A complete list of all CD Divination. Entirely new spells are marked with an asterisk(*).
Caster Level(s): Bard 1; Cleric / Favored Soul 1; Wizard / Sorcerer 1
Innate Level: 1
School: Divination
Component(s): Verbal, Somatic, Material
Range: Personal
Area of Effect / Target: Caster
Duration: 10 Minutes / Level
Save: None
Spell Resistance: No
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that is is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Caster Level(s): Cleric / Favored Soul 1
Innate Level: 1
School: Divination
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: 18.3 meters
Duration: 3 Rounds (special)
Save: None
Spell Resistance: No
You can sense the presence of chaos. It takes 3 rounds to fully assess the auras around you. Note that Player Characters will not be affected unless hostile (and there needs to be an RP reason for such).
On round 1, you detect the presence or absence of chaos.
On round 2, you detect the number of chaotic auras and the power of the most potent aura. If you are of lawful alignment, and the HD/Level of the aura's source is at least twice your character level, you are stunned for one round, and the spell ends.
On round 3, you detect the power and location of each aura.
This spell is considered a PvP action and only works on hostile targets by default.
Caster Level(s): Cleric / Favored Soul 1
Innate Level: 1
School: Divination
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: 18.3 meters
Duration: 3 Rounds (special)
Save: None
Spell Resistance: No
You can sense the presence of evil. It takes 3 rounds to fully assess the auras around you. Note that Player Characters will not be affected unless hostile (and there needs to be an RP reason for such).
On round 1, you detect the presence or absence of evil.
On round 2, you detect the number of evil auras and the power of the most potent aura. If you are of good alignment, and the HD/Level of the aura's source is at least twice your character level, you are stunned for one round, and the spell ends.
On round 3, you detect the power and location of each aura.
This spell is considered a PvP action and only works on hostile targets by default.
Caster Level(s): Cleric / Favored Soul 1
Innate Level: 1
School: Divination
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: 18.3 meters
Duration: 3 Rounds (special)
Save: None
Spell Resistance: No
You can sense the presence of good. It takes 3 rounds to fully assess the auras around you. Note that Player Characters will not be affected unless hostile (and there needs to be an RP reason for such).
On round 1, you detect the presence or absence of good.
On round 2, you detect the number of good auras and the power of the most potent aura. If you are of evil alignment, and the HD/Level of the aura's source is at least twice your character level, you are stunned for one round, and the spell ends.
On round 3, you detect the power and location of each aura.
This spell is considered a PvP action and only works on hostile targets by default.
Caster Level(s): Cleric / Favored Soul 1
Innate Level: 1
School: Divination
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: 18.3 meters
Duration: 3 Rounds (special)
Save: None
Spell Resistance: No
You can sense the presence of law. It takes 3 rounds to fully assess the auras around you. Note that Player Characters will not be affected unless hostile (and there needs to be an RP reason for such).
On round 1, you detect the presence or absence of law.
On round 2, you detect the number of lawful auras and the power of the most potent aura. If you are of chaotic alignment, and the HD/Level of the aura's source is at least twice your character level, you are stunned for one round, and the spell ends.
On round 3, you detect the power and location of each aura.
This spell is considered a PvP action and only works on hostile targets by default.
Caster Level(s): Assassin 1; Cleric Elf 1; Wizard / Sorcerer 1
Innate Level: 1
School: Divination
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 6 Seconds (Special)
Save: None
Spell Resistance: No
Through magical intuition the caster gains a +20 bonus to attack rolls. Once cast, you will have 9 seconds to begin attacking an enemy. Once you have begun attacking an enemy, you will have 1 round of true strike. If you cancel your round or are otherwise interrupted, the spell will end.
-The +20 attack bonus provided by this spell counts towards the +20 attack bonus cap.
-True strike cannot be extended, even though its duration is neither instantaneous nor permanent.
Caster Level(s): Bard 1; Cleric Knowledge 1; Wizard / Sorcerer 1
Innate Level: 2
School: Divination
Component(s): Verbal, Somatic
Range: One creature
Area of Effect / Target: Touch
Duration: 10 Turns / Level
Save: Harmless
Spell Resistance: No
Over the next ten turns / level, the caster gains a bonus of 10 +1 per caster level to their item lore skill(Maximum of +30 item lore total).
-On Cormyr when looting your total item lore skill is checked and used to identify any items within the chest. Using this spell when looting a chest will typically auto identify everything in the chest for you.
-This spell incorrectly has an innate level of 2.
Caster Level(s): Bard 2; Wizard / Sorcerer 2
Innate Level: 2
School: Divination
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Single
Duration: 10 Turns + 1 Turn / Level
Save: Harmless
Spell Resistance: No
The target creature is able to see all invisible creatures within his line of sight.
Base 10 Turns unaffected by Extend Spell.
Caster Level(s): Bard 2; Cleric / Favored Soul 4; Wizard / Sorcerer 3
Innate Level: 2
School: Divination
Component(s): Verbal, Material
Range: Touch
Area of Effect / Target: Single
Duration: 10 Turns / Level
Save: Will Negates (harmless)
Spell Resistance: No
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who do not speak. The subject can make itself understood as far as it's voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Caster Level(s): Assassin 4; Bard 3; Cleric Drow 2, Knowledge 3; Wizard / Sorcerer 3
Innate Level: 3
School: Divination
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: No
For the duration of the spell, the target creature gains a +10 bonus to all listen and spot checks.
Caster Level(s): Assassin 1; Bard 3; Cleric / Favored Soul 2; Wizard / Sorcerer 3
Innate Level: 2
School: Divination
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
Grants Disable Trap +5, Search +25 for 1 Turn / Level.
Cannot be extended.
Caster Level(s): Bard 3; Cleric / Favored Soul 5; Druid 4; Wizard / Sorcerer 4
Innate Level: 3
School: Divination
Descriptor(s): Scrying
Component(s): Verbal, Somatic, Material, Focus
Range: See Below
Area of Effect / Target: Magical Sensor
Duration: 1 Turn / Level
Save: Will Negates
Spell Resistance: Yes
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see the subject and the subject's immediate surroundings. If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects.
If the save succeeds, you cannot attempt to scry again on that subject for at least 24 hours.
Use of this spell requires a specially prepared scrying focus, in the form of a placeable object, or special (extremely rare) magical item.
Wizard; Sorcerer, and Bard: A Scrying Mirror, at least 2 feet by 4 feet in size
Clerics/Favored Soul: A Scrying Font (Holy Water Font)
Druid: A tranquil, natural pool of water
This spell will last as long as the caster maintains concentration, up to one minute per caster level.
This spell does not currently mechanically function. RP only.
Caster Level(s): Bard 4; Cleric 6; Wizard / Sorcerer 6
Innate Level: 4
School: Divination
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: Instant
Save: Harmless
Spell Resistance: No
Identifies every item in your inventory.
Caster Level(s): Assassin 4; Cleric / Favored Soul 5, Animal 3, Knowledge 4; Druid 7; Wizard / Sorcerer 6
Innate Level: 5
School: Divination
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
Grants See Invisibility, Ultravision, and +25 bonus to Spot.
Note that RP-wise True Seeing does not see through transmutation spells, only Illusion - this applies to any alter or polymorph spells of any caliber, from any source ie spells and spell-like abilities alike. Thus an Illusionary wall can be seen through, but a wall created via polymorph any object cannot.
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Divination
Descriptor(s): Mind-affecting
Component(s): Verbal
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
Automatically stuns a single target for a duration based on the target's hit points:
Hit Points | Duration |
under 50 | 4d4 rounds |
51-100 | 2d4 rounds |
101-150 | 1d4 rounds |
The duration of the stun depends on the target's current, not maximum, hit points.
Caster Level(s): Cleric Luck 9; Druid 8; Wizard / Sorcerer 8
Innate Level: 8
School: Divination
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
Premonition allows the caster to see a few moments into the future. This grants him damage reduction 50/+7, and absorbs 30 points of melee damage per caster level before collapsing.
This spell displaces earlier castings of itself.
Caster Level(s): Cleric Darkness 9; Wizard / Sorcerer 9
Innate Level: 9
School: Divination
Descriptor(s): Death
Component(s): Verbal
Range: Short
Area of Effect / Target: Large, single
Duration: Instant
Save: None
Spell Resistance: Yes
This spell may be cast on a single creature or as an area effect. A targeted creature of up to 100 hit points is killed instantly. As an area effect, this spell will kill all creatures with fewer than 20 hit points, to a maximum total of 200 hit points.
-Whether or not a creature is affected by this spell depends on the creature's current, not maximum, hit points.
-In area effect mode, the spell targets creatures in ascending order of current hit points.