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Divination (divine)

By: TFW on May 31st, 2012  |  syntax: None  |  size: 30.57 KB  |  hits: 35  |  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. GRAVE STRIKE
  17. Divination [Good]
  18. Level: Cleric 1, paladin 1
  19. Components: V, DF
  20. Casting Time: 1 swift
  21. action
  22. Range: Personal
  23. Target: You
  24. Duration: 1 round
  25. While this spell is in effect, you have a special connection to the forces of light and positive energy. For 1 round, you can deliver sneak attacks against undead as if they were not immune to sneak
  26. attacks. To attack an undead creature in this manner, you must still meet the other requirements for making a sneak attack.
  27. This spell applies only to sneak attack damage. It gives you no ability to affect undead with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of undead creatures.
  28.  
  29. OMEN OF PERIL
  30. Divination
  31. Level: Cleric 1, druid 1
  32. Components: V, F
  33. Casting Time: 1 full round
  34. Range: Personal
  35. Target: You
  36. Duration: Instantaneous
  37. A brief supplication gives you (and only you) a vision that hints at how dangerous the immediate future is likely to be. Based on an assessment of the caster’s immediate surroundings and likely path of travel, the caster receives one of three visions: safety, peril, or great danger.
  38. The base chance for receiving an accurate reply is 70% + 1% per caster level, to a maximum of 90%; the DM makes the roll secretly.
  39. If the omen of peril is successful, you get one of three visions, which lasts just a second or two:
  40. • Safety. The caster isn’t in any immediate danger. If he continues on his present course (or remains where he is if he’s been stationary for some time before casting the spell), he’ll face no significant monsters, traps, or other challenges for the next hour or so.
  41. • Peril. The caster will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.
  42. • Great danger. The caster’s very life is at grave risk. He will likely face powerful NPCs or deadly traps in the next hour.
  43. If the roll fails, you get one of the other two results, determined randomly by the DM, and you don’t necessarily know that you failed because the DM rolls secretly. Choosing which vision is “correct” takes some educated guesswork on the part of the DM, who should assess the party’s likely courses of action and what dangers they’re likely to face.
  44. The exact form that an omen of peril takes depends on whether the caster worships a specific deity, venerates nature as a druid, or simply upholds abstract principles. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.
  45. Unlike the more powerful augury, an omen of peril doesn’t respond to a specific question. It only indicates the level of danger likely for the next hour, not what form the danger will take.
  46. Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value.
  47.  
  48. Detect Fire
  49. Divination [Cold]
  50. Level: Cleric 1
  51. This spell functions like detect evil (see page 218 of the Player’s Handbook), except that it detects heat energy from normal fire, fire spells, fire magic items, clerics of fi re deities, and all living beings other than those with the cold subtype. You are vulnerable to an overwhelming heat aura if you have the cold subtype.
  52. Living beings without the fire subtype are detected with a heat aura strength of faint only, regardless of level or Hit Dice.
  53.  
  54. DETECT TAINT
  55. Divination
  56. Level: Cleric 1
  57. Components: V, S
  58. Casting Time: 1 standard action
  59. Range: 60 ft.
  60. Area: Cone-shaped emanation
  61. Duration: Concentration, up to 10 min./level (D)
  62. Saving Throw: None
  63. Spell Resistance: No
  64. You can sense the presence of taint in nearby objects and creatures. The amount of information revealed depends on how long you study a particular area or subject:
  65. 1st Round: Presence or absence of taint within the area.
  66. 2nd Round: Number of tainted creatures in the area and the strength of the strongest tainted aura present. If you are free of taint, if the strongest tainted aura is overwhelming (see below), and if the strength of the tainted aura is at least twice your character level, you are nauseated for 1 round and the spell ends.
  67. 3rd Round: The strength and location of each tainted aura. If a tainted aura is outside your line of sight, you discern its direction but not its exact location.
  68. Aura Strength: The strength of a tainted aura depends on the corruption or depravity score (whichever is higher) of the creature you are detecting, or the amount of taint bestowed by an object, location, or creature without a taint score.
  69. Taint Score        Taint Bestowed         Aura Strength
  70. 1                  0*                     Faint
  71. 2–6                1                      Moderate
  72. 7–14               1d2 or 1d3             Strong
  73. 15+                1d4 or more            Overwhelming
  74. *An object or location that is tainted in some way but does not bestow taint generally has a faint aura strength.
  75. If an aura falls into more than one strength category, you learn about the stronger of the two.
  76. Length Aura Lingers: How long the aura lingers depends on its original strength:
  77. Original Duration of Strength          Lingering Aura
  78. Faint                                   1d6 minutes
  79. Moderate                                1d6×10 minutes
  80. Strong                                  1d6 hours
  81. Overwhelming                            1d6 days
  82. Each round, you can turn to detect things 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.
  83.  
  84. SCHOLAR’S TOUCH
  85. Divination
  86. Level: Bard 1, cleric 1, sorcerer/wizard 1
  87. Components: V, S, M, F
  88. Casting Time: 1 standard action
  89. Range: Personal
  90. Target: One book/round
  91. Duration: Concentration, up to 1 round/level
  92. 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).
  93. Material Component: A scrap of parchment and a pinch of tinder.
  94. Focus: A thin crystal disc.
  95.  
  96. LOCATE WATER
  97. Divination
  98. Level: Cleric 1, druid 1, ranger 1, sorcerer/wizard 1
  99. Components: V, S, F/DF
  100. Casting Time: 1 standard action
  101. Range: Long (400 ft. + 40 ft./level)
  102. Area: Cone-shaped emanation
  103. Duration: Concentration, up to 10 min./level
  104. Saving Throw: None
  105. Spell Resistance: No
  106. You sense the direction of a substantial body of water. The amount of information revealed depends on how long you search a particular area.
  107. 1st Round: Presence or absence of water.
  108. 2nd Round: Number of water sources in the area and the rough size of the largest one present.
  109. 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.
  110. Size: For the purpose of this spell, the size categories of bodies of water are as follows.
  111. Small: A small pond or pool (200 cubic feet or less) or a brook (5 feet across or smaller).
  112. Medium: A large pond or small lake (up to 20,000 cubic feet) or a good sized stream (up to 30 feet across).
  113. Large: A large lake (up to 10 million cubic feet) or a broad river.
  114. Vast: An ocean or an inland sea.
  115. 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.
  116. The presence of fire or magma within the spell’s area blocks it.
  117. Arcane Focus: A forked hazel wand.
  118.  
  119. DETECT DRAGONMARK
  120. Divination
  121. Level: Cleric 1, sorcerer/wizard 1
  122. Components: V, S, M/DF
  123. Casting Time: 1 standard action
  124. Range: 60 ft.
  125. Area: Cone-shaped emanation
  126. Duration: Concentration, up to 10 minutes/level (D)
  127. Saving Throw: None
  128. Spell Resistance: No
  129. 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.
  130. 1st Round: Presence or absence of dragonmarks.
  131. 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.
  132. 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.
  133. Arcane Material Component: A scale from a true dragon.
  134.  
  135. DIVINE INSIGHT
  136. Divination
  137. Level: Cleric 2, paladin 2
  138. Components: V, S, DF
  139. Casting Time: 1 standard action
  140. Range: Personal
  141. Target: You
  142. Duration: 1 hour/level or until discharged (D)
  143. When you cast this spell, you invoke the power of your deity to guide your actions. Once during the spell’s duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + your caster level (maximum bonus of +15) on any single skill check. Activating the effect requires an immediate action. You must choose to use divine insight before you make the check you want to modify. Once used, the spell ends.
  144. You can’t have more than one divine insight effect active on you at the same time
  145.  
  146. HEALING LORECALL
  147. Divination
  148. Level: Cleric 2, druid 2, ranger 1
  149. Components: V, S, M
  150. Casting Time: 1 standard action
  151. Range: Personal
  152. Target: You
  153. Duration: 1 minute/level
  154. You tap into your healing acumen to make your curative spells more potent. A caster with 5 or more
  155. ranks in Heal can, when casting a conjuration (healing) spell, choose to remove any one of the following conditions affecting the target of the spell, in addition to the spell’s normal effects: dazed, dazzled, or fatigued. A caster with 10 or more ranks in Heal can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened.
  156. Also, when determining the amount of damage healed by your conjuration (healing) spells, you can
  157. substitute your total ranks in Heal for your caster level. The normal caster level limit for individual spells still applies; thus, a 3rd-level cleric with 6 ranks in Heal when under the effect of healing lorecall cures 1d8+5 points of damage with a cure light wounds spell.
  158. Material Component: A small mint leaf.
  159.  
  160. LORE OF THE GODS
  161. Divination
  162. level: Cleric 2
  163. Components: V, S
  164. Casting Time: 1 standard action
  165. Range: Personal
  166. Target: You
  167. Duration: 10 minutes/level or until discharged
  168. Your mind opens to the secrets of the cosmos and briefly touches the omniscience of the gods.
  169. You gain a +5 insight bonus on all Knowledge checks. At any point before the duration expires, you can make a check with a Knowledge skill in which you have no ranks, or retry a Knowledge check you have previously failed. The +5 insight bonus still applies in both of those cases, but utilizing this option reduces the spell's remaining duration to 1 minute/level.
  170. If you worship a deity who grants access to the Knowledge domain, the bonus is +10 rather than +5—even if you did not choose that domain.
  171.  
  172. DETECT ABERRATION
  173. Divination
  174. Level: Cleric 2, druid 2, sorcerer/wizard 2
  175. Components: V, S
  176. Casting Time: 1 standard action
  177. Range: 60 ft.
  178. Area: Quarter circle emanating from the character to the extreme of the range
  179. Duration: Concentration, up to 1 minute/level (D)
  180. Saving Throw: None
  181. Spell Resistance: No
  182. 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:
  183. 1st Round: Presence or absence of aberrant life.
  184. 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.
  185. 3rd Round: The strength and location of each aura.
  186. 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.
  187. Hit Dice                 Strength
  188. 1–3 or lower             Faint
  189. 4–7                      Moderate
  190. 8–13                     Strong
  191. 14 or higher             Overwhelming
  192. Length Aura Lingers: How long the aura lingers  depends on its original strength:
  193. Aura Strength         Duration
  194. Faint                 1d6 minutes
  195. Moderate              1d6×10 minutes
  196. Strong                1d6 hours
  197. Overwhelming          1d6 days
  198. 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.
  199.  
  200. Locate Touchstone
  201. Divination
  202. Level: Bard 1, cleric 2, druid 1, sorcerer/wizard 1
  203. Components: V, S
  204. Casting Time: 1 standard action
  205. Range: See text
  206. Duration: Instantaneous
  207. Saving Throw: None
  208. Spell Resistance: No
  209. 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.
  210. This spell allows you to locate planar touchstones located only on the plane on which it is cast.
  211. Special: You must have the Planar Touchstone feat in order to cast this spell.
  212.  
  213. EXPOSE THE DEAD
  214. Divination
  215. Level: Cleric 2, paladin 2, sorcerer/wizard 2
  216. Components: V, S, M/DF
  217. Casting Time: 1 standard action
  218. Range: Personal
  219. Target: You
  220. Duration: 1 minute/level (D)
  221. 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).
  222. 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.
  223. 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.
  224. Finally, while this spell is active, increase the save DC of any speak with dead spell you cast by 2.
  225. Arcane Material Component: A dwarf’s fingerbone.
  226.  
  227. SENSE WEAKNESS
  228. Divination
  229. Level: Cleric 2, sorcerer/wizard 2
  230. Components: V, S
  231. Casting Time: 1 standard action
  232. Range: Touch
  233. Target: Creature touched
  234. Duration: 24 hours
  235. Saving Throw: Will negates (harmless)
  236. Spell Resistance: Yes (harmless)
  237. 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).
  238.  
  239. Blessed Sight
  240. Divination
  241. Level: Apostle of peace 3, champion of Gwynharwyf 3, cleric 3, paladin 3, Celestial 3, slayer of Domiel 3
  242. Components: V, S
  243. Casting Time: 1 standard action
  244. Range: Personal
  245. Target: You
  246. Duration: 1 minute/level (D)
  247. This spell makes your eyes glow with white light and allows you to see evil auras within 120 feet of you. The effect is similar to a detect evil spell, but does not require concentration and discerns aura location and strength more quickly. You know the location and strength of all evil auras within your sight. An aura’s strength depends on the type and Hit Dice of any evil creature, as noted in the description of the detect evil spell in the Player’s Handbook.
  248.  
  249. BLESSED AIM
  250. Divination
  251. Level: Blackguard 2, cleric 3, paladin 2
  252. Components: V, S
  253. Casting Time: 1 standard action
  254. Range: 60 ft.
  255. Effect: 60-ft. spread, centered on you
  256. Duration: Concentration
  257. Saving Throw: Will negates (harmless)
  258. Spell Resistance: No
  259. This spell grants a +2 morale bonus on all ranged attacks for your allies within the spread.
  260.  
  261. CHAIN OF EYES
  262. Divination
  263. Level: Cleric 3, druid 4
  264. Components: V, S
  265. Casting Time: 1 standard action
  266. Range: Touch
  267. Target: Living creature touched
  268. Duration: 1 hour/level
  269. Saving Throw: Will negates
  270. Spell Resistance: Yes
  271. You can use a creature’s vision instead of your own. While this spell gives you no control over the creature, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. In this way, your sensor can infiltrate a closely guarded area.
  272. During your turn in a round, you can use a free action to switch from seeing through the current creature’s eyes to seeing normally or back again.
  273.  
  274. TELEPATHIC BOND, LESSER
  275. Divination [Mind-Affecting]
  276. Level: Cleric 3, Mind 3, sorcerer/wizard 3
  277. Components: V, S
  278. Casting Time: 1 standard action
  279. Range: 30 ft.
  280. Targets: You and one willing creature within 30 ft.
  281. Duration: 10 min./level
  282. Saving Throw: None
  283. Spell Resistance: No
  284. 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).
  285.  
  286. BATTLEMAGIC PERCEPTION
  287. Divination
  288. Level: Cleric 3, sorcerer/wizard 3
  289. Components: V, S
  290. Casting Time: 1 standard action
  291. Range: Personal
  292. Target: You
  293. Duration: 10 min./level (D)
  294. 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.
  295. 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.
  296. 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.
  297.  
  298. Analyze Portal
  299. Divination
  300. Level: Bard 3, sorcerer/wizard 3
  301. Components: V, S, M
  302. Casting Time: 1 minute
  303. Range: 60 ft.
  304. Area: Cone-shaped emanation from you to the extreme of the range
  305. Duration: Concentration, up to 1 round/level (D)
  306. Saving Throw: See text
  307. Spell Resistance: No
  308. 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.)
  309. Each round you study a portal, you can discover one property of the portal, in this order:
  310. • Any key or command word needed to activate the portal.
  311. • Any special circumstances governing the portal’s use (such as specific times when it can be activated).
  312. • Whether the portal is one-way or two-way.
  313. • 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.
  314. 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.
  315. Analyze portal has only a limited ability to reveal unusual properties, as follows:
  316. • 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.
  317. • 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.
  318. • 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.
  319. • Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.
  320. Material Components: A crystal lens and a small mirror.
  321.  
  322. Analyze Touchstone
  323. Divination
  324. Level: Bard 3, cleric 3, sorcerer/ wizard 3
  325. Components: V, S, M
  326. Casting Time: 1 minute
  327. Range: 60 ft.
  328. Area: A quarter circle emanating from you to the extreme of the range
  329. Duration: Concentration, up to 1
  330. round/level (D)
  331. Saving Throw: See text
  332. Spell Resistance: No
  333. 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.)
  334. Each round you study a touchstone, you can discover one property of the touchstone, in this order:
  335. • The base ability gained by someone who takes the Planar Touchstone feat related to the site.
  336. • Any conditions that must be met in order to recharge the higher-order ability granted by the site.
  337. • The higher-order ability gained by someone who visits the touchstone and fulfills the recharge condition.
  338. • The number of uses of the higher order ability that the character gains from visiting the site and fulfilling the recharge condition.
  339. 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.
  340. Material Components: A crystal lens, a drop of ink, and a piece of paper or parchment.
  341.  
  342. ASSAY RESISTANCE
  343. Divination
  344. Level: Cleric 4, sorcerer/wizard 4
  345. Components: V, S
  346. Casting Time: 1 swift action
  347. Range: Personal
  348. Target: You
  349. Duration: 1 round/level
  350. 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.
  351.  
  352. Greater Status
  353. Divination
  354. Level: Apostle of peace 4, cleric 4, Community 4
  355. Components: V, S, DF
  356. Casting Time: 1 standard action
  357. Range: Touch
  358. Targets: One creature touched/3 levels
  359. Duration: 1 hour/level
  360. Saving Throw: Will negates (harmless)
  361. Spell Resistance: Yes (harmless)
  362. As status (described in the Player’s Handbook), but you can also cast a limited selection of spells through the link, as if you were touching the target. You can cast any spell that meets the following conditions:
  363. • Level: 0, 1st, or 2nd
  364. • Range: Touch
  365. • Target: Creature touched
  366. • Saving Throw: Harmless
  367. For example, if you become aware (through the greater status spell) that one of your linked companions is dying, you can cast cure moderate wounds to try to revive her.
  368.  
  369. WEATHER EYE
  370. Divination
  371. Level: Cleric 4, druid 3
  372. Components: V, S, M, DF
  373. Casting Time: 1 hour
  374. Range: 1 mile radius + 1 mile/level
  375. Area: 1 mile radius + 1 mile/level, centered on you
  376. Duration: Instantaneous
  377. Saving Throw: None
  378. Spell Resistance: No
  379. You may accurately predict the natural weather up to one week into the future. If unnatural forces currently affect the weather, then weather eye reveals as much information as a detect magic spell.
  380. Material Component: Incense.
  381. Divine Focus: A scrying device of some kind (bowl, mirror, crystal ball, and so forth).
  382.  
  383. SPIRITUAL ADVISOR
  384. Divination
  385. Level: Cleric 4
  386. Components: V, S
  387. Casting Time: 1 standard action
  388. Range: Personal
  389. Target: You
  390. Duration: 1 minute/level
  391. When you chant the final words of your incantation, a soft, comforting voice seems to whisper in your ear, "What knowledge may I impart to you?"
  392. Spiritual advisor allows you to consult with a spirit, an angel, or some other divine aspect of your deity. This advisor manifests as a barely shimmering orb that floats above one of your shoulders. When it speaks, only you can hear its counsel.
  393. As long as the spiritual advisor is present, it helps you recall bits of trivia, history, or other knowledge. This knowledge can be as general or specific as is required, and the information gained grants you a +4 insight bonus on all Knowledge checks while the spell is in effect. You can even attempt checks with Knowledge skills in which you have no skill ranks or retry a Knowledge check you failed before casting the spell.
  394.  
  395. Sacred Guardian
  396. Divination
  397. Level: Apostle of peace 5, cleric 5
  398. Components: V, S, Celestial
  399. Casting Time: 1 standard action
  400. Range: Touch
  401. Target: Object or willing creature touched
  402. Duration: 1 day/level
  403. Saving Throw: None (see text)
  404. Spell Resistance: Yes (harmless)
  405. Celestials use sacred guardian to monitor the location and condition of a creature or object that has been placed in their care. Similar to status, this spell makes the caster constantly aware of the target creature or object’s precise location and status: whether a creature is unharmed, wounded, disabled, staggered, unconscious, dying, dead, and so on, or whether an object is unharmed, damaged, or destroyed. Once the spell is cast, the distance between the caster and the subject does not affect the spell, and the spell continues to function even if the subject and caster are on different planes of existence.
  406. If the caster wishes to teleport to the subject’s presence, he can do so even if he is not familiar with the location (assuming he has access to teleportation magic). If the caster casts scrying or greater scrying on the subject, the subject does not receive a saving throw; unless the subject is warded by a spell or in a location that blocks scrying magic, the spell automatically succeeds.
  407. This spell has no effect on unwilling creatures. If the target is an attended object, the attending creature must be willing for the object to receive the spell.
  408.  
  409. STATUS, GREATER
  410. Divination
  411. Level: Cleric 5, healer 6
  412. Components: V, S
  413. Casting Time: 1 minute
  414. Range: Medium (100 ft. + 10 ft./level)
  415. Targets: Ten living creatures per caster level
  416. Duration: 1 hour/level
  417. Saving Throw: Will negates (harmless)
  418. Spell Resistance: Yes (harmless)
  419. This spell is identical to status, except as noted above.
  420.  
  421. GLIMPSE OF THE PROPHECY
  422. Divination
  423. Level: Bard 6, cleric 6, sorcerer/wizard 6
  424. Components: V, S
  425. Casting Time: 1 standard action
  426. Range: Personal
  427. Target: You
  428. Duration: 1 hour/level or until discharged
  429. 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.
  430. 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.
  431. 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.
  432. You cannot have more than one glimpse of the Prophecy spell active on you at the same time.
  433.  
  434. BRAIN SPIDER
  435. Divination [Mind-Affecting]
  436. Level: Cleric 8, Mind 7
  437. Components: V, S, M, DF
  438. Casting Time: 1 full round
  439. Range: Long (400 ft. + 40 ft./level)
  440. Targets: Up to eight living creatures within range
  441. Duration: 1 min./level
  442. Saving Throw: Will negates
  443. Spell Resistance: Yes
  444. This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:
  445. • The ceaseless chaos representing images of surface thoughts
  446. • Individual trains of thought in whatever order you desire
  447. • Information from all minds about one particular topic, thing, or being, one nugget of information per caster level
  448. • A study of the thoughts and memories of one creature of the group in detail
  449. Once per round, if you do not perform a detailed study of one creature’s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider.
  450. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider for that creature.
  451. You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings—you can choose, for instance, “the nearest eight guards who must be in that chamber there.” The spell cannot reach those who make a successful Will save.
  452. Material Component: A spider of any size or type. It may be dead, but must still have all eight legs.