Hawk Diesel
Adventurer
So I've been looking at the current official divination spells and I feel they are lacking, especially in the higher spell slots. And so I have created a couple that I am considering adding to my game. These haven't been playtested, so I am interested to hear what people's thoughts are about whether the spell level is appropriate given what these spells can do, and whether there are any ideas on how to improve them to make them about on par with other spells of their power level.
Also, for full disclosure a couple of these were inspired by a thread I saw on Reddit.
Detect Maleficence
2nd-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of salt)
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence of magical corruption and compulsion. Within 30 feet you can detect objects, creatures, or locations that are cursed or under the effects of charms or other forms of magical compulsion. In each case you also identify whether the nature of the magic originates from aberrations, celestials, fey, fiends, or mortals. You do not learn the specific nature of the curse or compulsion, only that it exists.
As an action, you can also learn the relative level of spell required to break the curse or compulsion (Weak – Level 1-3; Moderate – Level 4-6; Strong – Level 7-8; Epic – Level 9), or if breaking the magic requires a specific circumstance or set of circumstances to occur in order to be broken.
If the magic of the curse or compulsion originates from an artifact or deity, you learn nothing except that a curse or magical charm is present.
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.
Combat Clarity
3rd-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a monocle)
Duration: Concentration, up to 1 minute
You grant one individual the ability to see seconds into the future, allowing them to find and capitalize upon openings in the defense of their opponents. Choose yourself or one individual within range. For the duration, the target has advantage on all attack rolls. Upon a successful strike by the target of this spell, the caster can use their reaction to cause the strike to become a critical hit. Doing so immediately ends the spell.
Doom Sense
3rd-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You have learned to sense when doom will strike your foes, and use your magic to nudge fate in such a way that makes it just a bit more devastating. For the duration of this spell, whenever an enemy that you can see within 30 feet takes damage, you can use your reaction to deal force damage to that enemy equal to damage by 1d4 + your spellcasting modifier.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 7th level or higher grants a duration that doesn't require concentration.
Sword of Damocles
7th-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 8 Hours
When you cast this spell, you can perceive the Sword of Damocles, a symbol of doom that waits above the heads of every mortal. When you first cast this spell, roll 12d6. At anytime during the duration of the spell, you can use your reaction to force a creature to gaze upon the sword as it falls upon them. The target must make a Charisma saving throw. On a failure, the creature takes force damage equal to the number rolled when the spell was first cast. The creature is also stunned until the end of its next turn. If the creature succeeds on its saving throw, it takes half damage and is not stunned. Once you have used your reaction to activate the spell, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 2d6 for each slot level above 7th.
Mass Combat Clarity
8th-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a monocle)
Duration: 1 minute
For the duration, you and up to six other individuals of your choice gain advantage on all attack rolls. Upon a successful strike, a person benefiting from the spell can use their reaction to cause the strike to become a critical hit. Doing so immediately ends the spell effect on them, though the spell remains active for anyone else that has not used their reaction in this way.
Also, for full disclosure a couple of these were inspired by a thread I saw on Reddit.
Detect Maleficence
2nd-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of salt)
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence of magical corruption and compulsion. Within 30 feet you can detect objects, creatures, or locations that are cursed or under the effects of charms or other forms of magical compulsion. In each case you also identify whether the nature of the magic originates from aberrations, celestials, fey, fiends, or mortals. You do not learn the specific nature of the curse or compulsion, only that it exists.
As an action, you can also learn the relative level of spell required to break the curse or compulsion (Weak – Level 1-3; Moderate – Level 4-6; Strong – Level 7-8; Epic – Level 9), or if breaking the magic requires a specific circumstance or set of circumstances to occur in order to be broken.
If the magic of the curse or compulsion originates from an artifact or deity, you learn nothing except that a curse or magical charm is present.
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.
Combat Clarity
3rd-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a monocle)
Duration: Concentration, up to 1 minute
You grant one individual the ability to see seconds into the future, allowing them to find and capitalize upon openings in the defense of their opponents. Choose yourself or one individual within range. For the duration, the target has advantage on all attack rolls. Upon a successful strike by the target of this spell, the caster can use their reaction to cause the strike to become a critical hit. Doing so immediately ends the spell.
Doom Sense
3rd-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You have learned to sense when doom will strike your foes, and use your magic to nudge fate in such a way that makes it just a bit more devastating. For the duration of this spell, whenever an enemy that you can see within 30 feet takes damage, you can use your reaction to deal force damage to that enemy equal to damage by 1d4 + your spellcasting modifier.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 7th level or higher grants a duration that doesn't require concentration.
Sword of Damocles
7th-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 8 Hours
When you cast this spell, you can perceive the Sword of Damocles, a symbol of doom that waits above the heads of every mortal. When you first cast this spell, roll 12d6. At anytime during the duration of the spell, you can use your reaction to force a creature to gaze upon the sword as it falls upon them. The target must make a Charisma saving throw. On a failure, the creature takes force damage equal to the number rolled when the spell was first cast. The creature is also stunned until the end of its next turn. If the creature succeeds on its saving throw, it takes half damage and is not stunned. Once you have used your reaction to activate the spell, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 2d6 for each slot level above 7th.
Mass Combat Clarity
8th-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a monocle)
Duration: 1 minute
For the duration, you and up to six other individuals of your choice gain advantage on all attack rolls. Upon a successful strike, a person benefiting from the spell can use their reaction to cause the strike to become a critical hit. Doing so immediately ends the spell effect on them, though the spell remains active for anyone else that has not used their reaction in this way.
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