Divination Spells in Pathfinder Wrath of the Righteous is one of the school classes of magical spells that are featured in the game. The divination school of magic contains spells that enable the caster to learn secrets long forgotten, interpret dreams, predict the future, to find hidden things, or foil deceptive spells. The school was previously known as "alteration".  Other school categories include Abjuration SpellsConjuration SpellsIllusion SpellsDivination SpellsEnchantment SpellsEvocation SpellsTransmutation Spells and Necromancy Spells.

A spell is a one-time magical effect. Spells come in two types: Arcane (cast by bards, sorcerers, and wizards) and Divine (cast by clerics, druids, and experienced paladins and rangers) Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.Most spellcasters prepare spells in advance-whether from a spellbook or through prayers-while some cast spells spontaneously without preparation. 



Pathfinder Divination Spells

Quick Search of All Divination Spells

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Divine Zap

You unleash your divine powers against a single target. The target takes 1d3 points of divine damage. A successful save halves the damage. 0


This spell imbues the subject with a touch of divine guidance.

The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.

See Invisibility, Communal

All targets can see invisible creatures. 3

Find Traps

You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks while the spell is in effect. 2


This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves. 9

Prediction of Failure

You wrack the target’s body and mind with the anguish and suffering of every bitter failure it will ever experience, rendering it permanently shaken and sickened. A successful Will save reduces the duration to 1 round per level. If the target is a spellcaster, failing this saving throw means it also gains a random minor spell blight.  8

Remove Sickness

You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects.

If the subject is already under the influence of one these effects when receiving the spell, that effect is suppressed for the duration of the spell.

See Invisibility

You can see any objects or beings that are invisible within your range of vision. 2

See Invisibility, Communal

You and all your allies within 25 feet can see any objects or beings that are invisible within your range of vision. 3

Sense Vitals

Allows 1d6 sneak attack + 1d6 per 3 LVL beyond 3rd (max 5d6 at 15LVL). Stacks with other precision damage 2

Symbol of Revelation

This rune is only activated by invisible creatures, creatures affected by an illusion effect, creatures with the shapechanger subtype, or creatures that have magically changed their shape. These creatures are under effect of Faerie Fire spell, this effect lasts for 10 minutes per caster level; the symbol does not otherwise reveal their true form. Once triggered, a symbol of revelation remains active for 10 minutes per caster level. 

Faerie Fire: A pale glow surrounds and outlines the subjects. Outlines subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. 


You automatically detect and locate conscious creatures within 60 feet, as if you possessed the blindsight ability. 5

Trick Fate

When the fate gives your friend a challenge — you respond with a special die.

For three rounds, the target ally always rolls 20 on all d20 rolls.


True Seeing

You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet. 6

True Seeing, Communal

You and all your allies within 30 feet are under True Seeing spell. 6

True Strike

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. 1


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