Arcane Eye
Arcane Eye
Until the spell ends, you create an
Arcane Mirror
Arcane Mirror
You choose a mirror you’ve seen on the same plane of existence as you. You create a scrying sensor inside that mirror. You can instead name an area, such as a specific building or city: you create a scrying sensor inside a random mirror within that area. If there is no mirror in the area, the spell fails.
Augury
Augury
With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following:
Calculate
Calculate
You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.
Note: Using the calculate cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.
Chef's Palate
Chef's Palate
You instantly learn the ingredients list and preparation method for the item of food or drink targeted by this spell. For one hour after you cast the spell you retain perfect, detailed knowledge sufficient to perfectly recreate the serving of food or drink, including an accurate awareness of any contaminants (including vermin and poisons, but not disease) in the fare. Identifying such contaminants as harmful usually requires a DC 10 Perception check, but the Narrator may use DC 15 for those that are uncommon, DC 20 for rare, or DC 25 for those that are truly unique.
Clairvoyance
Clairvoyance
An invisible sensor is created within the spell’s range. The sensor remains there for the duration, and it cannot be targeted or attacked.
Choose seeing or hearing when you cast the spell. You may use that sense through the sensor as if you were there. As an action, you may switch which sense you are using through the sensor.
Commune
Commune
You contact your deity, a divine proxy, or a personified source of divine power and ask up to 3 questions that could be answered with a yes or a no. You must complete your questions before the spell ends. You receive a correct answer for each question, unless the being does not know. When the being does not know, you receive “unclear” as an answer. The being does not try to deceive, and the Narrator may offer a short phrase as an answer if necessary.
Commune with Nature
Commune with Nature
Until the spell ends, your spirit bonds with that of nature and you learn about the surrounding land. When cast outdoors the spell reaches 3 miles around you, and in natural underground settings it reaches only 300 feet. The spell fails if you are in a heavily constructed area, such as a dungeon or town.
You learn up to 3 facts of your choice about the surrounding Region:
Comprehend Languages
Comprehend Languages
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies.
Contact Other Plane
Contact Other Plane
You consult an otherworldly entity, risking your very mind in the process.
Detect Evil and Good
Detect Evil and Good
Range: Special (30-foot radius)
You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell ends, you may make a Wisdom (Religion) check against the passive Deception score of any aberration, celestial, elemental, fey, fiend, or undead creature within range. On a success, you sense the creature’s presence, as well as where the creature is located.
Detect Magic
Detect Magic
Range: Special (30-foot radius)
Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).
The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
Detect Poison and Disease
Detect Poison and Disease
Range: Special (30-foot radius)
Detect Thoughts
Detect Thoughts
Range: Special (30-foot radius)
Divination
Divination
Your offering and magic put you in contact with the higher power you serve or its representatives.
You ask a single question about something that will (or could) happen in the next 7 days. The Narrator offers a truthful reply, which may be cryptic or even nonverbal as appropriate to the being in question.
The reply does not account for possible circumstances that could change the outcome, such as making additional precautions.
Eavesdrop
Eavesdrop
You touch the target and mark it with a glyph that acts as a scrying sensor. The glyph is visible and resembles a one-inch-tall drawing of an ear. The sensor can be covered or concealed without changing the function of the spell. A creature can wipe it away as an action, ending the spell. You can only have one such sensor active at once.
Fey Tongue
Fey Tongue
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken Sylvan, Elvish or Primordial that you hear, or any written text in those languages that you can touch.
Find the Path
Find the Path
Range: Same Plane
Find Traps
Find Traps
This spell reveals whether there is at least one trap within range and within line of sight. You don’t learn the number, location, or kind of traps detected. For the purpose of this spell, a trap is a hidden mechanical device or magical effect which is designed to harm you or put you in danger, such as a pit trap, symbol spell, or alarm bell on a door, but not a natural hazard.
Foresight
Foresight
You impart the ability to see flashes of the immediate future.
Guidance
Guidance
The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
Identify
Identify
You learn the target item’s magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if any) along with what spells were used to create it.
Alternatively, you learn any spells that are currently affecting a targeted creature.
Identify Weapon
Identify Weapon
While casting this spell, you touch a wound on a creature or corpse.
Legend Lore
Legend Lore
You learn significant information about the target. This could range from the most up-to-date research, lore forgotten in old tales, or even previously unknown information. The spell gives you additional, more detailed information if you already have some knowledge of the target. The spell will not return any information for items not of legendary renown.
Locate Animals or Plants
Locate Animals or Plants
Range: Special (5-mile radius)
Name or describe in detail a specific kind of beast or plant. The natural magics in range reveal the closest example of the target within 5 miles, including its general direction (north, west, southeast, and so on) and how many miles away it currently is.
Locate Creature
Locate Creature
Range: Special (1,000-foot radius)
Name or describe in detail a creature familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it’s travelling.
Locate Object
Locate Object
Range: Special (1,000-foot radius)
Name or describe in detail an object familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it’s travelling.
You may locate a specific object known to you, provided that you have observed it within 30 feet at least once. You may also find the closest example of a certain type of object (for example an instrument, item of furniture, compass, or vase).
Magic Map
Magic Map
You create a map with yourself at the center, or update a map previously created with this spell. When creating a map, you choose its scale, from 100 by 100 feet to 100 by 100 miles. As part of the spell, you can make notes or other annotations on the map. The map only includes locations that you’ve seen and traveled through. The map doesn’t show areas at a significantly different elevation from your current location. If you cast the spell while you are lost, the spell fails.
At the Narrator’s discretion, some magical areas can’t be mapped with this spell.
Map Marker
Map Marker
When casting this spell, touch a map. If you cast the spell in territory not depicted on the map, the spell fails. If you are in territory depicted on the map, your position is marked by a small glowing spot on the map. The spot continues to move with your position on it, updating once per minute. If you enter territory not marked on the map, the spell ends.
Scrying
Scrying
You can see and hear a specific creature that you choose.
See Invisibility
See Invisibility
You can see
Speak with Animals
Speak with Animals
You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world, and their knowledge and awareness is filtered through that perspective. At a minimum, beasts can tell you about nearby locations and monsters, including things they have recently perceived. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you.
Stonesense
Stonesense
You imbue the target with a preternatural understanding of stone. The target gains tremorsense out to a distance of 60 feet.
Tongues
Tongues
The target understands any words it hears, and when the target speaks its words are understood by creatures that know at least one language.
Trace Magic Aura
Trace Magic Aura
Until the spell ends, you sense the lingering aura of spells that were cast within the recent past. For you to detect a spell’s aura, it must have been cast within the radius of this spell and in a location you can see. You can pinpoint the location where the spellcaster stood at the time that they cast the spell, the spell’s schools of magic, and its area of effect (if it is within this spell’s radius). If the spell is one that you know, you can identify it as such.
True Seeing
True Seeing
Until the spell ends, the target gains truesight to a range of 120 feet. The target also notices secret doors hidden by magic.
True Strike
True Strike
You gain an innate understanding of the defenses of a creature or object in range.
Warrior’s Instincts
Warrior’s Instincts
Your senses sharpen, allowing you to anticipate incoming attacks and find weaknesses in the defenses of your foes.