Divination Spells

by Zed Fraank

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Divination Spells

Discern Origins

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Concentration, up to 10 minutes

For the duration, you know if there is a creature or object that isn't native to plane you are currently on within 30 feet of you. If you sense a presence this way, you can use your action to see a faint aura around any visible creature or object in the area that is from a different plane, and you learn its plane of origin.


The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Echoes of Immediacy

3rd-level divination


  • Casting time: 1 action
  • Range: Touch
  • Components: V,S,M (a sundial gnomon)
  • Duration: Concentration, up to 1 minute

For the duration, you bestow a willing creature you can touch with visions of the immediate future. All attacks against the target have disadvantage and the target has advantage on all of their attacks against targets they can see.


When this spell ends, the target is blind until after its next turn, as their reality catches up with their sight.

Strip Memory

3rd-level divination


  • Casting time: 1 action
  • Range: 60 feet
  • Components: S,M (a strip of vellum)
  • Duration: instantaneous

You reach into the mind of one creature you can see within range. The target must make a Intelligence saving throw, taking 4d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also gain a memory of a single event witnessed by the target within the past hour.


At Higher Levels

When you cast this spell using a spells slot of 4th level or higher, the damage increases by 1d8 and the memory gained occurred an additional hour into the past for each slot level above 3rd.

Bore Sight

4th-level divination


  • Casting time: 1 action
  • Range: Self
  • Components: V,S,M (a glass lens)
  • Duration: 1 hour

For the duration you can see through solid objects that you touch that are up to 10 feet thick. you gain darkvision up to 60 feet if you don't already have it. The object you touch appears to ghostly and transparent.

Eye of the Oracles

6th-level divination


  • Casting time: 10 minutes
  • Range: Self
  • Components: V,S,M (a pair of aquamarine gems worth 500 gp each)
  • Duration: Concentration, up to 10 minutes

You can recall the sight of a particular creature you choose that is on the same plane of existence as you. The target must make a saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you are casting this spell, it can fail the saving throw voluntarily if it wants you to see through its eyes.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, you can choose a 10 minute period within the last 6 hours and can see what the target saw during that period.

Sword of Damocles

7th-level divination


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Instantaneous

You place a symbol of doom on the head of one creature within range. The target must make a Charisma saving throw. On a failed saving throw damage against the target is maximized until the start of your next turn.

Ocular Interruption

7th-level divination


  • Casting time: 1 action
  • Range: Self
  • Components: V,S,M (a faceted glass orb)
  • Duration: Concentration, up to 1 minute

You merge your sight with the eyes of your foes, giving you their vision and confusing their own. Six creatures you choose within 60 feet of you must make a Wisdom saving throw. On a failed save the target is blinded and instead you are able to see through their eyes. Additionally if a creature is visible to a creature's vision you are seeing through you may use their sight line to determine if they have cover from you.


At Higher Levels

When you cast this spell using a spell slot of 8th level or higher, the number of targets you can affect increase by two for each slot level above 7th.

Harbinger's Hand

8th-level divination


  • Casting time: 1 action
  • Range: Self
  • Components: V,S
  • Duration: Concentration, up to 1 minute

Things happen as you will remember them. You create 8 glowing ethereal eyes that orbit your head. During this spell's duration you may grasp and consume one of the eyes to give one of the following effects:

  • One creature has advantage on their next attack before the success of the attack is known
  • One creature has disadvantage on their next attack before the success of the attack is known
  • One creature has advantage on their next saving throw before the success of the saving throw is known
  • One creature has disadvantage on their next saving throw before the success of the saving throw is known
  • Add or subtract 5 feet from one creature's movement speed for a turn
 

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