Sense Madness
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.
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
- close (25 ft. + 5 ft./2 levels)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 ↗
- Target
- creatures in range (see text)How 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 round/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 ↗
- 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 can sense the presence of mental disturbance in creatures within range, focusing your detection on one creature each round. If the target is currently suffering from any form of madness (see page 182) or addiction (GameMastery Guide 236), has total sanity damage greater than or equal to its sanity edge (see page 12), or is under a magical compulsion that could be detected by detect magic, you can detect the presence of such a disturbance on the first round of concentration.
If you concentrate on the same creature for an additional round, you learn if the creature’s total sanity damage is greater than or equal to its sanity edge, and you can attempt a Sense Motive check against a DC equal to 10 + the save DC of the target’s madness or addiction to determine the exact nature of a madness or addiction. Additionally, you can attempt a Spellcraft check with a DC equal to 11 + the caster level of the compulsion against each magical compulsion currently affecting the target that could be detected by detect magic. If successful, you can identify the specific spell affecting the target. You gain a +4 bonus on your Spellcraft check if the effect is confusion, insanity, or a similar effect that explicitly causes madness or insanity. If you successfully identify such an effect with sense madness, the insights provided by this spell grant you a +1 circumstance bonus on your next caster level check in the following 1 minute made to counter, dispel, or remove that specific effect. After attempting a check to identify a madness, addiction, or compulsion, you can’t attempt that check against the same creature again, even if you concentrate on the creature again.
If you concentrate on the same creature for an additional round, you learn if the creature’s total sanity damage is greater than or equal to its sanity edge, and you can attempt a Sense Motive check against a DC equal to 10 + the save DC of the target’s madness or addiction to determine the exact nature of a madness or addiction. Additionally, you can attempt a Spellcraft check with a DC equal to 11 + the caster level of the compulsion against each magical compulsion currently affecting the target that could be detected by detect magic. If successful, you can identify the specific spell affecting the target. You gain a +4 bonus on your Spellcraft check if the effect is confusion, insanity, or a similar effect that explicitly causes madness or insanity. If you successfully identify such an effect with sense madness, the insights provided by this spell grant you a +1 circumstance bonus on your next caster level check in the following 1 minute made to counter, dispel, or remove that specific effect. After attempting a check to identify a madness, addiction, or compulsion, you can’t attempt that check against the same creature again, even if you concentrate on the creature again.