Divination

From PathfinderWiki
Divination
A harrower, known for their divination.
(Arcane school)

Specialist
Diviner
Subschools
Scrying
Focused arcane
Foresight
schools
Scryer
Thassilonian sin
Not applicable
Spell list
Source: Core Rulebook, pg(s). 210
For another meaning of "divination", please see divination (spell).

Divination is one of the eight schools of magic practiced on Golarion.1 It deals with the uncovering of mysteries, fortune-telling, and the perceiving of places and people at a distance. Wizards who specialize in this form of magic are known as diviners.2[citation needed]

On Golarion

See also: Category:Diviners

Diviners are often found in the company of leaders and the military, as their magics allow them to glean information about enemies and discover the presence of spies, assassins, or plots against them.3 Pharasma, the goddess of fate and prophecy, is the patron of diviners.4

With the advent of the Age of Lost Omens over a century ago, the reputation of diviners and soothsayers has been diminished. One of the strongest and most-dearly held prophesies held by humans of the Inner Sea region was that the god Aroden would return in 4606 AR and usher in the Age of Glory. With his death and the breaking of the prophecy, all such long-term prognostications on Golarion have ceased to come true.5

Divination is the most recently recognized school of magic. Xin, founder of Thassilon, deemed divination useful to all wizards but not essential to master,6 so it therefore was the only school not associated with a sin in the practice of Thassilonian sin magic by its runelords.7

Notable diviners

See also: Category:Diviners

Scrying

Scrying is a specialized form of divination magic that creates an invisible sensor that relays information back to the caster about a specific location, object, or person. This sensor generally has the same sensory acuity as the caster. It can be blocked by lead sheeting and various forms of defensive magic.11

References

  1. The Pathfinder Second Edition Remaster Project removed game mechanics for the eight schools of magic. Player Core instead emphasizes four magical traditions, as well as the Unified Magical Theory with equivalent mechanics as the universal practice of all eight schools. Details related to this subject might remain part of the setting canon despite no longer having mechanics supported in current publications.
  2. Jason Bulmahn, et al. “Chapter 3: Classes” in Core Rulebook, 80. Paizo Inc., 2009
  3. Erik Mona, et al. “Chapter 4: Organizations” in Campaign Setting, 190. Paizo Inc., 2008
  4. Erik Mona, et al. “Chapter 3: Religion” in Campaign Setting, 166. Paizo Inc., 2008
  5. Erik Mona, et al. “Chapter 2: The Inner Sea” in Campaign Setting, 53. Paizo Inc., 2008
  6. Logan Bonner, et al. “5: Book of Unlimited Magic” in Secrets of Magic, 238. Paizo Inc., 2020
  7. Wolfgang Baur. “The History of Thassilon” in Burnt Offerings, 74–76. Paizo Inc., 2007
  8. Tim Hitchcock, et al. “Welcome to the Pathfinder Society” in Seekers of Secrets, 12. Paizo Inc., 2009
  9. James Jacobs, et al. “Welcome to Riddleport” in Second Darkness, 20. Paizo Inc., 2008
  10. JD Wiker. “A Memory of Darkness” in A Memory of Darkness, 8–9. Paizo Inc., 2009
  11. Jason Bulmahn, et al. “Magic” in Core Rulebook, 210. Paizo Inc., 2009