Level
3rd
Casting Time
1 Action
Range/Area
500 ft.
Components
V, S, M *
Duration
Until Dispelled 1 Round
School
Divination
Attack/Save
WIS Save
Damage/Effect
Exhaustion

A caster begins the spell by holding the material component and repeating the desire for the knowledge/experience sought. Gestures are used for emphasis and to indicate the target.

Before casting the spell, the caster must keep in their mind what knowledge/experience is sought specifically. Vague requests will result in random knowledge/experience possibly retrieved. When casting the spell, the caster must target an individual and establish a link between the individual and the material component. The target makes a wisdom saving throw. If they fail, they are unaware of the spell. Roll a d20 roll to see how much is recorded from the target. Keep in mind that a target may have some, none, or all of the knowledge and experience the caster seeks. If they have none of the experience and knowledge that the caster seeks then the spell fails at this point (they still might know who cast the spell depending on the previous saving throw).

  • A one through fives results in very little recorded.
  • Six through ten results in recording in the material component enough information for someone to become an amateur (if the target posses at least that level of competency).
  • Eleven through fifteen records you enough a competent level of information (again assuming they have at least that level of competency).
  • Sixteen through nineteen records the full information and experience of the target.
  • On a critical roll not only is the record of the knowledge/experience sought created but also mystically added is additional information and experience that the target might not even have had. 

At this point the spell itself is considered complete. The material components become magical items containing the knowledge/experience sought.

The information/experience sought is contained either in the book or the crystal. Any individual may attempt to gain the the contents. Holding the material component with bare hands results in the knowledge/experience being transferred into the holder's mind at a rate equal to their ability to learn. The holder must make a wisdom saving throw against a simulated spell dc based on the type of information sought. The chart below will tell how to calculate the dice roll to beat. On a failure the holder will suffer one level of exhaustion and be unable to learn what is contained in the magical material component . On a critical failure the holder suffers an additional level of exhaustion in addition to learning nothing. Subsequent attempts can be made but run the risk of higher levels of exhaustion (up to and eventually including killing oneself). Once the information is successfully transferred, the material component becomes non-magical and loses whatever records it has on it. If the holder wants to avoid exhaustion they can also wear gloves and 1.) in the case of the book, simply read the content written and attempt to understand through written word the target's experience/knowledge or 2.) in the case of the crystal, look through the crystal and see the memories as the target remembers them and also hear the sounds as well. In both cases the experience/knowledge isn't directly transferred and therefore only a little of the information can be understood per day. A lifetime of experience resulting in masterful ability would require a lifetime to comprehend fully this way but roughly the equivalent of six months to a year of studying the crystal or book could lead the holder to achieve proficiency instead without the need to pay anyone (except in terms of using the material component) or convince anyone to become a teacher.

For every spell slot above third level used to cast this spell, the holder of the magical component can subtract an additional one from the below calculation. (A higher level caster is better at casting the spell and therefore the transfer from whomever is holding the magical component has an easier time with the information/knowledge/or experience contained being transferred). An individual who has benefited from this spell in the past incurs a penalty of adding +4 to the below calculation for each time they have gained some knowledge as a result of this spell as their magical resistance to the spell increases each time they are successfully exposed. There is no way to get around this penalty even if the holder's mind is wiped as the penalty is permanent in nature.

Spell DC calculation:

  • If the experience/knowledge is physical in nature calculate (18-proficiency bonus)-strength or dexterity modifier
  • If the experience/knowledge is skill based then take the skill and whatever bonus applies to it by (18-proficiency bonus)-skill's ability modifier (example: stealth would lead to adding your dexterity modifier)
  • If the experience/knowledge is related to the arcane, complicated reasoning, science, math, etc then apply (18-proficiency bonus)-intelligence modifier
  • If the experience is spiritual, religious, or otherwise relates to comprehension and understanding of some kind then apply (18-proficiency bonus)-wisdom modifier
  • If the experience is artistic, political, relationship, or something else then apply (18-proficiency bonus)-charisma modifier.

Example: A Bard who plays a harp wants to learn a new instrument, and casts Tutor on another Bard who knows the flute. He attains a competent amount of information in the crystal he used for the spell and his fellow Bard fails his wisdom saving throw and is therefore none the wiser. The bard (who is wearing gloves) takes his crystal someplace quiet and attempts to touch it after taking one glove off. His charisma is 16 and he is level 5 so he will roll a d20 and needs to beat (18-3)-3 which is 12. He rolls and makes it with a 13 on his d20. He learns how to play a flute with an average competency level (nothing to write home about but enough to entertain a bit). If he had rolled a anywhere from a two to a ten he would have suffered one level of exhaustion. The bard then decides to do it again with a different entertainer who plays the piano but this time he must beat a 16 because of the penalty(4+12). Again, the entertainer fails his wisdom saving throw.  The bard is again also the holder as he takes it off someplace private. He rolls a 16 for his d20. On a tie, nothing happens meaning no information is learned but no exhaustion occurs either. He rolls again, and this time he rolls a nine which results in one level of exhaustion. He decides to quit while he is ahead and takes a long rest. After a long rest, he rolls again and this time gets nineteen. The bard is now able to play the piano, harp, and flute, but next time he uses the spell and holds the created magical object with his bare hands he will suffer a +8 penalty and therefore must overcome ((18-3)-3) +8 which is twenty and therefore impossible for him to overcome (the best he can hope for is a tie) unless he gains levels or increases his ability score in some way. He can still cast the spell and give or sell the magical material component to someone else.

* - ((a focus worth at least 500 gp, either a jeweled blank book or a diamond crystal) )

Spell Tags: Scrying Detection Utility

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy)

ChuckWagon