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Jen' Mart, D'voir Rejarde Branch

Welcome to Jen' Mart: your one stop cloud top trade shop. Come here for all your potions, scrolls, quills, and spells!     Souvenir - 2 gold   Shell Phone - 300 Gold   Wand of Magic Detection - 500   Driftglobe - 500   Potion of Clairvoyance - 2,500   Potion of Mind Reading - 2,500   Eyes of Minute Seeing - 500   Ion Stone: Awareness - 4,000 gold   Potion of Healing - 50 gold   Potion of Greater Healing - 175 gold   Potion of Superior Healing - 1750 gold     Divination Store    

Cantrips

 

Book of Lost Spells

Detect Charm

0-level (Cantrip) Divination

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S

You recognize automatically whether one creature you can see within range is currently charmed.

Class(es): Cleric, Wizard
 

Level 1

 

Book of Lost Spells

Detect Life

1-level Divination (ritual)

Casting Time 1 actino
Range 30ft
Duration Instantaneous
Components V, S

You determine whether a creature within range that you can see is living or dead. The true status of a creature in a coma, suspended animation, or even masked with a feign death spell can be determined with this spell. Undead and animated constructs such as golems register as neither alive nor dead.

Class(es): Cleric, Paladin, Wizard (Necromancer)
 

Level 2

  Chatterwild

Book of Lost Spells

Choose Fate

3-level Divination

Casting Time 1 action
Range Touch
Duration 1 Minute
Components V, S, M

You grant a willing creature a brief glimpse into the future and the ability to rearrange its fate. The creature 1d20 twice and notes the rolls. The creature must use those two results for its next two d20 rolls during the spell’s duration, but it can choose the order in which the results are used.
At higher levels: For each spell slot used higher than 3rd level, you can affect one additional creature.

Class(es): Cleric

Book of Lost Spells

Combat Mind

2-level Divination

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S, M

You gain a limited form of telepathy that enables you to anticipate the moves of your opponents in combat. This grants you a +2 armor class bonus against melee attacks and a +3 armor class bonus against ranged attacks. The spell doesn’t work against attackers that have no minds (automatons, mindless undead) or whose thoughts are shielded.

Class(es): Wizard

Book of Lost Spells

Detect Curse

2-level Divination

Casting Time 1 action
Range 30ft
Duration Instantaneous
Components V, S

You determine whether a creature, object, or area you can see within 30 feet of you is affected by a curse. With a successful DC 20 Intelligence or Wisdom check, you can also determine the exact type of curse and its effects. The spell doesn’t function when used on an artifact.

Class(es): Cleric, Wizard

Book of Lost Spells

Earth Ear

2-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 1 Minute
Components S

By placing one ear to the ground, you determine the location and size of all creatures moving beneath or on the ground within 100 feet of you.

Class(es): Druid, Ranger

Book of Lost Spells

Find Corpse

2-level Divination

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S, M (piece of parchment with the name of the deceased written on it, and a small candle)

For the duration of this spell, you can determine the location of the corpse of a named individual, provided it is within 1 mile of you. The spell provides no information if the corpse is too far away or if the corpse has been disintegrated or destroyed.

Class(es): Cleric, Paladin (Susan), Wizard (Necromancer)

Book of Lost Spells

Precision of Arms

2-level Divination

Casting Time 1 action
Range Self
Duration 1 Minute
Components V, S

For the duration of this spell, your attacks become more accurate. You score a critical hit on a roll of 19 or 20, and your critical hits get two bonus damage dice instead of one.
 

Class(es): Paladin, Ranger

Book of Lost Spells

Shadow Sight

2-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, 1 hour
Components V, S

By peering into a nearby shadow, you can see out of any other shadow within 30 feet of you as if you were standing in that shadow. You are aware of all shadows you could use for this effect, even if your line of sight to them is blocked.
 

Class(es): Ranger (Phase Armour), Sorcerer

Book of Lost Spells

Tremorsense

2-level Divination

Casting Time 1 action
Range Self
Duration 1 Minute
Components V, S

You gain tremorsense, enabling you to detect moving creatures that are in contact with the ground (or other solid or liquid surroundings) within 30 feet of your location. You must be on the ground (or in contact with the same liquid or solid) for the ability to work. Creatures detected this way can be “seen” as clearly as if you were using your eyes.

Class(es): Druid, Ranger

Book of Lost Spells

Wisdom of the Divine

2-level Divination

Casting Time 1 action
Range Touch
Duration Concentration, 8 Hours
Components V, S

For the duration of the spell, one willing creature you touch can add 1d4 to its Wisdom checks and Wisdom saving throws. In addition, the creature has one additional 1st-level spell slot, which it can use to cast divine spells.

Class(es): Paladin

Book of Lost Spells

Wound Reading

2-level Divination (ritual)

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

By touching a willing, wounded creature, you gain a mental image of what inflicted the injury (a specific person, monster, trap, and so on). If the victim didn’t see what wounded him or her, you must make a successful DC 10 Wisdom (Medicine) check to gain specific information; if the check fails, you learn only the general type of the attacker (beast, fiend, monstrosity, etc.).
 

Class(es): Cleric, Ranger, Wizard (Necromancer), Paladin (Susan)
 

Level 3

 

Book of Lost Spells

Detect Illusion

3-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 1 minute
Components V, S

You are able to identify illusions within 60 feet of you. In the first round, you become aware of the presence or absence of illusions. In the second round, you determine the number of illusions. In the third round, you learn the location of each illusion.   For the duration of this spell, you have tactical advantage on saving throws against illusions.
 

Class(es): Sorcerer, Wizard

Book of Lost Spells

Divine Communication

3-level Divination

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S, M
Materials 100 gp worth of incense, which is consumed by the spell

You become a channel for your god, allowing your deity to converse with others through your body. You are unaware of all that occurs or is said during this conversation. The spell doesn’t compel the attention of your deity, who can choose to ignore its effects.   Enhancement: When you cast divine communion using a 5th-level or higher spell slot, you can instead touch a willing creature and allow it to commune with its god.
 

Class(es): Cleric, Paladin

Book of Lost Spells

Link Perception

3-level Divination

Casting Time 1 action
Range Touch
Duration Concentration, 10 minutes
Components V, S, M

For the duration of the spell, you can see, hear, and smell everything that one willing creature you touch experiences, as long as you are both on the same plane of existence.
 

Class(es): Wizard, Sorcerer, Cleric, Druid

Book of Lost Spells

Piercing Vision

3-level Divination

Casting Time 1 action
Range Self
Duration Concentration, 1 Minute
Components V, S

You gain the ability to see through up to one foot of metal, wood, or leather while the spell lasts.

Class(es): Ranger (Phase Armour)

Book of Lost Spells

Retribution

3-level Divination

Casting Time 1 Reaction
Range Self
Duration Concentration, 1 Minute
Components V, S

This spell is cast as a reaction after a creature strikes you with a weapon. For the duration of the spell, you add 1d6 to your attack rolls against the creature that struck you. If another creature strikes you during retribution’s duration, you can re-target the spell and get that bonus against that creature instead.
 

Class(es): Paladin, Cleric

Book of Lost Spells

See the Ephermal

3-level Divination

Casting Time 1 action
Range 60ft
Duration Concentration, 10 Minutes
Components V, S

You gain the ability to see the dreams of sleeping creatures within range. You can also see creatures that exist in the Dreamlands, such as night hags. The amount of information you learn from what you see depends on the time spent studying the subject.   One round: You determine the presence or absence of dreams.   Two rounds: You determine how many sleepers are dreaming and the emotional intensity of the dreams. You also learn the number and relative power of dream creatures within range.   Three rounds: You determine the exact nature of the dreams of one creature within range, and determine the exact location and types of dream creatures within range.   At the GM’s option, you can learn one significant fact about a dreamer for each minute you spend observing that creature’s dreams.   In settings without a Dreamland, this spell applies to the Ethereal Plane.

Class(es): Cleric, Ranger (Phase Armour), Wizard, Sorcerer

Book of Lost Spells

Speak With Objects

3-level Divination

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S

You can communicate telepathically with objects, whether they are inanimate or animated objects and constructs. You can ask questions and receive answers from objects. An inanimate object’s sense of its surroundings is quite limited, so it can’t give detailed descriptions of creatures, recognize specific individuals, or answer questions about events outside its immediate vicinity. They are most attuned to sound (vibration) and touch, but have very limited or nonexistent vision. They can sense powerful smells, but nothing subtle. Inanimate objects seldom volunteer information; they only respond to direct questions.   The spell doesn’t make animated objects or constructs more friendly or cooperative than normal. Furthermore, they don’t lead interesting inner lives and they’re prone to making comments that seem inane to sentient creatures (but might make sense within the confines of some unfamiliar logic). If an animated object or construct is friendly toward the caster, it probably is willing to do a favor or service for the caster, within its limited ability (as determined by the GM).

Class(es): Cleric, Wizard
 

Level 4

 

Circle of Scrying

4-level Divination

Casting Time 1 minute
Range Self
Duration 8 Hours
Components V, S

You empower a magic circle that links to sigils of seeing you previously created. You can select a number of sigils up to your Intelligence modifier (minimum of 1). The distance between the circle of scrying and the sigils of seeing is not a factor, and the sigils can even be on other planes of existence. When you stand inside your circle of scrying, you can view the area around any of the linked sigils as if you were actually standing at the location of the sigil. You can switch between different sigils as an action.     The casting time for the spell depends on whether the circle is being drawn anew or a previously placed, permanent circle is being empowered. Drawing a new circle takes one day. Empowering a previously placed, permanent circle takes 1 minute.     Drawing a new circle requires material components costing 250 gold pieces. The circle is typically a flat design of a geometric shape with a 5-foot radius.     A sigil of seeing is created spending one minute drawing the sigil on a flat surface. Each sigil requires special ink that costs 100 gold pieces per sigil. The sigil disappears within moments of being drawn, but it reappears when you are scrying through it. A sigil is typically no more an inch in diameter. While a sigil is in use, it can be noticed by anyone who examines the spot where it’s drawn and makes a successful DC 10 Wisdom (Perception) or Intelligence (Investigation) check. While the sigil isn’t in use, finding it requires a deliberate search of the correct area and a successful Intelligence (Investigation) check against your spell saving throw DC.
 

Class(es): Wizard, Cleric, Sorcerer, Druid

Book of Lost Spells

Portrait

4-level Divination

Casting Time 10 minutes
Range 30ft
Duration Permanent
Components V, S, M (Paint and a brush)

You create a picture of the last creature to have touched an object you can see within range. The picture appears to be an oil painting on canvas, representing the creature as it appeared when it touched the object; as a result, the spell can be deceptive if the creature was disguised or had an illusory appearance. The spell will not function if the object was last touched more than a week ago.

Class(es): Druid, Cleric, Wizard

Book of Lost Spells

Track Magic

4-level Divination

Casting Time 1 action
Range Self
Duration Concentration, 8 hours
Components V, S

You gain the ability to track magical auras. You can follow the trail of any creature that is affected by ongoing spells or is carrying magical items. You must still make Wisdom (Survival) checks to follow the trail, but terrain and weather conditions have no effect on your tracking ability.

Class(es): Ranger
Type
Shop, Magic

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