For the spell's duration, you can absorb knowledge about certain creatures, items, or locations. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature, item, or location that you can touch. When initially casting the spell, you learn up to two key facts.
As an action, you can extend your magic to grasp more knowledge.
- A creature must make a Wisdom saving throw. (A willing creature can forfeit the saving throw and open their aura to you.) If the target fails, you gain additional insight and the target takes 1d6 psychic damage. If the target succeeds, the knowledge probing immediately ends and the creature has a sense of what you've learned. A creature with an Intelligence of 3 or lower automatically fails the saving throw, but the knowledge communicated cannot be through words (only visuals).
- For an item or location, the spell DC increases. If your spell is successful you learn more about the item or location. If the spell fails, it ends immediately.
Once you have successfully absorbed knowledge from a creature, they have disadvantage on their saving throw if you use the spell again. Similarly after success with an item or location, the spell DC decreases.
Examples of insights when the spell is initially cast: a creature's last name or homeland; a book's author; who last wore an amulet; the current or previous resident of a home; the time of a creature's death at the targeted location.
Examples of greater insights when an additional action is taken: absorb the full contents of a book; know a target's weaknesses; visualize the moment when a powerful spell exploded a temple.
* - (a copper piece)
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