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THE SOOTH OF

SAUMAVAR

25 NEW SPELLS
Twe nty-f ive innova tive divina tion spe lls by a n e m ine nt T h a ya n R e d Wiza rd

Divine r for th e world’ s gre a te st role pla ying ga m e


Table Of Contents
The Sooth of Saumavar
A Diviner’s Discourse 3
Applied Supercognition 5
Anticipation Cantrip 5
Inference Cantrip 5
Arcane Appraisal 1st Level 5
Psychometry 1st Level 6
Earth Dowsing 1st Level 6
Blind Side 1st Level 7
Fear Index 2nd Level 7
Saumavar’s Solidarity 2nd Level 7
Saumavar’s Speculation 2nd Level 8
Saumavar’s Sliver of Susceptibility 3rd Level 8
Fire Reading 3rd Level 9
Pandemonic Discord 3rd Level 9
Probe Probability 3rd Level 10
Dire Inquiry 4th Level 10
Rend Psyche 4th Level 11
Telescopic Vision 4th Level 11
Harness Hamartia 5th Level 12
Death’s Window 5th Level 13
Ruinous Relay 5th Level 13
Saumavar’s Scrutiny 6th Level 14
Saumavar’s Security 6th Level 15
Demystify 6th Level 15
Saumavar’s Spying Sensors 7th Level 16
Outer Planar Vision 7th Level 17
Relive History 8th Level 18
A Diviner’s Discourse

Hail and well met Truthseeker,

I’ve been involved with the school of Divination in my beloved


Thay for longer than I care to admit. In my tenure, I have
been told repeatedly about the lack of power and flexibility my
school is known for. I tell the unbelievers what I tell you
now dear Truthseeker:

“The truth is a weapon, especially when wielded by me.”

It is about this time when a demonstration is requested.


Such demonstrations usually end with a desire from the
enquirer, not to repeat the experience.

In my career as a diviner, I’ve uncovered a system of


understanding. This has enabled me to develop new applications
in the field of what I like to call ‘Supercognition’.

We can think of the school of Divination thusly:

“The study of the past, future, present, mind and spirit


through the lens of magic”

My theory of Supercognition postulates six distinct


methodologies within the School of Divination, five of which
I consider pertinent to our studies within the Tower of
Divination:

A Diviner’s Discourse
3
🔮 Retrocognition - The arcane study of what was -
Examples: Comprehend Languages, Identify and Legend Lore
🔮 Extracognition - The arcane study of what is -
Examples: Detect Evil/Good, Detect Magic and Scrying
🔮 Precognition - The arcane study of what could be -
Examples: Gift of Alacrity, Augury, Fortune’s Favour
🔮 Intracognition - The arcane study of the mind -
Examples: Mind Spike, Tongues, Rary’s Telepathic Bond
🔮 Paracognition - The study of extraplanar communication
- Examples: Divination, Contact Other Plane
The last but certainly not least of my postulated disciplines is:
🔮 Metacognition - The study of divination through
spiritual commune eg: dieties, spirits and the natural world
- Examples: Speak with Animals, Find Traps, Locate
Animals/Plants, ‘Commune’ type spells
Metacognition, in my theoretical framework, is the working
of divination via clerical or druidic magic and whilst some
of my theory has been adapted from clerical texts, there is
little to occupy our disciplined minds here.

Within these pages you will find new divinations created by


the application of my Theory of Supercognition. You will find
applications both preparatory and reactionary. It is my hope
that my theory leads you to unlock the potential of Divination
in a new way. You will note from here out, that my brother
Diviners, are not to be trifled with.

Yours in Art

Saumavar Hauram

A Diviner’s Discourse
4
Applied Supercognition
Anticipation
Divination Cantrip

Casting 1 action
Time:
Range: 30 feet
Components: S
Duration: Concentration, up to 1
round
Field: Precognition
You extend your hand and point a finger at a
target in range. You divine the probabilities
of the target’s likely actions, spells and attack
patterns.
On its next turn, the target has disadvantage
on its first attack targeting you or you have
advantage on the next saving throw it provokes
within the duration. If either effect occurs the
spell ends.
Inference Arcane Appraisal
Divination Cantrip 1st level Divination

Casting Time: 1 minute Casting Time: 1 action


Range: Touch Range: 5 feet
Components: S Components: V,S
Duration: Concentration, up to 1 round Duration: Instantaneous
Field: Retrocognition Field: Extracognition

You touch a undeciphered non-magical written You whisper a subtle command and pass your
work or speaking creature speaking a non- hand in front of your eyes while focusing on a
magical language you don’t know for the casting. target object or creature.
At the end of the casting time you understand You are able to tap into the general localised
one word of the written work (or one understanding of what an object or creature’s
glyph/character for single words/short phrases). apparent monetary value would be in the current
Each subsequent casting upon the same work marketplace. If you are not in a marketplace, you
or creature has a cumulative 25% chance of make the check at disadvantage and you get the
failure at which point, the spell may not be cast value at the closest physical marketplace.
upon the creature or work for 24 hours. The DC of the check is based on the rarity of
The DM may apply an Investigation the item or creature (as determined by the DM)
(Intelligence) check for written works or an Item/Creature Item/Creature
Insight(Wisdom) check for creatures to Rarity DC
5
Rarity DC
20
determine the usefulness of the information Common
10
Very Rare
25
gleaned. The DC is based on Language rarity: Uncommon
Rare 15
Legendary
Unique 30
Language Rarity DC Language Rarity DC
Common 5 Very Rare 20 A Note on Monetary Value
Uncommon 10 Legendary 25
Rare 15 Unique 30 There are circumstances where an item would be valued as
priceless. There are also circumstances where the true nature
of the item/creature might be concealed, in this case, the
DM should default to the apparent monetary value.

Applied Supercognition
5
Psychometry Earth Dowsing
1st level Divination (Ritual) 1st level Divination (Ritual)
Casting Time: 1 minute Casting Time: 1 minute
Range: touch Range: 100 feet
Components: S Components: S,M (a forked stick or rod)
Duration: Instantaneous Duration: Instantaneous
Field: Retrocognition Field: Extracognition
By handling an object, you may tap into latent By means of this spell, the caster focuses on a
psychic energy, stored in an object, to learn forked stick or specially prepared dowsing rod to
vague details of emotionally charged events it’s find a specific substance below ground within
most recent owner was involved in (whilst having 100 feet. The caster may move at their
the object on their person or at the very least, movement speed while casting this spell but may
nearby). not take actions while they focus on the outcome.
The types of situations that might be divined The substance must be non-magical ground
include: Passionate trysts, disagreements with water, buried metals or ores, gemstones,
loved ones, heated arguments, battles, childbirth, gravesites or other mundane substances that
murders, kidnappings, etc. may be buried or below ground.
At the end of the casting, if an emotionally The caster must make a Investigation
charged situation has occurred involving the (Wisdom) check based on the rarity of materials
object or the objects owner you learn what the that are being dowsed for -:
situation was.
You then may then learn one further detail Substance Rarity DC Substance Rarity DC
about the event. For example: Common (Water) 5
10
Very Rare (Gold) 20
25
🔮 A vision of one who was involved
Uncommon Legendary
(Copper/Tin) (Mithril)
🔮 One sentence that was said Rare (Iron/Silver) 15 Unique 30
🔮 A vision of what single circumstance (Gemstones)
occurred just prior to the event Just because a check is passed, does not mean
🔮 A single name uttered during that the substance in question is present but it
🔮 A vision of one weapon used will reveal one way or the other without doubt.
🔮 A vision of where the event occurred Anything non-magical and buried may be dowsed
Once you have performed the reading, the for but prior knowledge to pinpoint an area will
latent psychic energy expires preventing a second make this effective.
casting of this spell on the object. At Higher Levels. When you cast this spell
At Higher Levels. When you cast this spell using a Spell Slot of 2nd Level or higher, and not
using a Spell Slot of 2nd Level or higher, and not as a ritual, you may increase the range by 100
cast the spell as a ritual, you may ask for one feet for every level above 1st level.
different additional detail for every slot above 1st
level you use in the casting of the spell (eg. You
may not ask for two names uttered but you may
ask for a name and a vision of someone
involved).
The latent psychic energy in the object expires
at the end of the casting regardless.

Applied Supercognition
6
Blind Side 🔮 A single Illusion spell that has no direct
fear effect may cause the frightened condition
1st level Divination
to the target for it’s duration on a failed
Casting Time: 1 action Wisdom save. A save against the frightened
Range: 60 feet condition may be attempted at the end of each
Components:
Duration:
S, V
Concentration, 1 minute
of the target’s turns.
Field: Intracognition
Saumavar’s Solidarity
You whisper a subtle command and pass your
hand in front of your eyes while focusing on a 2nd-level Divination (Ritual)
target creature. You are able to divine the Casting Time: 1 minute
target’s biases, conceptual defects and Range: Touch
perceptual habits. This insight into their Components: V, S (Special)
personality enables you to uncover what they fail Duration: 8 hours (Special)
to notice about themselves and their Field: Extracognition
environment. By studying the movements, mannerisms and
The caster can choose to gain advantage on methods of an individual or group of individuals,
stealth, sleight of hand or deception checks the caster is able to create a pattern in the
versus the target. The caster may shift the skill weave, a fragile weave construct, which may be
focus with a bonus action and may impart the applied to another.
benefit to one other creature they touch as an This pattern allows the individual to easily
action. appear to be part of a profession or group of
individuals and emulate their skills for a short
Fear Index time.
Part of the casting involves the caster studying
2nd Level Divination
a member of the profession or group they wish to
Casting Time: 1 action emulate and then touching the target they wish
Range: 60 feet to impart the knowledge to. The 8 hours starts
Components: V, S, M (An obsidian lens) from the end of the casting regardless of when
Duration: 1 Minute the target is touched.
Field: Intracognition
While under the effects of the weave construct,
You mutter mystic syllables as you trace the the target has advantage on disguise kit and
dweomers path with one hand and examine your deception checks to appear as a member of the
target through the lens with the other. profession assimilated.
The target must make a Wisdom saving throw They also become proficient in a relevant skill
versus your spell DC. If it fails, for one minute and either a tool or language (please note: armor
you have full knowledge of the target’s fears. and weapon proficiencies can not be emulated by
That knowledge is fleeting but it gives you this spell). If the target uses any of their new
various benefits while dealing with the target: found proficiencies, the duration of the spell
🔮 You have advantage to Intimidation reduces immediately to one hour.
checks vs the target for the duration. Skill and Tool proficiency use reduces
Once during the duration, you may choose one of the duration by 10 minutes for each
the following effects. Once the effect is triggered, check after the first. Speaking,
the spell ends -: reading or writing the new
🔮 The target has disadvantage to save language is stable
against a single casting of one of your spells for one hour, after
that cause the frightened condition. which time, the
🔮 A single Illusion spell that represents the effect ends
target’s fears causes double damage if it is
able to cause damage the target.

Applied Supercognition
7
Saumavar’s Speculation Saumavar’s Sliver of
2nd-level Divination Susceptibility
Casting 1 minute 3rd-level Divination
Time:
Casting Time: 1 action
Range: Touch
Range: 60 feet
Components: V, S, M (A one-inch crystal
Components: S, M (A silver needle)
sphere the target must carry on
Duration: 1 minute (Concentration)
their person for the duration
Field: Extracognition
Duration:
of the spell)
1 hour (special) Using arcane insight, the diviner causes a
Field: Intracognition glowing silver needle to fly toward the target and
This spell enables a target to adopt optimal embed itself in a vulnerable location (such as
behaviours when under attack. The caster taps chink in their armor, their neck, under their arm,
into the deep reaches of their target’s psyche and etc.). The needle is driven by the caster’s
temporarily gives them insight into how they supernatural understanding that is honed by the
might better react to conflict. spell.
For the duration of the spell, the target is able The target must roll a Constitution saving
to respond to certain conditions. Once their throw vs the caster’s Spell DC. Should they fail,
chosen condition arises, as a reaction they the very next attack that hits them or failed save
activate an optimal mental stance for one vs a damage effect (within the duration) will
minute. There are four mental stances they cause maximum damage.
might adopt, chosen at the time of triggering. The target may attempt another saving throw
at the end of each of its turns, thereby removing
The four stances are -: the dimly glowing magical needle and ending the
🔮 Sensibility of Stone - The target has spell.
advantage on Strength and Constitution saves Maximum possible damage is calculated after
for one minute. They predict threats to their resistances, vulnerabilities and saves are
health and stamina and are able to adopt factored in.
optimal responses. Once the maximum damage from one attack
🔮 Fathom the Flame - The target has has been caused, the spell ends unless it has
advantage on Dexterity and Intelligence saves already ended due to the duration
for one minute. They predict quick and expiring or the creature
mercurial threats and are able to be one step has successfully saved.
ahead of their foes.
🔮 Foresee the Flow - The target has
advantage on perception checks to determine
surprise. Additionally attackers may not gain
advantage from hide, steady aim or flanking
against the target. The target is able to
visualise where likely attacks may come from
and react accordingly.
🔮 Augur the Atmosphere - The target has
advantage on Wisdom and Charisma saves for
one minute. They percieve their enemies
attempts to ensorcel them before they even
begin and they are able gird their minds
agsinst such influence.
At Higher Levels. When you cast this spell
using a Spell Slot of 4th Level or higher,
you may cast it as an action.
Applied Supercognition
8
Fire Reading
If the Insight check is successful, the DM
3rd-level Divination (ritual) constructs a vision that fits their narrative (which
10 minutes could differ from the suggestions above).
Casting Time:
Range: 5 Feet If the Insight check is a failure, the fates are
Components: S, M (A hearth sized campfire) vague or silent. If the check fails by more than 10
Duration: 1 Hour and/or Fire Reading has been abused in the past
Field: Precognition week, the reading may reveal false information.
By means of this spell, the diviner can search for Use of this spell more than once in a long rest,
a vision of an event that is to occur within the tempts fate and is subject to the abuse clauses
next hour, within the flames of a small bonfire or above (increased DCs, greater probability of false
hearth. visions, etc.)
The event seen would be random to the diviner
but of course carefully formulated by the the DM. Pandemonic Discord
A Fire Reading may only be attempted where 3rd-level Divination
the PCs course has already been determined.
Attempting to toy with fate should bring Casting Time: 1 action
narrative repercussions. If the stakes are low, the Range: 120 feet
DCs of future readings should be increased by 5- Components: V, S
10 for the next day or week depending on the Duration: Concentration, up to 1 minute

level of abuse. Field: Paracognition


One humanoid of your choice that you can see
After ten minutes of uninterrupted flame- within range must succeed on a Wisdom saving
gazing, the diviner makes an Insight(Wisdom) throw or you open a psychic conduit for them to
check against a secret DC determined by the recieve unsolicted messages from the plane of
DM. A suggestion for the DM is that the DC be Pandemonium for the duration.
based on the potential danger of the situation the Whilst the target is recieving messages in this
PCs are about to head into -: way they are deafened and take 1d8 psychic
Risk Index damage per turn (+1d8 for each level cast above
Potential 3rd). A madness glows in their eyes and they
Risk DC Useful Vision gibber unintelligbly.
Safe 5 A useful merchant or The target must use its action before moving
valuable contact on each of its turns to make a melee attack
Somewhat 10 A vision of a dangerous place against a creature other than itself chosen
Unsafe to avoid or a valuable place randomly. It tears at it’s own flesh if no creatures
to visit
are within its reach causing 1d4 slashing
Unsafe 15 A potential threat in the
damage to itself before moving.
scene (trap/monster) or
potential reward On your subsequent turns, you must use your
Dangerous 20 The location of a threat bonus action to maintain the Pandemonic
(trap/ambush/monster) or conduit with the target, or the spell ends. Also,
reward the target can make a Wisdom saving throw at
Extremely 25 The biggest potential threat the end of each of its turns. On a success, the
Dangerous plus location
spell ends.
Certain 30 A potential weakness that
This has no effect if the target is immune to
Death might turn the tide
psychic damage, madness or hails from
Pandemonium.
Applied Supercognition
9
Probe Probability Dire Inquiry
3rd-level Divination 4th-level Divination
Casting 1 minute Casting Time: 1 action
Time: Range: 60 feet
Range: touch Components: V, S
Components: M, S (A carefully constructed Duration: Instantaneous
silver spinning top crafted Field: Intracognition
especially for this spell - 50gp) This interrogation spell developed in Thay, by
Duration: 1 Hour (special) Red Wizard diviner: Saumavar Hauram of
Field: Precognition
By spinning the specially made top, that bears Bezantur, also has a risky combat application.
arcane numbers relating to cosmic probabilities, By means of this spell, the caster utters mystic
you attune to the weave, seeking to determine the syllables and channels their will to forcibly wrest
percentage of success in taking a specific course information from a target’s mind.
of action that you plan to take within the next As part of the casting, the caster loudly asks a
hour. short, maximum four word, question. The
The DM (truthfully) chooses a percentile question must specifically be regarding one
number as their best estimate of the probability person whom the target is associated with (eg.
of success of a given course of action. “Who sent you here?”, “Who employs you?”,
The spell doesn’t take into account any “Who has the artifact?”, etc.)
possible circumstances that might change the The target must make an Intelligence saving
outcome, such as the casting of additional Spells throw against the caster’s spell DC. If they fail,
or the loss or gain of a Companion. the target takes 5d8 psychic damage as the
If you cast the spell two or more times before answer is ripped forcibly from their mind and the
completing your next Long Rest, there is a caster recieves the answer to their question. If
cumulative 25 percent chance for each casting they succeed, the caster takes 3d8 psychic
after the first that you get a random reading. damage and is stunned for one round.
(The DM makes this roll in Secret.) If the target is immune to psychic damage,
they automatically succeed. If the target is
resistant to psychic damage, they gain advantage
on the saving throw.
Due to a pecularity in the construction of this
spell, Portent Dice (or other methods of altering
the target’s saving throw dice) may not be
applied to this saving throw.
At Higher Levels. When you cast this spell
using a Spell Slot of 5th Level or higher, the
damage dice (including the damage to the caster)
increases by 1d8 for every level above 5th.
Additionally, the maximum number of words in
your question increases by one for every level
above 4th.
Usage of Dire Inquiry
This spell can concievably be used as a torture device so
please be aware of In Character and Out Of Character
concerns. In Character: Using this spell is an inherently evil
act not suggested for PCs. Out of Character: This may be
triggering for some players, respect their position. Either
come to a narrative agreement or avoid entirely with no bias.

Applied Supercognition
10
Rend Psyche Telescopic Vision
4th-level Divination 4th-level Divination
Casting Time: 1 action Casting 1 action
Range: 60 feet Time:
Components: V, S Range: Self
Duration: 1 minute (concentration) Components: S, M (A silver tube with a quartz
Field: Intracognition lens at each end - 200gp)
By means of this spell, the caster overloads the Duration: 1 minute (concentration)
target’s mind: with memories, dreams, fantasies, Field: Extracognition

increasing the ‘volume’ of inner dialogue, the By means of this spell, you increase your effective
‘vividity’ of sensory impressions, the noise of sight range by a factor of four. This extended
other local creature’s thoughts, spiritual vision is achieved by looking through the silver
emanations from years gone by, etc. tube which is the focus of this spell. Your
The target may hear color, smell sound, see extended vision can even perceive objects and
taste as the hard-wiring of their mind is pushed creatures beyond the horizon.
past its limits. Examples of extended sight ranges are:
The target must make a Wisdom saving throw 🔮 On a clear day, you can see 8 miles, or
against the casters Spell DC. Success means until your view is obscured by terrain features
they halve the damage of the spell and suffer no (normally 2 miles).
other effects. Failure means they take 5d10 🔮 If it’s raining, your enhanced vision down
psychic damage and suffer one of the following to 4 miles (normally 1 mile).
effects from the table below: 🔮 In fog your vision would go down to 400
to 1200 feet (normally 100 to 300 feet).
d10 Condition d10 Condition 🔮 Standing on a mountain or similarly
1 Blinded 6 Frightened elevated place will give you a visibility of 160
2 Deafened 7 Incapacitated miles! (normally around 40 miles)
3
4
Confused (*) 8
9
Charmed
🔮 Your darkvision (gained at birth) could
5
Restrained
10
Unconscious
extend to 240 to 480 feet (usually 60 to 120
Stunned Special (**)
* Target is confused as per the spell
feet).
** Roll twice and take two conditions,
Please note: For comparison, the horizon on earth is nearly 3
disregarding duplicates or 10s miles away at ground level.

At the end of each of their turns, the target


may make a new saving throw, if they fail, they Innate sight abilities (such as darkvision, true
will need to roll on the table above again. If they sight, etc.) are affected by this spell but not
succeed the spell ends for them. magical effects from spells, magic items or
At Higher Levels. When you cast this spell using otherwise.
a Spell Slot of 6th Level or higher, you may Non-sight sensory abilities (that may or may
choose two targets for the spell. Using a Spell not emulate vision) are not affected by this spell
Slot of 8th Level or higher, you may select three (eg. Blindsight, Tremor Sense, etc.).
targets for the spell. At Higher Levels. When you cast this spell using
a Spell Slot of 5th level or higher, you may
increase your vision by a factor of one more (5x
at 5th Level, 6x at 6th Level, etc.)

Applied Supercognition
11
Harness Hamartia While charmed in this way, the target does not
consider the caster a trusted friend but someone
5th-level Divination
who holds the keys to bringing their life crashing
Casting Time: 1 action down around their ears. This leverage gives the
Range: 60 feet caster gravitas and power over the target.
Components: V, S Once the spell ends, the target is immune to its
Duration:
Field:
1 minute/1 hour (Special)
Intracognition
effects for 24 hours.
At Higher Levels.
By the casting of this spell, you expose to a At 6th level - The target is charmed for 8 hours
target creature (with a minimum Intelligence of and can make Intelligence saving throws to end
4) their own fatal flaw (as per a PC: based on the effect at the end of each hour.
their background, acquired at character At 7th level - The target is charmed for 24
creation). hours and can make Intelligence saving throws
If the target fails an Intelligence save vs your to end the effect at the end of each 3 hours.
DC, you also have a full grasp on the extent of At 8th level - the target is charmed for 1 week
their flaw and how to exploit it. and can make Intelligence saving throws to end
Taking some examples from the Acolyte the effect at the end of each long rest.
background in the Players Handbook: At 9th level - The target is charmed for 1
🔮 “I judge others harshly, and myself even month and can make Intelligence saving throws
more harshly”: Target would suddenly at the end of each 3 days to end the effect.
perceive every example of where they had
considered themselves unworthy.
🔮 “I put too much trust in those who wield
power within my temple’s heirarchy”: Their
trust would be shaken to their very core by all
the examples they ignored where the heirarchy
could not be trusted that they are suddenly
made aware of.
🔮 “Piety leads me to blindly trust those who
profess faith in my god”: Target would receive
every example where trusting someone
unworthy has hurt others in their life.
The mechanical effects are: Target is stunned
for one minute as they try to resolve the bitter
realisations flooding their psyche, they may
make a saving throw to shake off the effects at
the end of each of their turns.
Should the caster (or their allies) try to harm
the creature whether physically or otherwise, the
spell ends.
Thereafter, the target is considered charmed
by the caster for up to one hour. They may make
a saving throw at the end of each 10 minute
period but should they fail, they are susceptible
to every suggestion of the caster since the caster
knows exactly how to exploit their flaw.

Applied Supercognition
12
Ruinous Relay
5th-level Divination
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute (Concentration)
Field: Precognition
By means of this spell every creature you choose
within a 30 foot radius, with at least 4
Intelligence, must make an Intelligence saving
throw.
If they fail, they are assaulted with visions of
the worst possible outcomes of their actions eg.
Their family lying motionless in a burning
building, Bailiffs whipping and throwing their
children out in the street, their city in ruins, their
loved one’s head on a pike, their own
incarceration or execution.
Death’s Window
Whatever outcome would be most painful, is
what they see and experience in their mind’s eye.
5th-level Divination It should be noted that, these imagined outcomes
come from their own fears for the future, the
Casting Time: 1 action
30 feet spell merely unlocks these fears and unleashes
Range:
Components: V, S them to run unbidden through the targets’ minds.
Duration: 1 minute (Concentration) This causes affected creatures to become
Field: Paracognition frightened and if they fail their saving throw by
By means of this spell one creature you can see more than 5, on their turn, they must use their
and can hear you within a 30 foot radius, with at action to dash and use their full movement to
least 4 Intelligence, must make an Intelligence move in the direction of their house/family/loved
saving throw. ones (who are not present) in a futile attempt to
If they fail, they are briefly visited by ALL the protect them. Their movements DO attract
spirits of their loved ones and ancestors on the attacks of opportunity as all thoughts of self-
outer planes that have passed over. This is no preservation are briefly suppressed.
illusion, their spirits are there trying to If they leave the initial area of effect, they are
communicate but the spell does not confer any still subject to the spell’s effects as they are
special ability to understand them. forcibly, internally experiencing their own fears.
While being visited, the target is considered The target may attempt a new saving throw to
restrained, blinded and deafened as they try to shake off the effects at the end of each of it’s
resolve the influx of communication and the turns or immediately if it takes damage.
ghostly visions they are able to see around them. If the creature is immune to the frightened
The target may attempt a new saving throw to conditon or emotions, the spell has no effect.
shake off the effects at the end of each of it’s At Higher Levels. When you cast this spell
turns or immediately if it takes any damage. using a Spell Slot of 6th Level or higher you may
If the target is immune to emotional effects, add 5 feet to the radius and increase the number
they are immune to this spell. required to cause them to run by 1 (6th lvl = 35ft
At Higher Levels. When you cast this spell and 4 below save to run, 7th lvl = 40ft and 3
using a Spell Slot of 6th Level or higher you may below save to run, etc.)
add 10 feet to the range

A Diviner’s Discourse
13
Saumavar’s Scrutiny Failure/Success Ratios
Fail (-)/Success (+) by = Error Margin
6th-level Divination (ritual) – 10 +– 40%
–5 +– 20%
Casting 10 minutes 0 +– 10%
Time: +5 +– 5 %
Range: 30 feet +10 100% accuracy
Components: V, S, M (a specially made platinum
wire headpiece inset with At the end of the casting time, the subject must
thirteen bloodstones, costing make an Intelligence Saving Throw vs the
no less than 1000gp - the caster Caster’s Spell DC. On a failure, the DM reveals a
must be ‘attuned’ to the percentage that the target would actively work
headpiece over the course of a against the known subject or legendary figure.
long rest and it is consumed in
the casting of this spell)
Some examples a percentages a DM might use.
Duration: 10 minutes Failure/Success Ratios
Field: Intracognition Percentage
By way of casting this spell and interrogating a Probability Possible reason
subject for a period of 10 minutes, you may 100% I am burning with vengeance, my
determine with little margin for error, the life’s goal is to make the figure
probability that a person could be employed to 80%
suffer

work against either a subject you both know (on I hate what the figure does,

a first name basis), or a figure considered what I care for suffers as a


result and I have the resources
‘legendary’ (eg. the ruler of a nation, the head of a to act against them
famous organistion, etc.). 60% I dislike the figure but may not
The execution of the spell works like have the resources to act at the
combination of a modern polygraph or moment
personality test. It firstly requires an Insight 40% It would take a massive offering

(Wisdom) check (opposed by a target’s Deception to get me to turn against the

(Charisma)) to determine the effectiveness of the 20%


figure but it’s possible
I am loyal to the figure, duress
interrogation. The DM may chose to eschew this might make me reconsider but I
check in favour of roleplaying. This interrogation would find any way to avoid
normally requires discussing a different subject harming them
per minute of the casting. Some subjects are 0% I am deeply in love/connected to
extremely pertinent and others seemingly the figure and I could never
innocuous or unrelated to establish base-lines. harm them
The DM would reveal a range based on the
The caster studies the activity of the ‘attuned’ response. This spell give an answer as raw
headpiece during the interrogation which they numbers only. (eg. If the Person disliked the
must conduct themselves without interference figure but the interrogation was under by 5 the
(although assistance through the use of psychic DM might give a result range of 30-70%)
communication or spells such as message, rary’s On a success, the spell has no effect and the
telepathic link, etc. is allowed). The caster must
perform the interrogation psychically alone in a material component is still consumed.
secure space with the target.
If using the skill challenge for the performance
of the spell, please note the difference between
the caster’s insight check and the target’s
deception check to determine a margin
for error used in the final execution
of the spell. Use the following
table to determine results.

Applied Supercognition
14
Saumavar’s Security Demystify
6th-level Divination (ritual) 6th-level Divination
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 100 feet Range: 60 feet
Components: V, S Components: V, S
Duration: 8 hours (Concentration) Duration: 1 minute (concentration)
Field: Extracognition Field: Intracognition
The caster enters a meditative trance, pushing This spell forces a target to take a good look at
their awareness out into their environment. For it’s current condition and to allow them to tap
the duration, as long as the caster remains still into parts of the mind that create optimal
and in their trance. This has a number of effects behaviours in order to give them a fighting
-: chance at breaking mind and emotion affecting
🔮 Any creature that comes within a 100 foot conditions.
radius of the caster is immediately known to With a healthy dose of truth and
the caster. encouragement, the target might shake off
🔮 Knowledge of any creature detected by negative effects of the mind.
this spell can be immediately relayed to Target one creature who is-: confused,
creatures you choose within the area of effect. frightened, charmed, paralysed or stunned.
🔮 The caster knows the positions of hostile Immediately the target may make a saving
creatures within the area of effect and may throw to break the spell or condition as a
relay this information immediately and reaction.
wordlessly to any creature within the area of If the target still fails, they may make saving
effect. throws at the beginning of each of their turns if
🔮 All sleeping creatures you choose within you continue to concentrate on the psychic litany
the area of effect may be awakened at once as to demystify their condition.
a reaction. At Higher Levels. If a 7th level or higher spell
Hidden and invisible creatures are still slot is used, one more condition and/or target
detected by not necessarily seen. All creatures may be Demystified for every level above 6th
you choose within the area of effect has level.
advantage to Perception (Wisdom) checks to
detect creatures and Initiative checks.
If the caster moves or performs an action
other than concentrating on the spell, the spell is
broken.
At Higher Levels. When you cast this spell
using a Spell Slot of 7th Level or higher you may
increase the radius by 50 feet for each level spell
slot. At 7th level or higher, Saumavar’s Security
allows a short rest without breaking the spell.
8th level or higher, you may immediately know
the surface thoughts and emotional disposition
of any creature you choose within the area of
effect (as detect thoughts and sense emotion). At
9th level, Saumavar’s Security allows a long rest
without breaking the spell.

A Diviner’s Discourse
15
Saumavar’s Spying Sensors Sample commands might be, “Surround me at a
range of 400 feet and return if you spot any
7th-level Divination
dangerous creatures,” or “Spread out and search
Casting Time: 1 Action the town for Arweth; follow him for half an hour,
Range: 60 feet staying out of sight, and then return.”
Components: V, S Note that in the first command, the eye only
Duration: 1 Hour (Concentration) returns if it spots a creature that the wizard
Field: Extracognition
would regard as dangerous; a seemingly
This spell conjures a small horde of semitangible innocuous peasant that is actually a
magical orbs or eyes that can be used to shapechanged dragon wouldn’t trigger the eye’s
reconnoiter an area at the wizard’s command. return. In any event, if an eye is ever more than
Each of the eyes is about the size of a small one mile distant from the wizard, it instantly
apple and can see 120 feet (normal vision only) in ceases to exist. However, the wizard’s link with
all directions. the eye is such that he won’t know if the eye was
In order to report their findings, the eyes must destroyed or if it just wandered out of range.
return to the caster’s hand to replay in the Some command words can be used to
caster’s mind everything they have seen during abbreviate the directions. For example,
their existence. The eyes are subject to illusions, “surround me” directs the eyes to form an
darkness, fog, and any other factors that would equally-spaced ring at whatever range is
affect the wizard’s ability to receive visual indicated, and then move with the wizard. As
information about his surroundings. eyes return or are destroyed, the rest
The eyes only see as a normal human would automatically space themselves to compensate.
abilities and spell effects including darkvision do “Spread out” directs the eyes to move away
not alter the eyes’ vision. It only takes an eye one from the wizard in all directions. Other
round to replay one hour of recorded images. commands that might be useful include having
The spell conjures seven ‘eyes’. The eyes exist them form a line in a certain manner, making
for up to 1 hour, or until they return to the them move at random within a certain range, or
wizard; after relaying its findings, an eye have them follow a certain type of creature. The
disappears. DM is the final judge of the suitability of the
Each eye is AC 14, flies by levitation at a rate wizard’s directions. The material component is a
of 40 ft/round, and has only 1 hit point— a single handful of crystal marbles.
hit from any weapon or damaging spell destroys At Higher Levels. If an 8th level or higher spell
it. A successful dispel magic destroys all eyes slot is used, the caster may create three more
caught in the area of effect. While the individual sensors for every level above 7th (total of 13
eyes are quite fragile, they’re small and difficult sensors at 9th level)
to spot, especially in conditions of poor visibility
such as darkness, fog, or rain. They have +4
Stealth and being translucent make Hide Checks
at advantage.
When the wizard creates the eyes, he can
specify any set of instructions or orders that he
wishes, up to 25 words. Any knowledge the
wizard possesses is assumed to be known by the
eyes as well, so if the wizard knows what a
typical Amnian merchant looks like, the eyes do
as well.

A Diviner’s Discourse
16
Outer Planar Vision Offerings are performed during the casting of the
spell and are dependent on the type of entity.
7th-level Divination
Below are some examples, but discuss who you
Casting 1 Hour are contacting and what they desire as
Time: determined by the DM…
Range: Self
Components: V, S, M (An offering consumed in Alignment Sacrifice/Offering
the casting of the spell) Lawful Acts of community service or
Duration: Special Good compassion
Field: Paracognition Neutral Protecting innocents, righting
When caster performs an Outer Planar Vision Good wrongs

spell, they call upon powers in the outer planes Chaotic Challenging tyranny, freeing

they desire aid from and ask a question that will Good
Chaotic
wrongfully imprisoned beings
A dangerous and elaborate
be answered with a detailed vision. Neutral prank, The weirder the better
Initially the spell targets a powerful entity from Chaotic Blood sacrifice in their name
a plane with the same alignment as the caster -: Evil
Associated Neutral A stolen magical item
Alignment Planes Possible Entity Evil
Lawful Mount Celestial, Asura Lawful Evil A personal sacrifice of service
Good Celestia, or Adamantium which abases oneself
Bytopia, Dragon Lawful A binding oath and an agreed
Arcadia Neutral price
Neutral Bytopia, Asura, Guardinal, Neutral Something precious
Good Elysium, Animal Lord The relevant skill check required to please your
Chaotic
Beastlands
Beastlands, Animal Lord,
chosen entity is as below -:
Align Skill
Good Arborea, Eladrin, Titan
Lawful Good Religion (WIS)
Ysgard
Neutral Good Medicine (WIS)
Chaotic Ysgard, Limbo, Titan, Slaad,
Chaotic Good Nature (WIS)
Neutral Pandemonium Howling Dragon
Chaotic Neutral Survival (WIS)
Chaotic Pandemonium, Howling Dragon,
Chaotic Evil Intimidation (CHA)
Evil The Abyss, Demon, Demodand
Neutral Evil Deception (CHA)
Carceri
Lawful Evil Persuasion (CHA)
Neutral Carceri, Hades, Demodand,
Lawful Neutral History (INT)
Evil Gehenna Hordeling/Night
Neutral Arcana (INT)
Hag, Yugoloth
Lawful Gehenna, The Yugoloth, Devil, When the casting is complete, your chosen entity
Evil Nine Hells, Rust Dragon is contacted, the offering is given and your
Acheron question is asked. The caster now needs to roll
Lawful Acheron, Rust Dragon, against the relevant skill for the entity. There is a
Neutral Mechanus, Modron,
base DC 20 for this check.
Arcadia Adamantium
If the check is successful, a relevant vision is
Dragon
gifted to the caster. If the check is a failure, the
Neutral The Outlands Literally any type
of entity caster still recieves a vision but it may be vague
The more precious the sacrifice, the better the or irrelevant. If the check is failed by more than
chance of spell success. A very precious offering 5, the entity may give you nothing. If failed by
(500gp) grants a bonus of +1 to the dice roll, an more than 10, the entity may be insulted and
extremely precious offering (1000gp) adds +2, depending on its alignment, may inflict 7d10
and a priceless offering (2000gp) adds +3. psychic damage. Regardless, if enraged, the
same entity may never be contacted by this spell
again.
At Higher Levels. If an 8th level or higher spell
slot is used the DC of the check improves: 8th
level = DC 18, 9th level = DC 16.
A Diviner’s Discourse
17
Relive History
8th-level Divination (Ritual)
Casting 10 minutes
Time:
Range: Self
Components: V, S, M (A special herbal
concoction containing
psychoactive ingredients,
consumed by the caster)
Duration: 10 minutes
Field: Retrocognition
By means of this spell, the caster chooses an
hour in the past to relive as an outside observer.
After ten minutes of preparation and
consumption of the brew, the caster is rendered
incapacitated for a period of ten minutes.
During this time, the caster relives a targeted
hour of a specific event that occurred upon or
within 300 feet of the location where the caster
performs the Relive History spell.
In order to pinpoint the time correctly, the
caster needs to first make a successful History
(Intelligence) check before casting to ensure they
are on target.
Should they fail to their History check or not
perform research, they will be directed to the
most emotionally charged event that occurred
within 300 feet of the spot. If there are many, or
none, the event relived will be random.
The caster effectively experiences the scene as
if they lived it with the additional ability to hone
in on details that were not possible during the
original event.
If this spell is attempted more than once per
long rest, there is a cumulative 25% chance that
the caster will incur short-term madness as per
the DMs Guide.
At Higher Levels. If 9th level spell slot is used,
The caster may relive an entire day of history in
1 hour.

A Diviner’s Discourse
18
Final Notes
So it comes to pass Truthseeker… The end of our journey
together…

I hope you have discovered a thing or two about the high


arts that you weren’t aware of before.

It behooves me to tell you, the rituals and practices I have


outlined within this tome are closely guarded.

If this product of my toil is shared beyond our circle of


trust, you’ll find there many, many things not penned here,
indescribable horrors of the mind that will make you wish
you had died rather than betray me. Believe me when I tell
you, there is nothing you can hide from me…

Learn well the Sooth of Saumavar, Truthseeker. My charge


to you now is to ensure unbelievers in the power to ken destiny
itself are set in their place with terrible portent.

The true power of Thay is in innovation. We see magic as a


vast ocean of possibility and we deny ourselves nothing in
pursuit and application of it’s potential.

The grand frontier we inhabit is coveted by our lessers in


every corner of the Realms. We are the keepers of a mighty
compact, Truthseeker. Let your studies here aid Thay in
staying true and vital in pursuit of arcane dominion.

A Diviner’s Discourse
19

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