Spells of the Hunt

April 19th, 2018

Alex Riggs

Obscure Arcana Archive

Hunting is a fact of life. Living things have been doing it more or less since the dawn of time. So it stands to reason that there would be spells relating specifically to hunting, and that’s what I’ve brought for you here today. From a more nature-themed divination spell that uses the entrails of a slain animal, to spells for marking and harvesting prey, hunters everywhere will have something to rejoice about tonight.


School divination; Level antipaladin 2, bloodrager 2, cleric 1, druid 1, medium 1, occultist 2, ranger 2, shaman 1, sorcerer/wizard 2, spiritualist 2, witch 2
Casting Time 1 minute
Components V, S, M (the carcass of a Small or larger animal or magical beast killed by violence)
Range personal
Target you
Duration instantaneous

You pull the entrails from the target, divining secrets from their color and shape. Each time you cast the spell, you gain one insight, plus one additional insight for every 3 Hit Dice possessed by the creature whose carcass is expended as a material component. The GM chooses the type and nature of the insights which are provided, from among those listed below.

  • A single fact about a natural subject within the area in which the sacrificed creature roamed, such as the nature of the ground or terrain, plants, minerals, bodies of water, presence of woodland creatures, and so on.
  • A single fact about any subject that directly affected the sacrificed creature in life.
  • The spell may also warn of any major impending dangers to the caster or the larger area, although such warnings are vague, and rarely consist of more than the haziest of hints as to the threat’s nature, if any insight beyond the presence of the threat is provided at all.
  • At the GM’s discretion, certain particularly powerful or exotic sacrifices may be able to provide more impressive insights than these.


School divination; Level antipaladin 2, bard 2, bloodrager 2, druid 2, inquisitor 2, medium 2, paladin 2, ranger 2, shaman 2, summoner 2, witch 2
Casting Time 1 round
Components V, S, M (a piece of the target’s body, or an article of clothing with his scent); see text
Range touch or close (25 ft. + 5 ft./2 levels); see text
Target one creature
Duration 1 hour/level (D)
Saving Throw see text; Spell Resistance yes

This spell either has a range of touch and no material component, or it has a range of close if a material component is provided. The material component can be any small piece from the target’s body (such as hair, blood, fingernail clippings, etc.), or it can be something with their scent (such as an article of clothing they wore recently, a scrap of their bedding, etc.).

You mark the target as your prey, creating a mystic connection between you. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against the target, as well as on attack and damage rolls against them. Further, they suffer a –1 penalty on saving throws made to resist your spells and abilities. Additionally, you gain the scent universal monster ability, but can only detect the scent of the marked creature (if you already have the scent ability, this portion of the spell has no effect).

Finally, at any time during the spell’s duration, as a standard action, you can close your eyes and focus on your target to mystically sense their location. If the target is on the same plane, you learn the direction and relative distance from you to their current location. If the target is on another plane, you learn which plane they are on. The target is entitled to a Will saving throw to resist this aspect of the spell each time you use this ability. If the target succeeds, you do not learn their location, and cannot attempt to use this aspect of the spell again for 1 hour.


School divination; Level alchemist 1, antipaladin 1, bard 1, bloodrager 1, cleric 1, druid 1, inquisitor 1, medium 1, occultist 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 hour/level

You instantly become an expert at the process of preserving and harvesting the carcasses of hunted animals. You gain a +10 bonus on all Heal and Survival checks made to harvest poisons, trophies, and other things from the bodies of such creatures. Additionally, you can produce twice as much food from the hunted creature as you otherwise would, and the process of harvesting from the creature takes only half the normal amount of time.