Fate's TravelsSpell 3
Source Pathfinder #194: Cult of the Cave Worm
Traditions Divine, Occult
Cast 1 minute
Range touch
Target 1 corpse
Saving Throw Will
You get a vision of the creature when it was alive, and its last 10 minutes of travel. This vision gives you a clear impression of the route it took and locations it visited, if any, but not any creatures or hazards in those areas. This information is enough to automatically succeed at Tracking the creature over that distance.
Heightened (6th) Your vision covers the creature's last hour of travel, and you gain an impression of the hazards, creature types, and number of creatures it encountered along the way, as well as a clear impression of how it died.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.