I'm having a really hard time choosing this... In the process of digging around, I've found some tremendous spells that are hardly mentioned or not mentioned at all in the
discussion threads and
guides for this (and
for divination spells in general). So... I turn to you, my friends, to help me make the choice (which in all likelyhood I'll make before I get all that many replies to this thread even, but I thought it worth sharing my discoveries in any case...). So... enough of my long-winded diatribe. The spells!
Echo Skull is a 5th level druid spell that is just cool as f*ck. It lets you see, hear,
and speak out of a skull that you cast it on, and lasts 1 hour per level. This is bar none the greatest long distance communication spell in all of D&D 3.5 that I've been able to find. However... it is easily replaced by a pair of Aspect Mirrors, which for 8,000 gp do the exact same thing, but better (they're bidirectional in all ways). So...
awesome effect, but reproducible by a cheap (for the level) magic item.
is there anything that just lets you speak at a distance? My character has a 3rd Eye of Sense, which basically gives him at will Clairvoyance and Clairaudience. So I really just need to be able to send information back...
Find the Path (6th level for everyone but sorc/wiz, for some reason...): this spell I suspect is either incredibly awesome, or completely useless, and much of that will probably depend on the DM and the specific adventure types that you run into. I'm not sold on it, personally, but it is worth considering.
The old standby
Hunter's Eye, of course, if you like sneak attack damage. Damage is fairly easy to generate, though, and I'm not convinced this spell is worth the opportunity cost of giving up one of the others on this list. One thing to consider is that if you have (free) Persistent Spell and UMD, you can just pick up a wand of this...
Hindsight is crazy awesome for any kind of "mystery" game, which the one I'm in definitely qualifies as. I would have killed for this spell early on. Now... the game is focused less on uncovering mysteries than it was initially. It is on the sorc/wiz list at 9th, but you can snag it from the bard list at 6th as an Unseen Seer. It's definitely a contender, but not clearly the best for everyone. One major downside is the 1,000 gp material component, though... (why couldn't this be a focus? :p )
Wild Instincts is a 3rd level ranger/2nd level druid spell that gives you a +10 insight bonus to both Spot and Listen, and let's you keep your dexterity bonus even when caught flat-footed. It also has a swift action casting time, and is persistable. If this actually prevented you from being flat-footed entirely (and hence enabled you to cast immediate action spells), it would easily win, hands down. As-is... it's still extremely tempting. Again though... this would work well as a wand.
So... what say you, Gentle Readers?