Divination
Table of Contents
Divination-sphere.png

You can predict the future and gain information not available to the usual 5 senses.

When you first gain the Divination sphere, you gain the divine and sense sphere abilities. In addition, you gain a (divine) and a (sense) talent of your choice. Your first (divine) talent does not need to be associated with a sphere that you already possess. The Expanded Divinations talent grants access to additional alternate divinations.

Divine

Casting Time: 10 minutes
Cost: 0 sp
Area: 120 feet
Range: self
Duration: Concentration up to 10 minutes

Choose a (divine) talent you possess; the effect of divine is determined by the chosen talent. Unless explicitly stated otherwise, you generally cannot pinpoint the location of a hidden creature or object simply by sensing the presence or general direction of their aura. Divine can penetrate most barriers, but it is blocked by sufficiently dense objects, unless otherwise noted. Refer to Table: Density Categories and Common Substances below to see what objects can block divining. Many (divine) talents have a recall lore augment, which allow the diviner to gain additional information about a subject or target.

Augment 1 sp: The casting time of divine becomes an action.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.

Table: Density Categories and Common Substances
Density Category Example Substance Amount that blocks Divine
Weightless Feathers or Balsa Wood 30 feet
Light Coal or Wood 3 feet
Somewhat Dense Flesh or Stone (such as Granite) A foot
Dense Common Metal (such as Copper, Iron, and Steel) An inch
Very Dense Uncommon or Rare Metal (such as Adamantium, Lead, Gold, Platinum) A thin sheet

Sense

Casting Time: 1 action
Cost: 0 sp
Range: self
Duration: Concentration up to 1 hour

You can grant yourself paranormal senses with a range of 30 feet. Choose and gain the effects of one (sense) talent you possess.

Augment 1 sp: Your sense acts out to a range of 120 feet.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.



Divination Basic Talents

Talents designated as (divine) talents grant you additional ways to employ your divine ability, while (sense) talents expand your sense ability.

Alternate Divinations

If you possess certain other spheres, you gain additional ways to employ your divine ability. For each sphere you possess, you also gain one (divine) talent available to that sphere from the list below. If you already possess all the (divine) talents associated with that sphere, you can instead choose another alternate divination in its place, even if you do not possess that sphere. Some talents also require you to possess particular options within that sphere, such as those associated with the Nature sphere requiring certain geomancy packages.

Alteration

Detect Monstrosity (divine)

For the duration, you can potentially divine the presence of monstrosities within its area. If a creature of the monstrosity creature type fails a Charisma saving throw, you can see a faint monstrosity aura surrounding them, allowing you to determine whether or not the creature is a monstrosity. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Recall Lore (Augment 1 sp): You can focus on a visible monstrosity aura for 1 minute and make a DC 20 Intelligence (Nature) check. With a successful check, you learn what kind of monstrosity the creature is. You can apply this augment multiple times during the same casting of Detect monstrosity, each time focusing on a different monstrosity aura.

Detect Shapechanger (divine)

For the duration, you can potentially divine the presence of shapechangers within its area. If a creature with the shapechanger tag, shapeshifter ancestry (such as a changeling), or a creature affected by a petrification or polymorph effect (such as the shapeshift Alteration sphere ability) fails a Charisma saving throw, you can see a faint shapeshifter aura surrounding them, allowing you to determine whether or not the creature has morphic qualities. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Recall Lore (Augment 1 sp): You can focus on a visible shapeshifter aura 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you learn what kind of shapechanger the creature is, what their primary shapechanger heritage is, or how the creature was petrified or polymorphed as well as their original form. You can apply this augment multiple times during the same casting of Detect Shapechanger, each time focusing on a different shapeshifter aura.

Conjuration

Detect Aberrations (divine)

For the duration, you can potentially divine the presence of aberrations within its area. If a creature of the aberration creature type fails a Charisma saving throw, you can see a faint aberration aura surrounding them, allowing you to determine whether or not the creature is an aberration. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Recall Lore (Augment 1 sp): You can focus on a visible aberration aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you learn what kind of aberration the creature is. You can apply this augment multiple times during the same casting of Detect Aberrations, each time focusing on a different aberration aura.

Detect Summons (divine)

For the duration, you can potentially divine the presence of extraplanar creatures within its area. If an extraplanar or summoned creature fails a Charisma saving throw, you can see a faint conjuration aura surrounding them, allowing you to determine whether or not the creature is extraplanar or summoned. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Recall Lore (Augment 1 sp): You can focus on a visible conjuration aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you learn what kind of extraplanar or summon the creature is, and what their home plane is. You can apply this augment multiple times during the same casting of Detect Summons, each time focusing on a different conjuration aura.

Creation

Detect Constructs (divine)

For the duration, you can potentially divine the presence of constructs and similar creatures within its area. If a creature of the construct creature type or with construct ancestry (such as warforged) fails a Charisma saving throw, you can see a faint construct aura surrounding them, allowing you to determine whether or not the creature has construct anatomy. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Recall Lore (Augment 1 sp): You can focus on a visible construct aura for 1 minute and make a DC 20 Intelligence (History) check. With a successful check, you learn what kind of construct the creature is, or what their primary construct heritage is. You can apply this augment multiple times during the same casting of Detect Constructs, each time focusing on a different construct aura.

Detect Oozes (divine)

For the duration, you can potentially divine the presence of oozes within its area. If a creature of the ooze creature type fails a Charisma saving throw, you can see a faint ooze aura surrounding them, allowing you to determine whether or not the creature is an ooze. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Augment 1 sp: You can focus on a visible ooze aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you learn what kind of ooze the creature is. You can apply this augment multiple times during the same casting of Detect Oozes, each time focusing on a different ooze aura.

Object Reading (divine)

You can perform psychometry on a target object you touch, gaining information about its history or previous owners. In addition to the information you acquire below, you gain advantage on checks to discern the value of the object for as long as you continue to divine the object. For every 1 minute you divine the object you gain one additional piece of information found in the following order: Last owner’s race, last owner’s gender, last owner’s age, last owner’s alignment, how the last owner lost or gained the object.

Augment 1 sp: You can continue to divine the object, learning information on the owner before the last at the same rate in the same order. This augmentation is applied when the previous information is completely divined. Should this effect be interrupted for 2 or more consecutive rounds, you must start again at the beginning unless you spend 1 spell point per past owner.

Dark

Detect Fiends (divine)

For the duration, you can potentially divine the presence of fiends, half-fiends, and similar creatures within its area. If a creature of the fiend creature type or with fiendish ancestry (such as half-fiends and tieflings) fails a Charisma saving throw, you can see a faint fiendish aura surrounding them, allowing you to determine whether or not the creature has fiend essence. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Recall Lore (Augment 1 sp): You can focus on a visible fiendish aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you learn what kind of fiend the creature is, or what their primary fiendish heritage is. You can apply this augment multiple times during the same casting of Detect Fiends, each time focusing on a different fiendish aura.

Detect Shadows (divine)

For the duration, you can potentially divine the presence of creatures or objects touched by the plane of shadow within its area. If a creature or object native to the plane of shadow or under the effects of a (meld) talent from the Dark sphere (or similar shadow magic effect) fails a Charisma saving throw, you can see a faint shadow aura surrounding them. An aura can only be seen while the creature or object is also visible; however, even if you cannot see the creature or object, you do sense the presence and general direction of those auras.

Augment 1 sp: You can focus on a visible shadow aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you learn whether the creature or object is native to the plane of shadow or if it is merely imbued by it. If the creature is native to the plane of shadow, you learn what type of creature it is. If the creature or object is merely imbued by shadow plane energy, you learn what (meld) talents or shadow magic effects are affecting it. You can apply this augment multiple times during the same casting of Detect Shadows, each time focusing on a different shadow aura.

Death

Detect Curse (divine)

For the duration, you can potentially divine the presence of curses within its area. Objects or areas that are under the effects of a curse, have a faint curse aura around them that you can see. If a creature under the effect of a curse fails a Charisma saving throw, you can see a faint curse aura surrounding them, allowing you to determine whether or not the creature is cursed. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Augment 1 sp: You can focus on a visible curse aura for 1 minute and make a DC 20 Intelligence (Religion) check. With a successful check, you can also divine its properties and duration, and if the curse was created by a spell or sphere effect, you learn which spell or sphere effect created it. You can apply this augment multiple times during the same casting of Detect Curse, each time focusing on a different curse aura.

Detect Undead (divine)

For the duration, you can potentially divine the presence of undead and similar creatures within its area. If a creature of the undead creature type or with undead ancestry fails a Charisma saving throw, you can see a faint undead aura surrounding them, allowing you to determine whether or not the creature is infused with negative energy. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Recall Lore (Augment 1 sp): You can focus on a visible undead aura for 1 minute and make a DC 20 Intelligence (Religion) check. With a successful check, you learn what kind of undead the creature is, or what their primary undead heritage is. You can apply this augment multiple times during the same casting of Detect Undead, each time focusing on a different undead aura.

Destruction

Detect Dragons (divine)

For the duration, you can potentially divine the presence of dragons, half-dragons, and similar creatures within its area. If a creature of the dragon creature type or with draconic ancestry (such as dragonborn and half-dragons) fails a Charisma saving throw, you can see a faint draconic aura surrounding them, allowing you to determine whether or not the creature has dragon blood. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Recall Lore (Augment 1 sp): You can focus on a visible draconic aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you learn what kind of dragon the creature is, or what their primary draconic heritage is. You can apply this augment multiple times during the same casting of Detect Dragons, each time focusing on a different draconic aura.

Detect Hostility (divine)

For the duration, you can divine whenever a creature or an object within its area has taken hit point damage. In addition to you gain knowledge as to the amount and type of damage dealt and from what direction the damage was dealt from. If the source of the damage is from a creature within the area of your divine effect, it must succeed on a Charisma saving throw or have its space have a faint hostility aura that you can see. If the source of the damage is not from a creature, but is inside the area of your divine effect, you can see a faint hostility aura in the space of the source.

Augment 1 sp: You can focus on a hostility aura as a bonus action and make a DC 20 Intelligence (Investigation) check. With a successful check, the hostility aura will continue to follow the movement of the source for the remainder of the duration, granting any creature who can see the aura advantage on any attack rolls made against the source. You can apply this augment multiple times during the same casting of Detect Hostility, each time focusing on a different hostility aura.

Enhancement

Detect Enhancement (divine)

For the duration, you can divine the presence of short-term bonuses or penalties on creatures or objects within its area. If a creature (or an object attended to by a creature) that is benefiting from temporary bonuses or imposed with temporary penalties fails a Charisma saving throw, you can see a faint enhancement aura surrounding them. An aura can only be seen while the creature or object is also visible; however, even if you cannot see the creature or object, you do sense the presence and general direction of those auras.

Recall Lore (Augment 1 sp): You can focus on a visible enhancement aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you learn the sources of the bonuses or penalties (magical, alchemical, etc.), what they are affecting, and their respective durations. You can apply this augment multiple times during the same casting of Detect Enhancement, each time focusing on a different enhancement aura.

Detect Information (divine)

Casting Time: 1 reaction
Cost: 1sp

You divine for information. This grants you the ability to reroll a failed Intelligence check. You can only divine for information once per Intelligence check.

Augment 1 sp: You can divine for information to reroll an Intelligence check which you have already used this ability on.

Fate

Detect Alignment (divine)

For the duration, you can divine for a specific part of the alignment spectrum of a creature within its area: evil, good, lawful, or chaotic. You learn whether the creature targeted by this effect possess the chosen alignment unless they succeed on a Charisma saving throw. An individual creature can only be targeted with your Detect Alignment once per 24 hours.

Augment 1 sp: You can focus on an individual creature for 1 minute, allowing you to target them an additional time, but they gain advantage on their Charisma saving throw against the effect. You can apply this augment multiple times during the same casting of Detect Alignment, each time allowing you to target an individual an additional time.

Detect Background (divine)

For the duration, you can divine the characteristics of a creature within its area. When you cast this divine ability, choose your choice of: personality traits, ideals, bonds, or flaws; you learn that individual creature’s characteristic unless they succeed on a Charisma saving throw. Creatures of low intelligence (7 Intelligence and lower) generally do not have more than a couple of character traits (if any).

Augment 1 sp: You can focus on an individual creature who failed their saving throw as a bonus action, allowing you to learn all their personality traits, ideals, bonds, and flaws. You can apply this augment multiple times during the same casting of Detect Background, each time allowing you to target a different individual.

Illusion

Detect Illusions (divine)

For the duration, you can divine for illusions. This grants you a free Intelligence (Investigation) check against the save DC of any illusions within the area. A successful check against an invisible creature or object will also make them visible to you for the duration.

Detect Secrets (divine)

Cost: 1 sp

You can divine for things expressly designed to be hidden. This includes secret doors, hidden caches, and secret compartments. Not only does this detect the presence of such secrets, but it also gives you knowledge of their trigger mechanisms. This only detects doors, passages, and openings specifically designed to avoid detection.

Life

Detect Affliction (divine)

For the duration, you can potentially divine the presence of disease and poison within its area. You can see a faint affliction aura around objects or areas that are poisoned or under the effects of a disease. If a creature that is poisoned or under the effects of a disease fails a Charisma saving throw, you can see a faint affliction aura surrounding them. An aura can only be seen while the creature or object is also visible; however, even if you cannot see the creature or object, you do sense the presence and general direction of those auras.

Augment 1 sp: You can focus on a visible affliction aura for 1 minute and make a DC 20 Wisdom (Medicine) check. With a successful check, you can also divine its type, properties, and remaining duration. If the disease or poison was created by a spell or sphere effect, you learn which spell or sphere effect created it. You can apply this augment multiple times during the same casting of Detect Affliction, each time focusing on a different affliction aura.

Detect Life (divine)

For the duration, you can divine the location of nearby living creatures. If a living creature fails a Charisma saving throw, you see a faint health aura surrounding them. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Augment 1 sp: You can focus on all visible health auras within its area as a bonus action and make a DC 20 Wisdom (Medicine) check. With a successful check, you determine the condition and vitality of each creature with a health aura as described below. You can apply this augment multiple times during the same casting of Detect Life, each time allowing an additional check to learn the condition and vitality of creatures with health auras.

  • Normal: Has at least 90% of full normal hit points.
  • Fair: 30% to 90% of full normal hit points remaining.
  • Poor: Less than 30% of full normal hit points remaining or suffering from a debilitating injury.
  • Weak: 0 hit points, crippled, or suffering from a severe, immediately life-threatening condition.

Light

Detect Celestials (divine)

For the duration, you can potentially divine the presence of celestials, half-celestials, and similar creatures within its area. If a creature of the celestial creature type or with celestial ancestry (such as aasimar and half-celestials) fails a Charisma saving throw, you can see a faint celestial aura surrounding them, allowing you to determine whether or not the creature has celestial essence. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Recall Lore (Augment 1 sp): You can focus on a visible celestial aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you learn what kind of celestial the creature is, or what their primary celestial heritage is. You can apply this augment multiple times during the same casting of Detect Celestials, each time focusing on a different celestial aura.

Ultravision (divine)

For the duration, you can divine with an added level of perception. You gain advantage on Wisdom (Perception) checks and may actively make one such check each turn with no additional action required.

Mind

Detect Charm (divine)

For the duration, you can potentially divine the presence of charm, compulsion, domination, possession, and Mind sphere effects within its area. If a creature under such effects or abilities fails a Charisma saving throw, you can see a faint charm aura surrounding them. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Augment 1 sp: You can focus on a visible charm aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you learn what charm, compulsion, domination, possession, or Mind sphere effects or abilities are affecting the creature, if any. You can apply this augment multiple times during the same casting of Detect Charm, each time focusing on a different charm aura.

Detect Psionic Potential (divine)

For the duration, you can potentially divine the presence of creatures with psionic and psychic abilities within its area. Psionic and psychic abilities include the following: innate spellcasting (psionics), ki, mind blast, mind link, psychic defense, telepathy, or other abilities or features deemed appropriate by the GM or setting. If a creature with one of these abilities fails a Charisma saving throw, you can see a faint psychic aura surrounding them, allowing you to determine whether or not the creature currently has psionic potential. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Augment 1 sp: You can focus on a visible psychic aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you learn what psychic or psionic abilities the creature has. You can apply this augment multiple times during the same casting of Detect Psionic Potential, each time focusing on a different psychic aura.

Detect Thoughts (divine)

You can divine the emotions of creatures you can see within its area, gaining advantage on Wisdom (Insight) checks made in regards to that creature. A creature may attempt a Charisma saving throw; success prevents you from gaining any information about that creature for the duration of the current casting. You do not know the motivation or source behind why a creature is feeling the emotion. If a creature’s emotion changes while they are within its area during Detect Thoughts, you immediately know.

Sample Emotions
Anger
Fear
Joy
Sadness
Disgust
Shame
Love

Augment 1 sp: You divine not only the emotions of those within its area, but also the surface thoughts.

Nature

Detect Elementals (divine)

For the duration, you can potentially divine the presence of elementals within its area. If a creature of the elemental creature type fails a Charisma saving throw, you can see a faint elemental aura surrounding them, allowing you to determine whether or not the creature is an elemental. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

Recall Lore (Augment 1 sp): You can focus on a visible elemental aura for 1 minute and make a DC 20 Intelligence (Nature) check. With a successful check, you learn what kind of elemental the creature is. You can apply this augment multiple times during the same casting of Detect Elementals, each time focusing on a different elemental aura.

Detect Nature (divine)

For the duration, you sense the presence of various aspects or elements of nature within its area. Each time you use Detect Nature, you can divine creatures possessing the beast creature type or something else based upon what packages you possess in the Nature sphere as listed below. Creatures that would be divined with Detect Nature, may make a Charisma saving throw to avoid detection.

  • If you possess the air package, you can divine and identify the presence of breathable air, and toxic gases or vapor (or lack thereof if in a vacuum).
  • If you possess the earth package you can divine and identify the presence of dirt, gems, sand, and stone.
  • If you possess the fire package you can divine the presence and strength of fires.
  • If you possess the metal package, you can divine and identify the presence of ore deposits and metals.
  • If you possess the plant package you can divine the location of plantlife and creatures possessing the plant creature type.
  • If you possess the Water package you can divine the location and size of bodies of water.

Protection

Augury (divine)

Cost: 1sp

You divine whether a particular action will bring good or bad results for you in the immediate future. You receive an omen about the results of a specific course of action that you plan to take within the next 30 minutes, regardless of whether the action will take place within divine range. The GM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad

The effect doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the effect (or the augury spell) two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

Detect Protection (divine)

For the duration, you can divine all creatures you can see within its area and determine which of those creatures have the lowest and highest armor class. Alternatively, you can divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes.

Telekinesis

Detect Density (divine)

For the duration, you can divine the density and weight of nearby objects and creatures that you can see. Utilize the following chart when determining density:

Chart: Divine Density
Density Example Aura Strength
Weightless Feathers or Balsa Wood Dim
Light Coal or Wood Faint
Somewhat Dense Flesh or Stone (such as Granite) Moderate
Dense Common Metal (such as Copper, Iron, and Steel) Strong
Very Dense Uncommon or Rare Metal (such as Adamantium, Lead, Gold, Platinum) Overwhelming

Viewing (divine)

Cost: 1 sp

You can transfer your point of view to any point within your (divine) area. You can see and hear from this location. You do not need line of sight or line of effect, but the locale must be known—a place familiar to you, or an obvious one such as a distance and direction.

Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired, in all ways as if you were standing where your sensor is located. This ability creates a scrying sensor, which can be detected with a Wisdom (Perception) check against your sphere DC and may be dispelled.

Mobile sensor (Augment 1 sp): You can move the sensor 30 feet per round in any direction, so long as it remains within your range.

Time

Foresight (divine)

Duration: 24 hours

You can divine for a glimpse of the future, giving yourself insight into the happenings of that day. At any time during that day, you can roll a d4 and add the number rolled to one attack roll, saving throw, or ability check you are about to make. As a reaction, you can grant this benefit to an ally who can both see and hear you. You can only have one use of this ability waiting to be used at a time. You can take this talent multiple times, to a maximum of 5 times. Every time you gain this talent beyond the first, you can use this ability an additional time before having to divine again. Every time you divine for the future, you regain all your uses of this ability for that day.

Hindsight (divine)

For the duration, you can divine the events that happened within its area. You can only divine what occurred up to 1 hour per level ago. When you cast Hindsight you are only given the following details: The number of creatures that were in the area, their size, how long they remained in the area, and any movements they made while in the area. In addition, if objects were left unattended or unattended objects were moved during this time, you learn the size and vague shape of such objects.

Universal

Detect Magic (divine)

For the duration, you can potentially divine the presence of magic within its area. Objects or areas that are under the effects of a spell or magic sphere talent or ability, have a faint magic aura around them that you can see. If a creature under the effect of a spell or magic sphere talent or ability fails a Charisma saving throw, you can see a faint magic aura surrounding them, allowing you to determine whether or not the creature is under the effects of magic. An aura can only be seen while the creature or object is also visible; however, even if you cannot see the creature or object, you do sense the presence and general direction of those auras.

Augment 1 sp: You can focus on a visible magic aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you can also divine additional information about its properties. You can apply this augment multiple times during the same casting of Detect Magic, each time focusing on a different magic aura.

  • If the aura is on an area or creature, you learn what spells or sphere abilities, if any, are currently affecting it.
  • If the aura is on a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spell or sphere abilities are affecting the item and what they are. If the item was created by a sphere ability, you learn what sphere ability created it.

Detect Spellcaster (divine)

You can divine the spellcasting capabilities of a creature you can see within its area, utilizing the chart below. Targeted individuals who have no magical abilities show up as having no spellcasting aura, whereas those who have spherecasting, spells, or magical abilities must succeed on a Charisma saving throw or show a spellcaster aura depending on the highest effective spell level of an ability they can use, or their total levels in spherecasting classes. An aura can only be seen while the creature is also visible; however, even if you cannot see the creature, you do sense the presence and general direction of those auras.

If you are participating in a setting with other forms of magic or spellcasting systems, they are detected as appropriate.

Augment 1 sp: You can focus on a visible spellcaster aura for 1 minute and make a DC 20 Intelligence (Arcana) check. With a successful check, you can learn additional information about their spellcasting abilities, such as their type of magic (arcane, divine, etc.) and what spell list they draw spells known from (bard, cleric, druid, wizard, etc.), if applicable. If the target is a spherecaster with a named casting tradition (i.e. Divine Petitioner, Druidic, or Traditional Magic), you gain that knowledge as well. Creatures with innate spellcasting show up as having the natural tradition. You can apply this augment multiple times during the same casting of Detect Spellcaster, each time focusing on a different spellcaster aura.

Table: Detect Spellcaster Spherecasting
Levels Highest Spell Level Aura Strength
0 Only natural abilities None
1 Level 0-1 spells Dim
3 Level 2-3 spells Faint
7 Level 4-5 spells Moderate
11 Level 6-7 spells Strong
15 Level 8 or higher spells Overwhelming

Dowsing (divine)

Cost: 1 sp

You can divine the location of a creature or object within its area. This may be a specific creature or object or a kind of creature or object, but either way you must have a clear mental image of the creature or object to divine for it (thus, you could not divine broadly for traps, creatures of a broad creature type, etc.). If divining for a kind of creature or object, you only locate the closest item of that kind. This method of using divine is not blocked by substances of light or somewhat dense materials (such as wood or stone), but is still blocked by dense and super dense materials (such as iron or lead).

Warp

Detect Portal (divine)

For the duration, you can divine the presence of portals, rifts (including extradimensional spaces), and teleportation circles, both active and inactive within its area. In addition, you gain advantage on ability checks to identify the properties of portals.

Detect Teleportation (divine)

For the duration, you can divine the general direction and distance any creature within its area teleports to or has teleported to within the last 10 minutes. If the creature teleports to a different plane, you immediately learn this, but you do not learn to what plane the creature teleported unless you succeed a DC 20 Intelligence (Arcana) check.

Weather

Aeriology (divine)

Cost: 1 sp

For the duration, you can read the air to gather information related to anything in a settlement you are currently in. For particularly large settlements, this might only reveal information related to a specific district.

At the end of each of your turns for the duration of this divination, make a key ability check to gather information as though you had spent 1d4 hours talking to local people, without having to use an action to do so. Multiple checks made to gather information on the same topic always grants the same information as the first check. You can only make a number of checks equal to 1/2 your level (minimum 1) each time you use this talent.

Detect Weather (divine)

For the duration, you can divine the weather at your location for the next 48 hours, providing you with advance warning of storms, tornadoes, and so on. This reveals only the weather that would arise naturally and does not take into account any magical occurrences that might change the weather.



Sense Talents

Blindfolded Oracle (sense)

Cost: 1 sp

You grant yourself Blindsight out to your sense range. You must close your eyes to use this ability. For the purpose of this ability, opening and closing your eyes requires no action and may be done once per round.

Comprehend Languages (sense)

For the duration, you understand the literal meaning of any spoken language that you can hear, but you must be within sense range of the source of the spoken language. You also understand any written language that you can see, but you must be within sense range of the surface on which the words are written. It takes about 1 minute to read one page of text. Comprehend Languages doesn’t reveal innuendos spoken or decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of the written language.

Augment 1 sp: You gain advantage on any Intelligence (Investigation) and Wisdom (Insight) checks made to decode secret messages in a text or glyph or to understand spoken innuendos.

Discern Individual (sense)

You can gain a sense granting advantage on Intelligence ability checks to recall the abilities, resistances, and weaknesses of creatures. If using Spheres of Might, this sense also grants advantage on Intelligence (Investigation) and Wisdom (Perception) checks when using the Scout sphere’s scout ability.

Discern Scrying (sense)

You can detect the scrying attempts of others. Any attempt to scry or divine on a location or creature within range of you (unless you purposefully lower this defense) becomes impossible unless the caster succeeds in a spellcasting ability check against your sphere DC. In addition, you sense if any creature within range is using the divine ability or a divination school spell, as well as the location of any sensors in the area (such as with the Viewing talent or the clairvoyance spell). You become aware of any attempt to scry on you, such as with the scrying spell or the Scrying advanced talent. If these spells and effects originate within your sense range, you immediately know their location. Otherwise, if you match or exceed the other caster in a spellcasting ability check contest, you gain a visual image of the diviner and know their direction and distance from you. You can suppress or resume this sense without an action on your turn.

Foreshadow (sense)

You can gain a sense that warns you of impending danger. You gain advantage on initiative checks and creatures do not gain advantage on attack rolls against you when you are unaware of them.

Ghost Sight (sense)

You can gain a sense that gives you advantage on Wisdom (Perception) checks made to notice invisible or ethereal creatures. If you succeed at this check, the creature’s outline becomes visible to you. This negates both the usual penalties you would suffer attacking an invisible creature, and the bonuses the creature would normally gain against you. This continues until you lose sight to the creature, in which case you must succeed at a new Wisdom (Perception) check to see them.

Nature Sense (sense)

You gain a special sense that grants you proficiency on Intelligence (Nature) and Wisdom (Survival) checks. If you already have proficiency, you instead gain double your proficiency bonus. You can dismiss this sense at any time as a reaction to reroll any failed Wisdom (Survival) check for avoiding natural hazards or getting lost, gaining advantage on the roll.

Scent (sense)

You gain advantage on Wisdom (Perception) checks that rely on scent. You can pinpoint the location of a creature within sense range by their scent as a bonus action.

See Hazard (sense)

Cost: 1 sp

You gain a +5 bonus on passive perception checks to notice traps and hazards, be they mechanical (trip wires, dart throwers, etc.) magical (rune spells, sigils, etc.) or natural (quicksand, pit falls, etc.). This bonus does not stack with other bonuses on passive perception (such as the Observant feat). This does not give you insight into disabling such traps or hazards.

Sense Magic (sense)

Cost: 1 sp

You can grant yourself the ability to sense magic, as if using Detect Magic divine ability as a constant ability, but only to your sense range.

Shared Perception (sense)

Cost: 1 sp

You can grant a special sense to a number of creatures within range equal to your proficiency bonus. As long as the targets remain within 300 feet of each other, all affected creatures share in the sensory perceptions of all the others. This grants the targets the ability to see, smell, hear, etc. whatever the other targets do. This sense, while not requiring seeing each other, does require line of effect, and is blocked by dense materials as if it were a divine talent or ability.

Sniper’s Eye (sense)

You can ignore one source of disadvantage on ranged attack rolls from distance or environmental effects (wind, obscured vision, etc.).

Tremorsense (sense)

You gain tremorsense; you can detect and pinpoint the origin of vibrations within range, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.



Other Talents

Expanded Divinations

Pick any three alternate divinations. You gain access to those alternate divinations as if you possessed the requisite spheres. If the alternate divination has an additional prerequisite such as the Nature sphere’s Divine Nature, you pick which one you gain access to upon acquiring it. If the alternate divination is one with an increased effect based on the number of times it is taken, such as Foresight (divine), you can use Expanded Divinations to take that alternate divination multiple times. This talent may be taken multiple times, granting three alternate divinations each time. Should you later gain access to a selected alternate divination by gaining its sphere, you can retrain the choice of that alternate divination to another alternate divination.

Fast Divinations

You may augment your divine ability in the following ways:

Augment 0 sp: The casting time of divine becomes 1 minute.

Augment 0 sp: Focusing on an aura requires less time. If the (divine) talent required focusing on an aura for 1 minute, it now requires only a bonus action. If the (divine) talent required focusing on an aura for a bonus action, it now requires no additional action.

Augment 1 sp: For the duration, you can, as an action or a bonus action, switch between (divine) talents on an ongoing casting of divine. Auras from (divine) talents that have been switched out are not visible to you, but will be visible again if switched back before the end of the duration. If switching to a (divine) talent with a spell point cost, you must pay it only once per this use of divine.

Invasive Divinations

Creatures have disadvantage on any saving throws made against your (divine) talents and abilities. In addition, whenever you successfully use a recall lore augment to gain additional information about a target, you also learn their immunities, resistances, and vulnerabilities.

Sensory Overload

Casting Time: 1 action
Range: 120 feet
Duration: Concentration up to 1 minute
Target: One creature that you can see
Saving Throw: Intelligence
Cost: 1 sp

You can target a creature within range, causing all of its senses (and temporarily granting senses that it does not normally have) to overload with information. Both the caster and creatures under the effect of Sensory Overload cannot take any actions, cannot move, and are considered blind. A successful Intelligence saving throw negates this effect for the targeted creatures. When first casting Sensory Overload and at the end of each round that you continue to concentrate on the effect, the targeted creature takes your level in psychic damage. At the end of each of its turns, an affected creature can make an Intelligence saving throw. On a success, the effect ends for that creature. The caster remains blind until the start of the turn after ending concentration.

Augment 1 sp: You can target a number of creatures in range equal to your proficiency bonus.

Augment 1 sp: The caster may take actions, move, and is no longer considered blind during the effect.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.



Divination Advanced Talents

Advanced Senses (sense)

Prerequisites: Divination sphere.

You gain the following (sense) abilities based on the spheres you possess:

  • Lifesense: Cost 2 sp; Sphere Life. You can sense and locate living creatures within sense range as if you had the blindsight ability. Creatures of the construct and undead types are undetectable with this sense.
  • See in Darkness: Cost 2 sp; Sphere Dark. You can see perfectly in darkness within your sense range. When entering magical darkness that you did not create, make a spellcasting ability check against the spell save DC or sphere DC of the magical darkness to see in it.
  • Spirit Sense: Cost 2 sp; Sphere Death. You can know when immortal or deathless beings are nearby. You can sense the presence of creatures of the celestial, fey, fiend, and undead types as well as creatures that are ethereal or incorporeal within sense range as if you had the blindsight ability.
  • Storm Vision: Cost 0 sp; Sphere Weather. You gain a special sense granting the ability to negate any concealment and penalties (including disadvantage) to Wisdom (Perception) directly caused by weather (be they magical such as Weather sphere talents and abilities or natural), within sense range.
  • Thoughtsense: Cost 2 sp; Sphere Mind. You automatically detect and locate conscious creatures within sense range. This ability functions similarly to blindsight. Nondetection, mind blank, and similar effects block thoughtsense. Thoughtsense can distinguish between sentient (creatures who can speak at least one language), semi-sentient (creatures who can understand, but not speak at least one language) and non-sentient (creatures who do not speak or understand at least one language) creatures, but otherwise provides no information about the creatures it detects.
  • Touchsight: Cost 3 sp; Sphere Telekinesis. You gain the ability to “feel” your surroundings even when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to sense range. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Wisdom (Perception) checks to notice creatures; you can detect and pinpoint all creatures within range. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.

Delve For Knowledge (divine)

Prerequisites: Divination sphere (Read Omens), 11th level or higher

Augment 2 sp: You can delve the universe for the answer to a specific question. Delving in this manner is not an exact practice, and the only answers you can receive are ‘yes’, ‘no’, ‘unclear’, or ‘unknown’. You have a 50% chance +1% per level of gaining a true answer. A failed roll produces an ‘unknown’ answer, while a roll of 90% or higher produces a lie. If you use this ability to ask the same question twice, the same answer repeats.

Note: GMs are fully encouraged to use their own numbers and methods for determining when true, untrue, or unknown answers are gained. A caster divining knowledge could be asking friendly gods, bargaining with the Fates, reading the tablets of life, or using any number of alternate methods for gaining knowledge. As such, the specifics of this ability can vary widely between campaigns—friendly gods may always answer truthfully, while Fates may require specific bargains to be made in exchange for knowledge. It is always possible that the source of information being asked simply doesn’t know the answers to certain questions.

Detect Planeshift

Prerequisites: Divination sphere (Detect Teleportation), 5th level or higher.

Augment 0 sp: When using Detect Teleportation, you also divine the exact plane where a creature you saw has teleported. Should you find yourself on that plane while maintaining this ability, you divine the general direction that the creature has planeshifted in and continue to hold onto the general direction of the teleportation until the effect ends. You can use divine again to again ascertain this direction for as long as you remain on the plane.

Find Location (divine)

Prerequisites: Divination sphere (Dowsing), Universal sphere (Reaching (metasphere)), 15th level or higher.

Augment 3 sp: You can find the location of any one creature or object. To find a creature, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once. This ability has unlimited range and functions across planar boundaries.

Find Location circumvents normal means of protection from scrying or other means of nondetection. Indeed, nothing short of a mind blank spell, the Unplottable advanced Protection talent, or the direct intervention of a deity keeps you from learning the exact location of the targeted individual or object. You learn the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

Penetrating Divination

Prerequisites: Divination sphere.

When using Divination sphere talents or abilities, any divine or sense abilities normally blocked by dense substances, can now penetrate 5 feet of stone, 6 inches of common metal, a half inch of lead, or 15 feet of wood. You can take this advanced talent a second time increasing the thickness you can penetrate to 10 feet of stone, 1 foot of common metal, an inch of lead, or 30 feet of wood.

Read Omens (divine)

Prerequisites: Divination sphere (Augury), 5th level or higher.

Augment 1 sp: Your Augury allows you to divine further into the future. You gain useful advice in reply to one question regarding a specific goal, event, or activity to occur within 1 week. This advice could be a useful phrase or a cryptic omen or rhyme. If you do not act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per level, to a maximum of 90%. If the die roll fails, you receive no information and know the attempt failed, unless specific magic yielding false information is at work. Multiple divinations about the same topic by the same caster use the same dice result as the first attempt and yield the same answer each time.

Bones-DivinationCover-crop.png

Scrying

Prerequisites: Divination sphere (Viewing), Universal sphere (Reaching (metasphere)), 11th level or higher.

Augment 2 sp: You can increase the casting time of divine to 1 hour to observe a creature as if using the Viewing talent, but over any distance. If targeting a creature, the target is allowed a Wisdom saving throw to resist being viewed, which is subject to the following modifiers depending on your knowledge and connection to the desired creature. Creatures or objects on a different plane receive an extra +5 bonus to their Wisdom saving throw.

Table: Familiarity (Scrying)
Knowledge Wisdom Save Modifier
None1 +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5

1: You must have some sort of connection (see below) to a creature of which you have no knowledge

Table: Connection (Scrying)
Connection Wisdom Save Modifier
Likeness or picture -2
You have one of the creature’s possessions, or have a person present who once owned the object -4
You possess a piece of the subject (Body part, lock of hair, broken fragment, etc.) -10

If the saving throw fails, you can see and hear the subject and its surroundings as the Viewing talent. If the saving throw succeeds, you cannot Scry on the target again for 24 hours. If the subject moves, the sensor follows at a speed of up to 150 feet.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

Scrying, Greater (divine)

Prerequisites: Divination sphere (Scrying, Viewing), Universal sphere (Reaching (metasphere)); 15th level or higher.

Augment 1 sp: When using the Scrying advanced talent, you can move your sensor without following a target with a speed of 150 feet once each round with no required action.

Track Aura (divine)

Prerequisites: Divination sphere.

For the duration, you can divine the presence of individual auras belonging to creatures that have recently been in that area. This does not reveal any information about those creatures other than the strength of their aura, but each aura possesses a unique signature. Individual auras only linger for an amount of time based upon the strength of their aura. While an individual aura is lingering, you can track the creature as if they left tracks. You must still make Wisdom (Survival) checks to follow the trail, but terrain and weather conditions have no effect on your tracking ability. If you encounter the same individual aura more than once while divining, you can with a successful DC 20 Intelligence (Investigation) check determine that they belong to the same creature.

Table: Track Aura
Level (CR) Aura Strength Aura Duration
1-4 (2 or less) Dim 1 minute
5-8 (3-4) Faint 10 minutes
9-12 (5-6) Moderate 1 hour
13-16 (7-8) Strong 24 hours
17+ (9 or higher) Overwhelming 1 week

Augment 1 sp: You can remember and retain any individual auras you divined with this use of Track Aura for 24 hours. You can use and compare any remembered auras to individual auras you encounter with additional castings of Track Aura.

Alter Egos, Fugitives, Vigilantes, and Track Aura

While it is very easy to identify lower level creatures individually, their auras do not last very long, which is why many petty thieves can go undetected, even in settlements that have access to this ability. However, thieves of great skill or renown can quickly become easy to spot, becoming celebrities as their deeds are easily identified, even if they themselves are difficult to capture. However, members of the Alter Ego class (see Spheres of Might) have special benefits in regard to detecting auras: so long as a caster does not know that an Alter Ego’s personas all belong to the same creature, they detect as completely different people.

True Seeing (sense)

Prerequisites: Divination sphere (Advanced Senses), 11th level or higher.
Cost: 2 sp

You can gain the ability to see all things as they actually are. You see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. Further, you can focus your vision to see into the Ethereal Plane (but not into extra-dimensional spaces).

This ability does not grant the ability to see through solid objects and does not negate concealment, including that caused by fog and the like. True Seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, this sight does not work in conjunction with other viewing magic, such as Scrying or Viewing Divination talents.

Unobscured Vision (sense)

Prerequisites: Divination sphere (Ghost Sight), 11th level or higher.
Cost: 3 sp

You can gain a special sense that grants the ability to see into and through solid matter. Your range of unobscured vision is 30 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. Unobscured Vision despite the name, can be blocked by dense materials as if it were a divine talent or ability.



Variants

Limited Divination

Choose either sense or divine. You gain only this ability and cannot take talents that only affect abilities you do not possess. You gain a bonus talent of the selected type.

Shaped Divination

When using divine or sense, the ability only functions inside a cone shaped area rather than a sphere centered upon yourself. This variant in no other way changes the range at which you can divine targets. Once per round, on your turn, you can change the direction of this cone; no action is required. You gain a bonus talent from this sphere.



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