For as long as I’ve been working on alternative magic systems for Dungeons & Dragons, I’ve been trying to write a better Divination school. I love prophesies and divination in fiction, and it has always pained me how hard they are to work into a game.

After all that, I decided to try and take Divination in a different direction.

You might have noticed Detect Magic is in the illusion school now (last week’s post), along with True Seeing. I actually replaced Fear with Haste shortly thereafter because I realized if I was going to put Time Stop in illusion, Haste should go there too.

But with two mainstays of Divination in another school, it left me with questions about what was left for me to build a school. So I looked to some of the cast-offs from Abjuration. I also shuffled a few spells around, but more on that later.

What I ultimately used as the foundation for my revised school of Divination was a combination of Blessing + Cure Wounds + Atonement/Restoration, and Read Magic + Clairvoyance + Scrying. A few of the other spells I slipped in there are of course Sending, Globe of Invulnerability (here “spell shield”), Mind Blank, and Wish.

Almost all of these spells have discrete, easy-to-understand effects. With the obvious exceptions being Atonement (here a 7th-level spell which will eventually cover Restoration as well) and Wish.


READ MAGIC
Divination cantrip
Casting Time: 1 action
Range: touch
Components: verbal
Duration: concentration, up to 10 minutes

Effect: You decipher the magical inscriptions on an object you can see and touch–books, scrolls, weapons, and so forth–that would otherwise be unintelligible. This spell doesn’t normally invoke the magic contained in the magic, although it may do so in the case of a cursed or warded piece of writing. Once you have deciphered an inscription with this spell, you can read that particular writing without casting the spell again.

You can read at a rate of one page (250 words) per minute. A spell typically occupies a number of pages equal to its level, enabling you to estimate the power of a spell by its length. A longer magical treatise might require multiple castings of the spell to decipher.

Higher Levels: The spell’s duration increases to 1 hour when you reach 5th level, 8 hours when you reach 11th level, and 24 hours when you reach 17th level.


BLESSING
1st-level divination
Casting Time: 1 action
Range: 30 feet
Components: verbal, somatic
Duration: concentration, up to 1 minute

Effect: You bless up to three creatures of your choice that you can see within range. For the duration, whenever one of the targets makes an attack roll or a saving throw, it adds 1d4 and adds the result to the attack roll or saving throw.

Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


CURE WOUNDS
2nd-level divination
Casting Time: 1 action
Range: touch
Components: verbal, somatic
Duration: instantaneous

Effect: Your touch restores hit points to a living creature. The target regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.


CLAIRVOYANCE
3rd-level divination
Casting Time: 1 action
Range: 1 mile
Components: verbal, somatic
Duration: concentration, up to 10 minutes

Effect: You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or at the bottom of a staircase). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing, You can use the chosen sense through the sensor as if you were in its space. You can use an action to switch between seeing and hearing. A creature that can see invisible objects sees the sensor as a luminous, intangible orb the size of your fist.


SENDING
4th-level divination
Casting Time: 10 minutes
Range: special
Components: verbal, somatic
Duration: 1 round

Effect: You send a short message of twenty-five words or less to a creature with which you are familiar (whom you seen or spoken to at least once before) on the same plane of existence as you. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with an Intelligence score of at least 1 to understand the meaning of your message regardless of language.

Higher Level: When you cast this spell using a spell slot of 6th level or higher, you can contact a creature on any plane of existence.


SCRYING
5th-level divination
Casting Time: 10 minutes
Range: self
Components: verbal, somatic
Duration: concentration, up to 10 minutes

Effect: You create an invisible sensor in the vicinity of a creature you choose on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified by how well you know the target and the physical connection you have to it. If a target knows you, it can voluntarily fail the saving throw if it wants to be observed.

-5 Familiar (you know the target well)
+0 Firsthand (you have met the target)
+5 Secondhand (you have heard of the target)

-10 Body part, lock of hair, bit of nail, or similar
-4 Possession or garment
-2 Likeness or picture

If the target fails the save, the spell creates the sensor within 10 feet of the target and follows it for the duration. You can see and hear through the sensor as though you were in its space. A creature that can see invisible objects sees the sensor as a luminous, intangible orb the size of your fist. On a successful save, the target is unaffected and you can’t use this spell on the creature again for 24 hours.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.


SPELL BARRIER
6th-level divination
Casting Time: 1 action
Range: self (10-foot radius burst)
Components: verbal, somatic
Duration: concentration, up to 1 minute

Effect: The spell creates an immobile, faintly shimmering barrier in a 10-foot radius burst centered on you. The barrier remains in place for the duration. Any spells of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier normally, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas affected by spells.

Higher Levels: When you cast this spell using a spell slot 7th or higher, the barrier blocks spells of one level higher for each slot level above 6th.


ATONEMENT
7th-level divination
Casting Time: 10 minutes
Range: touch
Components: verbal, somatic, material
Duration: instantaneous

Effect: You attempt to remove the burden of evil acts or past misdeeds from a creature you touch. If the atoning creature is truly repentant and committed the acts unwillingly (e.g. under magical compulsion), the spell operates normally and the burden of guilt is removed.

If the creature is instead seeking redemption for evil actions committed unknowingly (by mistake, or while deceived, such as by illusion magic), or for actions committed in self-defense, the target must first undergo a quest.

The spell fails if the atoning creature committed evil acts of a knowing or willful nature.

Alternatively, you can use this spell to offer an opportunity for redemption to a willing creature of Evil alignment. The target may then choose whether to change its alignment to become Good. No amount of intimidation or magical compulsion can affect the creature’s decision. Even if the target chooses to change its alignment, the creature will bear the burden of guilt for evil acts for the rest of its existence.


MIND SHIELD
8th-level divination
Casting Time: 1 action
Range: touch
Components: verbal, somatic
Duration: 24 hours

Effect: This spell protects the mind of one willing creature you touch. For the duration, the target is immune to psychic damage and the charmed condition. It is immune to any effect that senses its emotions or reads its thoughts. The spell also thwarts attempts to locate the creature using divination spells (the creature is invisible and inaudible to magical sensors).


WISH
9th-level divination
Casting Time: 1 action
Range: self
Components: verbal
Duration: instantaneous

Effect: This spell alters reality in accordance with your desires. Wish can duplicate the effect of any other spell of 8th level or lower. You don’t need to meet any requirements for that spell, and you ignore even costly material components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:
Creation. Create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
Fortune. Undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. Additionally, you can choose to impose advantage or disadvantage on the reroll and take either result.
Protection. Grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours (e.g. grant immunity to the petrifying gaze of a basilisk).
Recuperation. You allow up to twenty creatures that you can see to regain all hit points, and you end all harmful conditions and effects.
Resistance. Grant up to ten creatures you can see resistance to a damage type you choose.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The more powerful the desired effect, the more likely something will go wrong. The spell might simply fail, you might achieve a partial effect, or you might suffer some unforeseen consequence as a result of how you worded the wish.

The stress of casting this spell is physically draining. If you use this spell to produce any effect other than duplicating another spell, your Strength score drops to 3 for the next 2d6 days. Each time you cast a spell before you complete a long rest, you take 1d10 necrotic damage per level of the spell. This damage can’t be prevented or reduced. Finally, there is a 33 percent chance you are unable to cast this spell ever again.