Calculated Luck
DivinationDivination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells.
Many divination spells have cone-shaped areas. These move with you and extend in the direction you choose. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- personalHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- youHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 round/level (D)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You are able to use the Path of Numbers to substantially boost your combat preparedness, but your foresight comes at a price. Roll 3d8 and refer to the Eight Basic Energies table on page 51. After rolling, assign each die to one of the following.
- Energy Type: You gain vulnerability to the energy type that matches the die’s result for the duration of the spell. You take half again as much damage (+50%) from that energy type, regardless of whether you successfully saved against the damaging spell or effect.
- Magic School: For the spell’s duration, you cast all spells from the school that matches the die’s result at +1 caster level.
- d20 Roll Type: You receive a +2 luck bonus on the d20 roll that matches the die’s result for the duration of the spell.
| d8 | Energy Type | Magic School | d20 Roll Type |
| 1 | Air | Enchantment | Will save |
| 2 | Electricity | Illusion | Reflex save |
| 3 | Fire | Necromancy | Attack roll |
| 4 | Sonic | Evocation | Initiative roll |
| 5 | Acid | Abjuration | Fortitude save |
| 6 | Water | Transmutation | Caster level check |
| 7 | Cold | Divination | Concentration check |
| 8 | Earth | Conjuration | Combat Maneuver Check |