Divination Spells

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SPELLS

WIZARD SPELLS

3rd Level

Twist Fate

4th Level

Fate Ward

5th Level

Flood Knowledge

6th Level

Mind Wrack

7th Level

Doom

9th Level

Alter Fate

SPELL DESCRIPTIONS

The spells are presented in alphabetical order.

Alter Fate

9th level divination


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You attempt to alter the fate of one creature within range in order to debilitate it. The target must make a Constitution, Strength, and Dexterity saving throw, taking 10d8 force damage for each failed save or half as much damage for each successful one. The target must also make an Intelligence, Wisdom, and Charisma saving throw, taking 10d8 psychic damage for each failed save or half as much damage for each successful one.

Doom

7th level divination


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a set of 10 knuckle bones)
  • Duration: Instantaneous

You prophesize impending doom on all creatures in a 60-foot radius centered on a point you choose within range. Each creature of your choosing in the area must make an Intelligence saving throw. In 1d4 turns a target takes 8d12 force damage on a failed save, or half as much on a successful one.

Fate Ward

4th level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a creature and grant it a measure of power to alter its fate. When the target makes an attack roll, ability check, or saving throw, or when another creature makes an attack roll against the target, the target can replace the result of that roll with a 1 or a 20, and the spell ends.

Flood Knowledge

5th level divination


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute

You flood the mind of a creature that you can see with overwhelming knowledge. The target must make an Intelligence saving throw, taking 8d10 psychic damage on a failed save or taking half as much damage and gaining a +3 bonus to all skills on a successful one.

At higher levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th.

Mind Wrack

6th level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute (concentration)

You grant a creature visions of their darkest future. The target must succeed on an Intelligence saving throw, taking 10d6 psychic damage on a failed save and becoming paralyzed by fear. The creature can repeat the save at the beginning of each of its turns. On a successful save the target takes half as much damage and the spell ends.

Twist Fate

3rd level divination


  • Casting Time: 1 reaction, when a creature within 60 feet of you takes damage
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to twist fate to protect a creature. Make a Constitution saving throw, on a success the target takes no damage as the object or effect that struck it is inexplicably avoided, on a failure the target takes half damage instead. The DC equals 10 or half the damage the target took, whichever is higher.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the DC is reduced by 10 for each slot level above 3rd.

 

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