feet or less) or a brook (5 feet across or smaller).
  227. Medium: A large pond or small lake (up to 20,000 cubic feet) or a good sized stream (up to 30 feet across).
  228. Large: A large lake (up to 10 million cubic feet) or a broad river.
  229. Vast: An ocean or an inland sea.
  230. 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.
  231. The presence of fire or magma within the spell’s area blocks it.
  232. Arcane Focus: A forked hazel wand.
  233.  
  234. ANCIENT KNOWLEDGE
  235. Divination
  236. Level: Bard 1, sorcerer/wizard 1
  237. Components: V, S, F
  238. Casting Time: 1 minute
  239. Range: Personal
  240. Target: You
  241. Duration: 1 hour/level or until discharged
  242. 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.
  243. 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.
  244. Focus: A piece of ivory worth at least 100 gp.
  245.  
  246. DETECT DRAGONMARK
  247. Divination
  248. Level: Cleric 1, sorcerer/wizard 1
  249. Components: V, S, M/DF
  250. Casting Time: 1 standard action
  251. Range: 60 ft.
  252. Area: Cone-shaped emanation
  253. Duration: Concentration, up to 10 minutes/level (D)
  254. Saving Throw: None
  255. Spell Resistance: No
  256. 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.
  257. 1st Round: Presence or absence of dragonmarks.
  258. 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.
  259. 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.
  260. Arcane Material Component: A scale from a true dragon.
  261.  
  262. Magecraft
  263. Divination
  264. Level: Sorcerer/wizard 1
  265. Components: V, F
  266. Casting Time: 1 round
  267. Range: Personal
  268. Target: You
  269. Duration: 1 day
  270. 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.
  271. Focus: The tools and other equipment normally required to use the Craft skill to which you apply the bonus.
  272.  
  273. LISTENING LORECALL
  274. Divination
  275. Level: Druid 2, ranger 2, sorcerer/wizard 2
  276. Components: V, S, DF
  277. Casting Time: 1 standard action
  278. Range: Personal
  279. Target: You
  280. Duration: 10 minutes/level
  281. 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.
  282. 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.
  283. A silence spell or effect negates blindsense or blindsight granted by a listening lorecall spell.
  284.  
  285. BALANCING LORECALL
  286. Divination
  287. Level: Druid 2, ranger 2, sorcerer/wizard 2
  288. Components: V, S, M/DF
  289. Casting Time: 1 standard action
  290. Range: Personal
  291. Target: You
  292. Duration: 1 minute/level (D)
  293. You intuit the precise spot and stance necessary to stand on areas of even the most unstable footing.
  294. You gain a +4 insight bonus on Balance checks. If you have sufficient ranks in the Balance skill, you
  295. can even balance on an otherwise impossible surface with a DC 20 Balance check.
  296. 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.
  297. 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.
  298. 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
  299. 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.
  300. Arcane Material Component: A thin, three-inch-long wooden dowel.
  301.  
  302. ALLIED FOOTSTEPS
  303. Divination
  304. Level: Sorcerer/wizard 2
  305. Components: V, S
  306. Casting Time: 1 full round
  307. Range: Touch
  308. Target: Willing living creature touched
  309. Duration: 1 day/level (D)
  310. Saving Throw: Will negates (harmless)
  311. Spell Resistance: Yes (harmless)
  312. With a touch, you feel the bond between you and your companion grow stronger.
  313. 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.
  314.  
  315. DETECT ABERRATION
  316. Divination
  317. Level: Cleric 2, druid 2, sorcerer/wizard 2
  318. Components: V, S
  319. Casting Time: 1 standard action
  320. Range: 60 ft.
  321. Area: Quarter circle emanating from the character to the extreme of the range
  322. Duration: Concentration, up to 1 minute/level (D)
  323. Saving Throw: None
  324. Spell Resistance: No
  325. 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:
  326. 1st Round: Presence or absence of aberrant life.
  327. 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.
  328. 3rd Round: The strength and location of each aura.
  329. 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.
  330. Hit Dice                 Strength
  331. 1–3 or lower             Faint
  332. 4–7                      Moderate
  333. 8–13                     Strong
  334. 14 or higher             Overwhelming
  335. Length Aura Lingers: How long the aura lingers  depends on its original strength:
  336. Aura Strength         Duration
  337. Faint                 1d6 minutes
  338. Moderate              1d6×10 minutes
  339. Strong                1d6 hours
  340. Overwhelming          1d6 days
  341. 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.
  342.  
  343. EXPOSE THE DEAD
  344. Divination
  345. Level: Cleric 2, paladin 2, sorcerer/wizard 2
  346. Components: V, S, M/DF
  347. Casting Time: 1 standard action
  348. Range: Personal
  349. Target: You
  350. Duration: 1 minute/level (D)
  351. 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).
  352. 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.
  353. 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.
  354. Finally, while this spell is active, increase the save DC of any speak with dead spell you cast by 2.
  355. Arcane Material Component: A dwarf’s fingerbone.
  356.  
  357. SENSE WEAKNESS
  358. Divination
  359. Level: Cleric 2, sorcerer/wizard 2
  360. Components: V, S
  361. Casting Time: 1 standard action
  362. Range: Touch
  363. Target: Creature touched
  364. Duration: 24 hours
  365. Saving Throw: Will negates (harmless)
  366. Spell Resistance: Yes (harmless)
  367. 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).
  368.  
  369. Devil’s Eye
  370. Divination [Evil]
  371. Level: Blk 2, Clr 3, Diabolic 2, Sor/Wiz 3
  372. Components: V, S
  373. Casting Time: 1 action
  374. Range: Personal
  375. Target: Caster
  376. Duration: 1 minute/level
  377. 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.
  378.  
  379. Eyes of the Zombie
  380. Divination [Evil]
  381. Level: Clr 2, Sor/Wiz 3
  382. Components: V, S, F
  383. Casting Time: 30 minutes
  384. Range: Personal
  385. Effect: Caster and one zombie
  386. Duration: 1 hour/level (D)
  387. Saving Throw: None
  388. Spell Resistance: Yes
  389. 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
  390. perceives the world through it. The caster’s body remains motionless and is subject to harm normally.
  391. When the spell ends, the caster’s eyes automatically return to him.
  392. Focus: Zombie eyes and a pint of brackish water.
  393.  
  394. Glimpse of Truth
  395. Divination [Evil]
  396. Level: Sor/Wiz 3
  397. Components: V, S, Drug
  398. Casting Time: 1 action
  399. Range: Personal
  400. Target: Caster
  401. Duration: 1 hour
  402. 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).
  403. Drug Component: Mordayn vapor.
  404.  
  405. DISCERN SHAPECHANGER
  406. Divination
  407. Level: Sorcerer/wizard 3, wu jen 3
  408. Components: V, S, M
  409. Casting Time: 1 round
  410. Range: Personal
  411. Target: You
  412. Duration: 1 round/level
  413. 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.
  414. 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).
  415. Material Component: A balm of honey and lotus flower, smeared on your eyelids.
  416.  
  417. TELEPATHIC BOND, LESSER
  418. Divination [Mind-Affecting]
  419. Level: Cleric 3, Mind 3, sorcerer/wizard 3
  420. Components: V, S
  421. Casting Time: 1 standard action
  422. Range: 30 ft.
  423. Targets: You and one willing creature within 30 ft.
  424. Duration: 10 min./level
  425. Saving Throw: None
  426. Spell Resistance: No
  427. 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).
  428.  
  429. ENDURING SCRUTINY
  430. Divination
  431. Level: Assassin 3, bard 3, paladin 3, sorcerer/wizard 3
  432. Components: V, S
  433. Casting Time: 1 standard action
  434. Range: Close (25 it. + 5 ft./2 levels)
  435. Target: One creature
  436. Duration: 1 day/level
  437. Saving Throw: None
  438. Spell Resistance: Yes
  439. You sense a sudden, empathic connection with the subject, as though you were constantly a mere step or two behind.
  440. 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.
  441. 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.
  442.  
  443. SPELLCASTER'S BANE
  444. Divination
  445. Level: Sorcerer/wizard 3
  446. Components: V, S
  447. Casting Time: 1 swift action
  448. Range: Personal
  449. Target: You
  450. Duration: 1 round/level
  451. The air around you seems to glow as the currents of magic running through the world become visible to your eyes.
  452. You gain a +2 insight bonus on dispel checks and caster level checks made to counterspell.
  453. 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.
  454.  
  455. BATTLEMAGIC PERCEPTION
  456. Divination
  457. Level: Cleric 3, sorcerer/wizard 3
  458. Components: V, S
  459. Casting Time: 1 standard action
  460. Range: Personal
  461. Target: You
  462. Duration: 10 min./level (D)
  463. 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.
  464. 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.
  465. 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.
  466.  
  467. Analyze Portal
  468. Divination
  469. Level: Bard 3, sorcerer/wizard 3
  470. Components: V, S, M
  471. Casting Time: 1 minute
  472. Range: 60 ft.
  473. Area: Cone-shaped emanation from you to the extreme of the range
  474. Duration: Concentration, up to 1 round/level (D)
  475. Saving Throw: See text
  476. Spell Resistance: No
  477. 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.)
  478. Each round you study a portal, you can discover one property of the portal, in this order:
  479. • Any key or command word needed to activate the portal.
  480. • Any special circumstances governing the portal’s use (such as specific times when it can be activated).
  481. • Whether the portal is one-way or two-way.
  482. • 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.
  483. 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.
  484. Analyze portal has only a limited ability to reveal unusual properties, as follows:
  485. • 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.
  486. • 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.
  487. • 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.
  488. • Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.
  489. Material Components: A crystal lens and a small mirror.
  490.  
  491. Analyze Touchstone
  492. Divination
  493. Level: Bard 3, cleric 3, sorcerer/wizard 3
  494. Components: V, S, M
  495. Casting Time: 1 minute
  496. Range: 60 ft.
  497. Area: A quarter circle emanating from you to the extreme of the range
  498. Duration: Concentration, up to 1
  499. round/level (D)
  500. Saving Throw: See text
  501. Spell Resistance: No
  502. 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.)
  503. Each round you study a touchstone, you can discover one property of the touchstone, in this order:
  504. • The base ability gained by someone who takes the Planar Touchstone feat related to the site.
  505. • Any conditions that must be met in order to recharge the higher-order ability granted by the site.
  506. • The higher-order ability gained by someone who visits the touchstone and fulfills the recharge condition.
  507. • The number of uses of the higher order ability that the character gains from visiting the site and fulfilling the recharge condition.
  508. 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.
  509. Material Components: A crystal lens, a drop of ink, and a piece of paper or parchment.
  510.  
  511. DETECT SHIP
  512. Divination
  513. Level: Bard 3, sorcerer/wizard 3
  514. Components: V, S, F
  515. Casting Time: 1 standard action
  516. Range: Special
  517. Target: You
  518. Duration: 24 hours (D)
  519. Saving Throw: None
  520. Spell Resistance: No
  521. You gain the ability to discern the presence of ships around you. You perceive ships located within a
  522. 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.
  523. 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.
  524. 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:
  525. Check Result          Information
  526. 10                    Type of ship
  527. 12                    Course, speed, and time to intercept (if possible)
  528. 15                    What kind of weaponry the ship is carrying
  529. 18                    Ship’s name
  530. 20                    Any signs of allegiance (pirate flags, symbols of nation of origin, etc.)
  531. 25                    Port of call of the sighted ship
  532. This spell cannot penetrate illusions.
  533. 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.
  534.  
  535. ASSAY RESISTANCE
  536. Divination
  537. Level: Cleric 4, sorcerer/wizard 4
  538. Components: V, S
  539. Casting Time: 1 swift action
  540. Range: Personal
  541. Target: You
  542. Duration: 1 round/level
  543. 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.
  544.  
  545. UNLUCK
  546. Divination
  547. Level: Bard 4, sorcerer/wizard 4
  548. Components: V, S, M
  549. Casting Time: 1 standard action
  550. Range: Close (25 ft. + 5 ft./2 levels)
  551. Target: One creature
  552. Duration: 1 round/level
  553. Saving Throw: Will negates
  554. Spell Resistance: Yes
  555. 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.
  556. 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.
  557. Material Component: A piece of a broken mirror.
  558.  
  559. FLOWSIGHT
  560. Divination (Scrying)
  561. Level: Bard 4, druid 5, sorcerer/wizard 5
  562. Components: V, S, M/DF
  563. Casting Time: 1 minute
  564. Range: Touch
  565. Area: 60-ft. radius
  566. Duration: 1 round/level (D)
  567. Saving Throw: Will negates; see text
  568. Spell Resistance: Yes
  569. 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.
  570. 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.
  571. Arcane Material Component: A piece of limestone.
  572.  
  573. PROBE THOUGHTS
  574. Divination [Mind-Affecting]
  575. Level: Mind 6, sorcerer/wizard 6
  576. Components: V, S
  577. Casting Time: 1 minute
  578. Range: Close (25 ft. + 5 ft./2 levels)
  579. Target: One living creature
  580. Duration: Concentration
  581. Saving Throw: Will negates; see text
  582. Spell Resistance: Yes
  583. 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
  584. wish to be probed can attempt to move beyond the power’s range, unless somehow hindered. You
  585. 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.
  586.  
  587. Rary’s Interplanar Telepathic Bond
  588. Divination
  589. Level: Sorcerer/wizard 6
  590. This spell functions like Rary’s telepathic bond, except that the communication functions both on the same plane and across planes.
  591.  
  592. EYE OF STONE
  593. Divination (Scrying)
  594. Level: Sorcerer/wizard 6
  595. Components: V, S
  596. Casting Time: 1 standard action
  597. Range: Personal
  598. Target: You
  599. Duration: 1 round/level (D)
  600. 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.
  601.  
  602. GLIMPSE OF THE PROPHECY
  603. Divination
  604. Level: Bard 6, cleric 6, sorcerer/wizard 6
  605. Components: V, S
  606. Casting Time: 1 standard action
  607. Range: Personal
  608. Target: You
  609. Duration: 1 hour/level or until discharged
  610. 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.
  611. 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.
  612. 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.
  613. You cannot have more than one glimpse of the Prophecy spell active on you at the same time.