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Returning 35 results for 'divination'.
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domination
Spells
Player’s Handbook
This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might
Divination
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful
Spells
Player’s Handbook
For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any Divination spell or perceived through magical scrying sensors.
Spells
Player’s Handbook
area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its
perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this
Spells
Player’s Handbook
With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or
Spells
Player’s Handbook
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present
Spells
Player’s Handbook
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Omens
Omen
Spells
Player’s Handbook
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using
Spells
Player’s Handbook
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground
Spells
Player’s Handbook
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and
Spells
Player’s Handbook
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can’t
Spells
Player’s Handbook
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
Spells
Player’s Handbook
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each
Spells
Player’s Handbook
This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that
Spells
Player’s Handbook
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell
Spells
Player’s Handbook
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving
Spells
Player’s Handbook
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill
Spells
Player’s Handbook
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or
Spells
Player’s Handbook
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the
Spells
Player’s Handbook
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this
Spells
Player’s Handbook
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so
Spells
Player’s Handbook
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have
Spells
Player’s Handbook
For the duration, the willing creature you touch has Truesight with a range of 120 feet
Spells
Player’s Handbook
Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.
The lore might consist of
Spells
Player’s Handbook
You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the
Spells
Player’s Handbook
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with
Spells
Player’s Handbook
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Test;D20 Tests, and other creatures have Disadvantage on
Spells
Player’s Handbook
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which
Spells
Player’s Handbook
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly
Spells
Player’s Handbook
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the
Spells
Player’s Handbook
spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can&rsquo
Spells
Player’s Handbook
You touch a willing Beast. For the duration, you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses, you benefit from any special
Spells
Player’s Handbook
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a
Spells
Player’s Handbook
Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the
Spells
Player’s Handbook
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the