Dark Secret

Dark Secret

2nd-level divination

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You learn the greatest weakness of the target. Until the end of your next turn, you have advantage on all ability checks, attack rolls, and saving throws involving your target or actions it has taken, and it has disadvantage on all ability checks, attack rolls, and saving throws involving you or actions you have taken.

At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, you can choose one additional target per spell slot level above 2nd.

Usable by: Bard, Cleric, Paladin, Warlock, Wizard

Wild Guess

Wild Guess

1st-level Divination (ritual)

Casting Time: 1 action
Range: 300 feet
Components: S, M (a nower with all its petals)
Duration: Instantaneous

When this spell is cast, the caster makes an approximate guess at the number of individuals in a certain group. This can be a group of creatures or a pile of items, but the entire group must be within the range of the spelL and the caster must be able to see individual members of the group for them to be counted This spell rounds to the largest factor of ten when estimating; thus a pile of 1,780 gold coins would result in a count of 2,000, while a group of 68 swordsmen would result in a count of 70.

At Higher Levels. When you cast this spell at higher levels, you may count with greater accuracy. Casting the spell with a 3rd level s lot counts accurate to the second largest factor of ten, casting it with a 5th level slot counts to the third largest factor of ten, casting with a 7th level slot counts to the fourth largest factor of ten, and casting the spell with a 9th level slot counts to the fifth largest factor of ten.
Usable by: Bard, Druid, Ranger, Sorcerer, Wizard

Transcribe Memory

Transcribe Memory

2nd-level divination (ritual)

Casting Time: 1 hour
Range: Touch
Components: V, M (50gp of rare inks, which is consumed by the spell)
Duration: Instantaneous

For those wishing to create unerring accounts of events, no spell is better. By spending 1 hour meditating over a blank piece of paper or a blank notebook, you can record accurately your memories of a single event. This event must last no longer than 24 hours, and must have happened within the past week. Any creature who reads your account will automatically understand exactly what you saw, though they are free to believe that you were mistaken in your perception, just not in your transcription. The writing created by this spell is non magical and is written in a language you choose when casting the spell.

At Higher Levels. When cast with a 3rd level spell slot, the event may come from any time in the past month. If cast with a 4th level slot, the event may be from any time in the past year. And if cast with a 5th level spell slot, this event may be from any time in your life.
Usable by: Bard, Cleric, Wizard

Restore Mind

Restore Mind

3rd-level divination

Casting Time: 1 action or 8 hours
Range: Touch
Components: V, S
Duration: Instantaneous

This spell restores minds to functionality and self determination. There are two possible uses for the spell, depending on the damage it is being used to heal. If you cast this spell using I action, you touch a creature and end one condition afflicting it. The condition can be charmed, frightened, or a frightful reaction. If you cast this spell over 8 hours, you carry on an extended conversation with a creature and bring it’s mind back to reality. You remove a lesser insanity of your choice from the creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the 8 hour variation of this spell can remove a greater insanity of your choice from the creature.
Usable by: Cleric, Paladin

Early Judgement

Early Judgement

2nd Level Divination

Casting Time: 1 Action
Range: 30 feet
Components: V, S, F (holy symbol)
Duration: 1 minute (concentration)

You show one humanoid creature the effect of its life so far and what it might expect when it passes under your gods impartial gaze at the end of its life.By failing a Wisdom saving throw, depending on the creature’s alignment and its adherence to its ethos, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies by showing it a mental image of its destined plane in the Great Beyond. If your target is good-aligned, it must save or be stunned(fascinated). If your target is neutral-aligned, it must save or be confused (at beginning of each round roll a 1d6, on rolls 1-3 you must do nothing on your turn, on rolls 4-5 you have disadvantage on all attacks and checks and on 6 act normally this turn). If your target is evil-aligned, it must save or be feared. Creatures must make a Wisdom saving throw at the end of each of their turns to end their effect.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, an humanoid creature can be effected for each slot level above 2nd.
Usable by: Wizard