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The Genius Guide to Divination Magic (PFRPG) PDF

****½ (based on 3 ratings)

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The saying “knowledge is power” is overused to the point of being cliché. But like most clichés, it has a nugget of truth to it. In a world of magic, where threats can be anything from mundane brigands to psionic half-dragon medusa priests of elder gods, it holds especially true. Divination spells allow characters to learn all manner of useful information: whether something is evil, the location of the special key, the presence and strength of magical auras, the presence of invisible creatures or items, and much more. And magic isn’t the only source of crucial information. Knowledge skills allow characters of all classes to have the knowhow to solve problems. At high levels, Knowledge skills themselves can seem almost magical, with characters possessing fine points on the most minutiae of details.

The product you hold in your hands (metaphorically speaking) grants all manner of new abilities to those who seek knowledge, whether through magic or mundane learning.

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Product Reviews (3)

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****½ (based on 3 ratings)

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I see in my crystal ball.... excellence!


This pdf is 13 pages long, 2/3 of a page front cover, 1 page editorial/SRD, leaving 11 1/3 pages of content for more divination magic.

Ah, the art of divination - no other school or ability has crushed so many roleplaying plots has had so many DMs gnash their teeth and thus it is only appropriate that the pdf kicks off with extensive advice on how to pull off adventures with divination magic and how to make it not only a cool, but an integral part of your campaign. After these wise pieces of advice, we are introduced to spell-lists and 12 new divination spells.

The spells are interesting - from one determining blood relationship (bastards and court intrigue, anyone?) to detecting diseases, learning the deepest fears of your foes to looking through the eyes of vermin, finding weak points in foe's defenses, learning lies, discerning the reflections a puddle of water has mirrored in the last 24 hours to accessing repressed memories from the target's subconscious and an improved version of Zone of Truth, the spells are gold for writing complex, hard detective adventures and investigations and will ALL, without exception, find their way into my campaign.

We also get additional material for the respective classes in the form of the portent and scrying subdomains to the new omen mystery for the oracle, we get some interesting abilities focusing on deadly combat precognitions, reading the future from intestines and the dead etc. One of my favorite mysteries! 9 new feats give credence to the maxim of knowledge equaling power, from better chances at divination and scrying to gaining bonus damage against foes you know the specifics about and even gain invisible scrying sensors.

The pdf closes with expanded information on the most iconic tools of the trade, crystal balls - minor and lesser versions for the small purse have been added, along 5 additional enchantments for crystal balls as well as 4 adornments for crystal balls along their bonuses to further customize the scrying tools. Neat!

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to the 3-column standard and the artwork is ok. The pdf has no bookmarks. The content of this pdf are excellent and designer John Ling should be justifiably proud - this pdf ranks among my favorite magic pdfs from Super Genius Games and enriches any game in a plethora of ways. I'll be sure to provide access to my players, if only because the spells enable me to write more complex investigations for them. With no glitches to speak of, no balance concerns and the superb quality of the content, my final verdict will be 5 stars along the Endzeitgeist seal of approval - a mighty fine addition to just about any campaign.

Endzeitgeist out.

Another fine addition to the SGG line

****( )

Super Genius Guide to: Divination Magic by Super Genius Games

This product is 13 pages long. It starts with a cover, and intro. (2 pages)
The first section also goes into advice on how to work with divination magic in your games. This section has some nice advice on how a GM can deal with problems these types of magic can at times cause.

Spell lists. (2 pages)
They are broken up by class and level on what new spells they get. Listed below is each class and how many new spells they get access to.
Bard – 8
Cleric – 9
Druid – 3
Ranger – 3
Paladin – 2
Sorc/Wizard – 8

Next it gets into the new spells themselves. There is a total of 13 new spells in this section. Below is a couple of my favorite spells. (3 pages)
Deepest Fear – you learn their deepest fear, can give bonuses to spells with fear or with some social skill rolls.
Liar's Foil – Learn what was the last lie the target told.

After that we have a section on new subdomains and Oracle Mystery. (2 pages)
New Subdomains
Portent Subdomain
Scrying Subdomain

New Oracle Mysteries

The final section has feats and magic items. There is 9 new feats, 2 new magic items, with 5 new effects for said magic items and 4 more effects that come from “decorations”. The two new magic items is the lesser and minor crystal balls. All the effects can be used with them or the crystal ball from the Pathfinder RPG book. I loved the new stuff on crystal balls, for me it really made them become more into what I picture them being. With the lesser and minor versions it is much easier for lower level PC's to acquire them. (3 pages)

It ends with credits and a OGL. (1 page)

Closing thoughts. Divination magic has been one of those stables that we all love and most GM's dread. It is hard to predict what PC's might do with it, or your careful plot might come completely undone in a unexpected way because of it. The section on advice on how to handle this type of magic was nice and helpful. The spells where well done and none of them bad.

The two new subdomains are good, the new mystery is very good. It really for me captures what first springs to mind when I hear oracle. The feats are well done, I loved the new aspects they added to crystal balls, from the two lesser version and all the new options added. Art work is fair to good, writing, layout and editing are all good as you would expect from SGG.

But it is not all good, there is one annoying flaw in the book. While they added a new Oracle mystery they did not add spell lists for any of the APG classes. I have been told by the publisher this was a over sight that will be corrected in the future. Either with a new update of the product or a free PDF download. Still a shame to blemish a otherwise superb product. So whats my rating? Well if they get a updated version with the extra spell lists added, then I would give it a 5 as I have nothing else bad to say, anything else I didn't care for was just a matter of taste. If they just add a free PDF extra for the new spell lists, then I will give it a 4.5 star. But until they do one or the other I am forced to only give this a 4 star review.

Among the best of the Genius Guides! Well rounded, creative, and insightful.


The product is 13 pages long including the obligatory OGL license page. Inside you find the GM section, which contains recommendations for productively managing the diviner in your campaign(s) or for adding that aspect to your game. Beyond that there are 12 spells, two divination sub-domains, an oracle mystery, 9 feats, and section on adding more crystal ball options. I was particularly fond of the GM section "Mistakes, Misdirections, and Lies of Omission", as well as several of the spells - Reflection's Memory and Speak with Object, and the new Oracle Mystery - "Omens". All of the content is well thought out and adds depth and manageability to an often difficult to handle, but very fun aspect of the game. 5 stars! Gift Certificates
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