Soulseeker
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 hourMost 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 (incense worth 250 gp), F (see text)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
- unlimitedHow 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
- one soulHow 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
- instantaneous or 1 hour/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
- Will negatesIf 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 identify the stage of a given soul’s judgment, or determine its fate post-judgment. You must either unambiguously identify the soul you seek or use the skull of the body the soul vacated as a focus. If the subject does not share your alignment, the soul can attempt a Will save to resist this spell’s effects as if it were still alive. If the subject is still alive or its soul has been destroyed, this spell fails without providing any information.
If the soul has not yet been judged and moved on to its final reward or punishment, soulseeker provides an estimate of its location; in most cases, this is somewhere in the River of Souls or the Boneyard. While this may assist in physically traveling to the soul’s location, especially in cases involving effects such as soul bind or a devourer’s devour soul ability, the spell’s primary purpose is to identify how long the subject has been dead (and what form of life-restoring magic is necessary). If the soul has already been judged, soulseeker instead identifies the plane to which the soul has been sent as a petitioner and the petitioner’s general location on that plane (such as “Elysium, beneath the boughs of the Witchwood”).
If soulseeker is cast on the same plane on which the soul’s new petitioner form currently exists, it guides you along the shortest, most direct physical route to the petitioner, as described in find the path. In this case, the spell’s duration is 1 hour per level.
If the soul has not yet been judged and moved on to its final reward or punishment, soulseeker provides an estimate of its location; in most cases, this is somewhere in the River of Souls or the Boneyard. While this may assist in physically traveling to the soul’s location, especially in cases involving effects such as soul bind or a devourer’s devour soul ability, the spell’s primary purpose is to identify how long the subject has been dead (and what form of life-restoring magic is necessary). If the soul has already been judged, soulseeker instead identifies the plane to which the soul has been sent as a petitioner and the petitioner’s general location on that plane (such as “Elysium, beneath the boughs of the Witchwood”).
If soulseeker is cast on the same plane on which the soul’s new petitioner form currently exists, it guides you along the shortest, most direct physical route to the petitioner, as described in find the path. In this case, the spell’s duration is 1 hour per level.