Hunter's Lore
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, S, M (a scrap of paper torn from a book about monsters)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.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 minute/levelHow 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 ↗
Inquisitors and rangers alike learned long ago that knowledge of an enemy grants power over that enemy. This spell was created so that almost any enemy could have its vulnerabilities known and exploited.
For the duration of this spell you may spend a full-round action to take 20 on any Knowledge skill checks made to identify a foe’s weaknesses, provided the foe in question is within line of sight and provided that you have at least one rank in that particular Knowledge skill. This spell allows you to make untrained Knowledge checks to determine a monster’s weaknesses as if you had ranks in that skill, but you cannot take 20 on these checks.
For the duration of this spell you may spend a full-round action to take 20 on any Knowledge skill checks made to identify a foe’s weaknesses, provided the foe in question is within line of sight and provided that you have at least one rank in that particular Knowledge skill. This spell allows you to make untrained Knowledge checks to determine a monster’s weaknesses as if you had ranks in that skill, but you cannot take 20 on these checks.