Severn's Seven-Spell Series, Vol.1, Chapter 3: Clairvoyance

by Lucian Astaroth

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Clairvoyance

Soothsayers, diviners, prophets, call them what you will. Severn consulted with a great many when deciding where to travel next, some more accurate than others in their predictions, but all ready and willing to throw down at a moment's notice. Severn collected a few more combative divination spells along with some classics.

Prophecy of Demise

8th Level Divination (Variant: Ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Ritual: Blood of the target, willingly given)
  • Duration: Instantaneous

You reach into the mind of a nearby creature and see into their future, all the way to the end. The targeted creature must make a Charisma saving throw or feel inevitable impending doom, taking a -8 to all attack rolls, ability checks and saving throws on a failure, or a -4 on a success.

The creature can continue to make charisma saving throws at the end of each of their turns, reducing the modifier by one on each success. Once the modifier reaches zero, the spell ends and the creature loses the sense of doom.


Ritual: The casting time increases to 1 hour and the range decreases to touch. The target creatures must still make a Charisma saving throw, suffering the regular effects of the spell on a failure. However, on a success the creature instead gains renewed resolve, gaining a +6 to all attack rolls, ability checks and saving throws, which disappears on a long rest. The targets mind is altered however, so the creature cannot benefit from this spell in this way again, unless the memory is removed.


At Higher Levels When you cast this spell using a spell slot of 9th level, you may target one additional creature.


Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

I saw it in the Tea

1st Level Divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A tea leaf)
  • Duration: 1 minute

You touch a willing creature, telling a vague prophecy about how you saw their future in the tea leaves!

When the creature makes an attack roll, saving throw or ability check within the duration, you can use your reaction to shout "I saw it in the tea!" and allow the creature to reroll the die, taking the second result.


Classes: Bard, Cleric, Wizard

On-the-fly Prediction

2nd Level Divination


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

When a creature starts their turn, you may attempt to predict who or what they will target with their action. Make a note of the prediction before the creature decides, and compare afterwards. You may predict more than one target, but you must be exactly correct.

If you predict correctly, you can attempt to change the target, making a spellcasting ability check contested by a check with the creature's appropriate ability score, e.g. spellcasting ability check for a spell, dexterity/strength check for weapon attacks.

If you succeed, you may change the creatures target/s, but you cannot cause the creature to hurt itself or its allies.


Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

Volume 1 | Clairvoyance 1

Mind Map

7th Level Divination


  • Casting Time: 1 action
  • Range: 3 miles
  • Components: V, S, M (A 3000gp sapphire)
  • Duration: Concentration, up to 1 hour

You shine bright light through the sapphire, choosing an area no larger than a 150ft. cube within range. The light diffracts upon hitting the stone, projecting a 3D map of the location into a 5ft. cube. You are able to focus and zoom on any aspect of the image you desire, and you may give the stone to someone else to use, but you must still maintain concentration on the effect.

Creatures within the location appear as small specks of white light, which move around the map. Any creatures you know have their names displayed above their pointer. Additionally, you can create a sensor that you can move around the map.

The sensor is an invisible floating orb that you can move 20ft. per round. You can see and hear out to 20ft. through the sensor, and can cast spells through it, but this breaks the sensor's invisibility. When the sensor is attacked, you take 8d10 psychic damage and the spell ends.


At Higher Levels If you use a slot of 9th level, the dimensions increase to a 300ft. cube.


Classes: Cleric, Wizard

Dying Breath

3rd Level Divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (four 50gp diamonds)
  • Duration: Concentration, up to 10 minutes

You place two of the diamonds on the eyes of a creature's corpse that has been dead no longer than 1 month and two on your own eyes. For the duration of the spell, you experience the last 10 minutes of the creatures life through its eyes. You are considered blind, deaf and incapacitated while concentrating on this spell. If any of the diamonds are moved, the spell ends.

This spell has no effect on dead creatures currently reanimated by animate dead or another spell, or creatures who have been dead longer than 1 month.


At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the corpse can have died up to 100 years ago.


Classes: Cleric, Druid, Sorcerer, Wizard

Volume 1 | Clairvoyance 2

Infiltrate

7th Level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A drop of your blood on a diamond needle worth 500gp, which the spell consumes.)
  • Duration: 48 hours; Concentration, up to 1 minute

You attempt to lay a seed deep inside the mind of another creature. Make a ranged spell attack against a target within range. On a success, you implant the needle deep into their mind. You may choose to activate the shard immediately, or any time within 24 hours as an action, at which point the effects last for 1 minute. You cannot have any more than one shard active in any one creature at at time.

You designate what the creature does on each of its turns after the spell is active. Depending on the actions chosen, the creature may realize it is being controlled and break free. The target must succeed a Wisdom saving throw, which is modified by the action you last chose for it.

The target takes 8d8 psychic damage and ends the spell on a success, or remains under your control on a failure. A creature manipulated this way rationalizes its actions to believe it is not being controlled.


The following modifiers stack. For example, a creature forced to attack it's own allies, but who was going to sacrifice them anyway before the PCs arrived would have a total modifier of 5 (+10 and -5).

Action Save Modifier
Directly harming itself or its allies +10
Something out of character for the creature +5
A neutral action 0
An action the creature would likely take -5
Directly harming you or your allies -10

At Higher Levels When you cast this spell using a spell slot of 8th level, the duration you can wait before activating the spell increases to 1 week. If you use a slot of 9th level, the duration increases to 6 months.


Classes: Bard, Wizard

Duet of Minds

4th Level Divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (A pair of 50gp emeralds, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You attach the small emeralds to the center of a pair of willing target's heads, linking their minds together. For the duration of the spell, the creatures can innately sense what the other is about to do. The spell can be ended prematurely as an action action by either of the targets touching their own emerald and saying "break". The gems crumble into dust upon the spell ending.

While two minds are linked this way, they each have advantage on dexterity saving throws the other sees coming and advantage on their first attack roll against the creature the other last attacked. Additionally, they may use their reaction to, when the other is targeted by a spell or magical effect that forces a wisdom, intelligence or charisma saving throw, change the target to themselves.

If the spell is ended involuntarily and prematurely, the two creatures must both succeed on a DC 15 Intelligence saving throw or take 4d10 psychic damage and are stunned, taking half damage and avoiding the stunned condition on a success.


Classes: Cleric, Sorcerer, Wizard

  • This is v2.0 of Clairvoyance, the 3rd Chapter of Severn's Seven-Spell Series

  • Creatued by u/LucianAstaroth

  • Art: Lint by Mike Azevedo, The Navigator by Toby Lewin

Volume 1 | Clairvoyance 3
 

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