Domination Link
DivinationDivination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells.
[ Mind-Affecting
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.Mindless creatures (those with an Intelligence score of “—”) and undead are immune to mind-affecting effects.]
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, S, F/DF (a copper piece)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.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.DF (Divine Focus): An item of spiritual significance — e.g. a holy symbol appropriate to your faith, or a druid's or ranger's sprig of holly.Full rule on Archives of Nethys ↗
- Range
- 60 ft.How 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 ↗
- Area
- cone-shaped emanationHow 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
- concentration, up to 1 min./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
- Will negates, see textIf 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 ↗
This spell functions like detect thoughts, with the additional ability to find echoes of the thoughts of a creature mentally controlling the target. For example, if the target has been dominated by a vampire, you can use evidence left in the target’s mind to learn about that vampire. Each minute you concentrate on the spell, you can learn your choice of one of the following pieces of information.
Direction: The controller’s general direction and distance.
Emotion: The controller’s emotional state (gloating, sated, frightened, angry, and so on).
Image: A powerful iconic image relevant to the controller or its connection to the target, such as a symbol on a door or a name on a gravestone.
Location: The controller’s general location, such as “in a large city” or “on a ship.”
Name: The name by which the target knows its controller (if any).
All of this information is based on the last time the influencing creature linked itself to the target, either to issue a command or to receive sensory input from the target. For example, if at nightfall a vampire commanded a dominated victim to walk to a cemetery, this spell can reveal the vampire’s general location at that time, though it may have moved since then.
Direction: The controller’s general direction and distance.
Emotion: The controller’s emotional state (gloating, sated, frightened, angry, and so on).
Image: A powerful iconic image relevant to the controller or its connection to the target, such as a symbol on a door or a name on a gravestone.
Location: The controller’s general location, such as “in a large city” or “on a ship.”
Name: The name by which the target knows its controller (if any).
All of this information is based on the last time the influencing creature linked itself to the target, either to issue a command or to receive sensory input from the target. For example, if at nightfall a vampire commanded a dominated victim to walk to a cemetery, this spell can reveal the vampire’s general location at that time, though it may have moved since then.