Pathfinder Roleplaying Game Core Rulebook
  • School divination
  • Spell Lists
    • spiritualist 5
    • occultist 4
    • sorcerer/wizard 5
  • Casting Time 10 minutes
  • Components V
  • Range personal
  • Target(s) you
  • Duration concentration

You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. See the accompanying table for possible consequences and results of the attempt. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.

You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. You may ask one question for every two caster levels.

Contact with minds far removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed, but also increases the chance of the power knowing the answer and answering correctly. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this divination may be blocked by an act of certain deities or forces.

Plane Contacted Avoid Int/Cha Decrease True Answer Don’t Know Lie Random Answer
Elemental Plane DC 7/1 week 01–34 35–62 63–83 84–100
Positive/Negative Energy Plane DC 8/1 week 01–39 40–65 66–86 87–100
Astral Plane DC 9/1 week 01–44 45–67 68–88 89–100
Outer Plane, demigod DC 10/2 weeks 01–49 50–70 71–91 92–100
Outer Plane, lesser deity DC 12/3 weeks 01–60 61–75 76–95 96–100
Outer Plane, intermediate deity DC 14/4 weeks 01–73 74–81 82–98 99–100
Outer Plane, greater deity DC 16/5 weeks 01–88 89–90 91–99 100

When contacting the Outer Planes of the Pathfinder Chronicles setting, refer to the intermediate deity line of this table.

Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. You cannot take 10 on this check. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. If a successful contact is made, roll d% to determine the type of answer you gain.

True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.

Don’t Know: The entity tells you that it doesn’t know.

Lie: The entity intentionally lies to you.

Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.


The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Pathfinder Roleplaying Game Core Rulebook

SECTION 15

  • Pathfinder Roleplaying Game Core Rulebook, Copyright 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • The Book of Experimental Might, Copyright 2008, Monte J. Cook. All rights reserved.
  • Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  • Open Game License v 1.0a, Copyright 2000, Wizards of the Coast, Inc.
  • System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Pathminder, Copyright 2016, Drumanagh Wilpole.