New Divination Spells
The Divination school of magic is often on the receiving end of mockery and ridicule from practitioners of the other schools. As a Divination wizard, you know that the fact your spells lack bright colors, loud noises, or unpleasant smells is no justification to dismiss them as useless. while the Evoker feels powerful creating more and more craters in the world, the Abjurer succumbs his own paranoia, and the necromancer spends his time making friends with the dead, you discover new and unique spells that will allow you to see the unseen, predict the unpredictable, and know the very essence of knowledge itself.
Arcane Mind
5th level Divination (ritual)
- Casting Time: 1 hour
- Range: self
- Components: V, S, M (a vial of rare ink worth at least 500 gp, which the spell comsumes)
- Duration: 8 hours
- Classes: Wizard
you open your mind to the arcane secrets of the world, giving you unique insight into the way magic works. for the duration, you gain advantage on Intelligence (Arcana) skill checks. In addition, if you have the ability to copy a spell into a book, such as a wizard's spellbook, a warlock's Book of Ancient Secrets, or the Ritul caster feat, the time it takes to copy spells is halved for the duration. you must finish copying a spell before the duration of this spell if over, any spell you did not finish copying during this spell must be copied form scratch, all gp spent on this spell is lost.
Battle instincts
Divination cantrip
- Casting Time: 1 action
- Range: self
- Components: S
- Duration: 1 round
- Classes: Bard, Sorcerer, Warlock, Wizard
Your senses sharpen, your mind opens, and your understanding of the battlefield increases. For the duration, your AC increases by 2, and the first attack roll you make on your next turn will get a bonus of +2.
The bonuses to AC and attack rolls increase by 1 when you reach 5th level (+3), 11th level (+4), and 17th level (+5)
Parallel Realities
9th level divination
- Casting Time: 1 bonus action
- Range: self
- Components: V, S, M (A Pocket Watch made from adamantine, Diamonds, and unicorn hair worth at least 1,500 gp)
- Duration: concentrations, up to 10 minutes
- Classes: Bard, Sorcerer, Wizard
Holding the watch to your forehead, you open your mind and receive small glimpses of the endless possibilities of reality, allowing you to choose between them.
for the duration, you take two actions each turn when you take an action, both actions can be casting a spell of 1st level or higher. If one or both actions require resources such as spellslots, ammunition, or material components, you must have those resources for each action Individualy, but there's no need to have enough resources for both actions. for example, if both actions are a casting of a 1st level spell, you only need to have one spell slot of 1st level in order to choose both actions, however, if one action is a casting of a 1st level spell, and one is of a 2nd level spell, you need to have both a 1st level spell slot and a 2nd level spell slot.
take each action in it's full, including attack rolls, saving throws, hit points lost or gained and any other effect which is a direct result of each action. once both actions are taken, choose one of these action to take effect and one to be erased. only the action which you chose to take effect is noticable and has effects to the world and other creatures, any effect of the erased action does not occure, including spellslots used, hit points lost or gained, and others.
when casting this spell, you can choose to consume the pocket watch used for Material components, doing so would allow you to take three actions, obeying all rules written above, and making the spell remain for it's duration without concentration.
Read Enemy
1st level divination
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Cleric, druid, Ranger, Wizard
You make a circle with you finger and thumb and look right through it, channeling divination magic through your hand to make a lense capable of reading the physical properties of another creature.
A creature within range of your choosing must make on a charisma saving throw. On a failure, you learn up to three resistances, vulnerabilities, or immunities of the creature. The chosen properties are chosen by the DM, if the creature has fewer then three such properties, you know as much.
On a success, you can't use this spell on this creature again until you finish a long rest.
Sniff
2nd level Divination (ritual)
- Casting Time: 1 action
- Range: self
- Components: V, S, M (A lit scented candle)
- Duration: concentration, up to 1 hour
- Classes: Bard, Cleric, druid, Ranger, Wizard
Your magic alters you sense of smell, allowing you to detect creatures which had passed in your area recently. When you cast this spell, you can detect the number and types of creatures that had been present in an area 30 feet in radius of you within the last 24 hours. You can tell each creature's exact past location, including movement, within this range, but you can't tell their identities or actions, nor can you detect any place or object that was magically consecrated Or desecrated, though you can differentiate between a number of creatures of the same type. upon ending this spell, you lose the knowledge of the scents, and cannot recognize previously detected scent with further castings of this spell, identifying them as new scents.
as an action, you can choose to concentrate on a single creature you have detected with this spell, loosing the ability to detect creatures other then your chosen creature with this casting. upon choosing this creature, your range for detecting it's scent had increased to 120 feet. In addition, unlike other scents, you memorize any scent you had concentrated on with this action, immediately recognizing it should you detect it with future casting of this spell.
Spell Replica
6th level divination
- Casting Time: 1 minute or special (see description)
- Range: Special
- Components: V, S, M (a Scroll made of fine cloth and ink depicting arcane equations of the 8 schools of magic worth at least 1,000 gp)
- Duration: special
- Classes: Wizard
By channeling divination magic into your mind, you attempt to recreate magic you had witnessed.
With this spell, you attempt to recreate a spell you had seen being cast within the last 72 hours, the spell must be of 6th level or lower, and it needs not be a spell from your spell list, when copying a spell, it counts as a spell of your spell list for this casting alone. If the original spell's casting time is 1 minute or less, the casting time for this spell is 1 minute, otherwise it is equel to the original's casting time.
when you finish the casting time, make an ability check using your spellcasting ability. the DC equel 13+the spell's level. On a failure, the casting fails and wasted. On a success, you cast the spell at it's lowest level, regardless of the level it was originaly cast. If the spell requires Material components, it doesn't for this casting. The copied spell's duration is equal to the original's duration, if the spell requires concentration, it stil does for this casting.
casting a spell this way counts as seeing the spell being cast for the purpose of copying it again, however when copying a spell you had copied, treat this spell's level as 6th. the spell also counts as 6th level for the purpose of counterspell or dispell magic.
Credits
All spells written here are my creation- u/TheFirstParadox.
If you have ideas for more Divination spells you wish to suggest for this page hit me up. credit will be given (obviously)