Below are some spell ideas based on actual D&D 3.5 divination spells.
https://dndtools.org/spells/schools/divination/
ABSORB MIND (Book of Vile Darkness)
Level: 3 (Corrupt)
Target: Corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The caster eats a portion of the brain of another creature’s corpse. By doing so, she gains the creature’s memories to some degree. She learns information about the death of the creature as though she were skilled in investigation.
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ANALYZE DWEOMER (Player’s Handbook)
Level: Bard 6, Sorcerer 6, Wizard 6
Range: Close
Target: Creature of caster’s level or less
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
You discern all active spells cast upon a creature.
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ANALYZE PORTAL (Forgotten Realms Campaign Setting; rename as Detect Portal)
Level: Bard 3, Sorcerer 3, Wizard 3, Portal 2
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can tell if your current map contains any magic portals, even if the map is unexplored.
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ARCANE SENSITIVITY (Shining South)
Level: Sorcerer 1, Wizard 1
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With a touch, you instantly determine if a creature can cast arcane spells and the maximum level it can cast.
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BATTLEMAGIC PERCEPTION (Heroes of Battle)
Level: Cleric 3, Sorcerer 3, Wizard 3
Range: Personal
Target: You
Duration: 10 min./level
You gain a perception of the forces of magic and can sense when magic is being manipulated by a spellcaster. You gain a +5 competence bonus on Spellcraft.
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CIRCLE DANCE (Magic of Faerun)
Level: Bard 2, Cleric 3, Druid 3
Range: Personal
Duration: Instantaneous
Saving Throw: None if party member or Will negates.
Spell Resistance: No
You divine the general location and condition of a player character who is awake (logged in to Arelith). During the casting of the spell, you speak your target’s name as you do a spinning dance around a compass. If the target is alive, awake, undisguised, not invisible, not polymorphed, and on the same plane as you, you learn their general area as well as a vague impression of the target’s physical condition (unharmed, wounded, or dying). If not, you learn nothing. The target has a Will saving throw if not a member of your party. A party member targeted by this spell hears a voice telling them that an ally is looking for them.
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DISCERN BLOODLINE (Races of Destiny)
Level: Bard 1, Sorcerer 1, Wizard 1
Range: Close
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
The caster can instantly tell the race and subrace of the targeted individual, plus whether the target is planetouched and how.
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EXPOSE THE DEAD (Spell Compendium)
Level: Cleric 2, Paladin 2, Sorcerer 2, Wizard 2
Range: Personal
Target: You
Duration: 1 minute/level
You gain a sixth sense that allows you to better investigate corpses and blood, as well as to locate undead creatures. Your eyes turn white under the effect of the spell, making it seem as though you were blind (although you can see as well as normal).
While this spell is in effect, you gain an insight bonus equal to your caster level (maximum +10) to investigate blood stains or Search a dead body.
In addition, you gain an insight bonus equal to your caster level (maximum +10) to interpret the tracks of undead. You still must have 10 ranks in Search or Spot (soft) to read tracks.
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GRAVE STRIKE (Complete Adventurer)
Level: Cleric 1, Paladin 1
Range: Personal
Target: You
Duration: 1 round
While this spell is in effect, you have a special connection to the forces of light and positive energy. For 1 round, you can deliver sneak attacks against undead as if they were not immune to sneak attacks. You must still meet other requirements for making a sneak attack. This spell applies only to sneak attack damage and gives you no ability to affect undead with critical hits.
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INSTANT LOCKSMITH (Complete Adventurer)
Level: Assassin 1, Sorcerer 1, Wizard 1
Range: Personal
Target: You
Duration: 1 round/level (maximum 10)
You briefly gain a +2 insight bonus on Disable Trap and Open Lock.
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KNOW VULNERABILITIES (Magic of Faerun)
Level: Bard 4, Cleric 4
Range: Close
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You learn any vulnerabilities and resistances the target creature has. This spell also identifies resistances and vulnerabilities granted by spell effects. For example, if cast upon a particular balor, you may learn it has damage reduction 30/+3, spell resistance 28, immunity to poison and electricity, and has acid, cold, and fire resistance 20.
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LOCATE CREATURE (Player’s Handbook)
Level: Bard 4, Sorcerer 4, Wizard 4
Duration: Instantaneous
Saving Throw: Will negates or none
Spell Resistance: No
You slowly spin, speak a player character’s name, and sense the general area of the target. The target must be alive and awake (logged in). The target has a Will saving throw if not a member of your party. The spell is thwarted by invisibility and polymorph spells. The Bluff skill of a disguised target has a chance to fool this spell.
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SPEAK WITH ANIMALS (Player’s Handbook)
Level: Ranger 1, Bard 3
Range: Personal
Target: You
Duration: 1 min./level
While this spell is in effect, you can comprehend and use the Animal language.