Contact Nalfeshnee
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 roundMost 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, S, M (powdered sapphire worth 250 gp), F (bejeweled cold iron mirror worth at least 2,000 gp)V (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.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.F (Focus): A prop used during casting but, unlike a material component, not consumed — it can be reused. Negligible cost unless a price is given.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
- concentrationHow 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 ↗
When you cast this spell, you fall into a trance and become helpless as long as you continue concentrating. Choose any one Knowledge skill other than arcana or planes. Your mind is placed in telepathic contact with a nalfeshnee demon skilled at that particular Knowledge skill, in addition to arcana and planes. Each round that you continue to concentrate, you may ask the nalfeshnee one question and it will answer as best it can. If you ask a question about arcana or planes, the nalfeshnee has a +23 bonus to the skill check. If you ask about the Knowledge skill you selected, the nalfeshnee has a +20 bonus. It cannot answer questions pertaining to other Knowledge skills—to do so, you must cast the spell again.
Contact with Abyssal minds is dangerous, and each time the nalfeshnee answers a question, you suffer 1d4 points of ability drain to Intelligence, Wisdom, or Charisma (determined randomly) unless you make a DC 22 Will save. Each additional question you ask with this spell over the course of a single 24-hour period imparts a cumulative –1 penalty on this saving throw. Chaotic evil spellcasters always gain a +4 bonus on this saving throw.
Contact with Abyssal minds is dangerous, and each time the nalfeshnee answers a question, you suffer 1d4 points of ability drain to Intelligence, Wisdom, or Charisma (determined randomly) unless you make a DC 22 Will save. Each additional question you ask with this spell over the course of a single 24-hour period imparts a cumulative –1 penalty on this saving throw. Chaotic evil spellcasters always gain a +4 bonus on this saving throw.