The Clairvoyant Esoterica

This rare book is bound in an Arandur hide trimmed with hyaline glass.

''The art of divination within the confines of the Demain are as much a divine responsibility as it is a rudimentary School of Magic. I do not deem it enough to be simply taught the School of Divination without the required responsibility being laid as the foundation of one's training. Being able to predict the prophecies of those around you and alter the future the consciousness, bending the will of probability and fate is not an act that should so simply be preyed upon.''

As noted within my journal, such powers of divination can lead to the moral quandary of the heart and soul, leaving one fighting their inner demons as they comprehend the complexity and gravity of their actions and how their sight can lead to the rise or fall of a man, monster or dynasty.

''Yet still, as an Elder and Archmage, it is my bound responsibility to hold the weight upon my shoulders, to understand the depths of divinations and where the laws of the Demain begin and end. To uncover the confines and limits of Divination and ascertain which powers should be allowed to be studied by man, and which should be hidden away and join the School of Dissidence.''

''Through experimentation and the development of existing spells and techniques, I have designed spells in line with the teachings and trainings I offer and have experience. Some I would seem useful for all, some I would see worthy for none.''

Speed Read

1st Level Divination (Wizard)

Casting Time: 1 Action [R]

Range: Self

Components: V, S, M (a small green rock)

Duration: 1 hour

Knowledge almost seems to leap directly from the page and into your brain. For the duration,you gain the ability to read non-magical texts at a rate of 100 pages per minute. You also have perfect recall of any knowledge gained through this spell during it's duration. After the spell has ended you can remember the details of what you read as if you had read it normally.

You must be able to comprehend the language in which a text is written in order to utilize this spell.

Tarot Reading

2nd Level Divination (Wizard, Cleric, Bard, Sorcerer)

Casting Time: 1 Minute [R]

Range: 30 ft.

Components: S, M (tarot deck worth at least 10gp)

Duration: Instantaneous

You take a minute to shuffle and lay out three cards from your tarot deck and target a humanoid creature you can see within range. The creature makes a charisma save, which they may choose to fail, if they are aware of you casting the spell. If they do not choose to fail, the DM keeps the results of the save hidden from all players involved. If they fail, you gain insight into the target's fate, learning aspects from their past, present and future. If they succeed, they are immune to this spell for 24 hours and the information you reveal may be random and or false. In either case, the target is not inherently aware of the spell, but may make an arcana check DC 12 to recognize what you are doing, if they notice you.

The DM will answer three questions about the creature, one that is relevant to their past, one to their present and one to their future. While the DM must be honest, the answers will be cryptic and symbolic, referencing the symbols listed below.

Each card holds a positive, negative or uncertain connotation, as well as a unique symbolic implication.


 * 1) The World (Positive): Being in the right place, well positioned and aligned with destiny.
 * 2) The Sun (Positive): Great things occurring and plentiful opportunity for learning and or greatness.
 * 3) The Star (Positive): Stepping into a greater place, expanding horizons and leaving the comfortable and known world behind for new things.
 * 4) The Moon (Positive): Inner examination, personal transformation, peace and self-realization.
 * 5) The Lady (Positive): Beautiful and exceptional. Born for greatness & nobility.
 * 6) The Mother (Uncertain): A lingering past, secret or legacy effecting you.
 * 7) The Hag (Negative): Guilt and past sins. Curses or an unfortunate birth.
 * 8) The Mage (Uncertain): Learning a new talent, or preforming something daring and unaccustomed. Intelligence.
 * 9) The Emperor (Uncertain): Potent power, authority and responsibility. Charisma.
 * 10) The Hierophant (Uncertain): Enlightenment and insight, the weight & responsibility of truth and secrets. Wisdom.
 * 11) The Stranger (Uncertain): Unfamiliar and hidden, quickly changing fortune and facing the unknown. Dexterity.
 * 12) The Warrior (Uncertain): Aggression and boldness, taking what you need and facing your fears. Strength.
 * 13) The Guard (Uncertain): Wariness and endurance. Protecting what is yours and stand firm and unflinching. Constitution.
 * 14) The Tower (Negative): Threat looms and circumstances are out of your control. You are drawn toward a consuming destiny.
 * 15) The Noose (Negative): Dire Consequences and a need to reevaluate life and actions. A choice to be made.
 * 16) Death (Negative): Passing away of something significant and old. Loss of something dear.
 * 17) Judgment (Negative): Reap what has been sown. Culmination of Vengeance. An appearance and anger from an enemy.
 * 18) Justice (Positive): All will be made right. Fulfillment of destiny.
 * 19) Chariot (Uncertain): Moving toward your future boldly. Setting out toward destiny.
 * 20) The Devil (Negative): Interference, lies and malicious intent. Destiny derailed or  twisted.
 * 21) The Rose (Positive): Beauty all around you and unforeseen joy, peace and good fortune.
 * 22) The Thorn (Negative): Danger and threat near at hand. Unforeseen pain, betrayal and bad fortune.

Memento Mori

3rd Level Divination (Wizard, Cleric)

Casting Time: 1 Action [R]

Range: 10 ft.

Components: V, S, M (a time keeping device like a watch or hourglass)

Duration: 10 Minutes [C]

You part the veil to witness the exact moment of a creature death frozen in time. You must have with you the corpse of the creatures who's death you want to witness when you cast this spell and the corpse can't be undead.

Until the spell ends, you can see the surroundings of the corpse at the moment of it's death. You see these surroundings as though you were standing next to the corpse. This spell doesn't effect the corpse or the creature's soul in any way.

Prophetic Vision

4th Level Divination (Wizard, Cleric)

Casting Time: 1 Action [R]

Range: Touch

Components: V, S, M (The root of a plant with hallucinatory properties OR a gem worth 5,000gp buried at the target site)

Duration: 10 Minutes [C]

When this spell is cast, the caster enters a trance and, through visions of the future, attempts to divine an important event that shall come to pass without interference. The event must directly affect the person touched, and this person cannot be the caster. The vision fades out and returns several times over the spell's duration, and much of it is vague and open to interpretation. A caster cannot cast this spell more than once to prophesize the same event.

Due to the laws of fate and potentiality, the mere casting of this spell and gaining the knowledge of the prophetic vision may influence fate and alter the chain of events that lead to that moment, altering the possibility of it coming to pass as prophesised.

Oracle

9th Level Divination (Wizard, Cleric)

Casting Time: 1 Action [R]

Range: Touch

Components: V, S, M (a holy symbol that has been blessed directly by a god or a god’s avatar, incense worth 500gp that is consumed by the casting)

Duration: 10 Minutes [C]

After spending one hour preparing and performing a ritual, the caster enters a meditative state that cannot be interrupted for the duration of the spell. While in this state, the caster is considered unconscious. The caster experiences a number of premonitions, visions, portents, and omens about the future equal to 1d4-1 (minimum 1). These visions may be literal or metaphorical.

The caster can attempt to direct the visions to be about a specific person (or group of people), place, or event by making a spell casting ability check (if the caster is casting the spell with a spell slot

, she may add her proficiency bonus to the roll). The DC for the check equals 17+the number of years in the future the caster wishes to see. Only one specific person (or group of people), place, or event per casting can be selected by this method. The remaining portents are about subjects of the DM’s choice.

If the caster drops to 0 hp for any reason during the duration of the spell, she continues to receive the visions while making death saving throws. These saving throws are made at disadvantage because the caster is completely immersed in the visions and unable to prioritize her safety.