School: Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
When this spell is cast, the caster enters a trance and, through visions of the future, attempts to divine an important event that shall come to pass. The event must directly affect the person touched, and this person cannot be the caster. The vision fades out and returns several times over the spell's duration, and much of it is vague and open to interpretation. A caster cannot cast this spell more than once to prophecize the same event--at least not until the character reaches their next level.
At 10th level, the caster may attempt to divine a prophecy concerning an event affecting a location on the grand scale of a town or kingdom. There is a low probability that this succeeds (only 1% per caster level), but the attempt can be made once per day.
This spell leaves the caster physically drained and unable to move for 1d4 hours.
The material component for the first version is the root of a plant with hallucinatory properties. For the second version, a gem worth 5,000 gp must be buried near the center of the location.
Based on the 2e AD&D spell Prophecy, from the Chronomancer suppliment (TSR 9506).
* - (The root of a plant with hallucinatory properties OR a gem worth 5,000 gp buried at the target site)
A full list of 50+ Chronomancy spells, plus related monsters, items, backgrounds, etc, can be found in the comments of my Chronomancer (Wizard) subclass here.
https://www.dndbeyond.com/subclasses/6582-chronomancer
Chronomancer, Version 2 - [https://www.dndbeyond.com/subclasses/522102-chronomancer]