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{"id":5342,"date":"2023-05-13T15:31:47","date_gmt":"2023-05-13T15:31:47","guid":{"rendered":"https:\/\/creaturecollege.com\/?p=5342"},"modified":"2023-05-13T15:31:51","modified_gmt":"2023-05-13T15:31:51","slug":"best-divination-spells-5e","status":"publish","type":"post","link":"https:\/\/creaturecollege.com\/best-divination-spells-5e\/","title":{"rendered":"The Best Divination Spells in 5e to Choose at Every Level"},"content":{"rendered":"\n

The school of Divination contains secrets and truths. The right divination spell in 5e can cure all woes; whether it be a glimpse into the future, insight on a person, truth behind the illusions, or a secret long forgotten. <\/p>\n\n\n\n

This list will contain the top spells and effects of divination class spells, starting with cantrips or level zero spells to the level nine spells.<\/p>\n\n\n\n

Guidance – Cantrip<\/h2>\n\n\n\n

Guidance is hands down one of the best spells<\/a> in the game. While its power may pale in comparison in scale to other spells, the power of this spell is its universality, accessibility, and reusability. <\/p>\n\n\n\n

Guidance is a divination cantrip in which the caster asks to be guided to success by the Gods themselves, giving the target the ability to add 1d4 to the next ability check of their choice. <\/p>\n\n\n\n

The target can be the caster herself or another willing creature that she can touch. The target can then choose to roll the d4 before or after the ability check, as long as the results have not been revealed by the DM. <\/p>\n\n\n\n

Now one to four points may not seem like much, but consider that a single point change on a stat modifier means 2 points in that stat and that most classes gain ability points every 4 levels. By those metrics, one single use of guidance is equivalent to anywhere from 2 to 8 points or 4 to 16 levels. <\/p>\n\n\n\n

Keeping that in mind, this spell is a cantrip<\/a> that is accessible to a caster at level 1 and can be reused roughly every six seconds. It can even be useful in combat encounters if there is a switch or lever that needs to be pulled to stop the water from flooding the room you are trapped in.<\/p>\n\n\n\n

Detect Magic \u2013 Level One Ritual<\/h2>\n\n\n\n

Detect Magic is a standard spell to well\u2026 detect magic. For up to 10 minutes, the caster has the ability to sense the presence of magic within 30 feet of her. The caster can use her action to see a faint aura around any visible creature or object within the 30-foot field of vision. <\/p>\n\n\n\n

This spell can be useful for finding magical items, magical beings, magical traps, and magical illusions that could be hiding another door out of the room. As a bonus, Detect Magic can be cast as a ritual;<\/a> rituals take one minute longer to cast but do not consume a spell slot. So if there is time, Detect Magic is a great precaution to take before entering an unknown room or hallway.<\/p>\n\n\n\n

Spell name<\/th>Guidance<\/th><\/tr><\/thead>
Type<\/td>Cantrip<\/td><\/tr>
School<\/td>Divination<\/td><\/tr>
Casting Time<\/td>1 action<\/td><\/tr>
Range<\/td>Touch<\/td><\/tr>
Components<\/td>V, S<\/td><\/tr>
Duration<\/td>Concentration, up to 1 minute<\/td><\/tr>
Effect<\/td>The target adds 1d4 to the next ability check of their choice<\/td><\/tr>
Target<\/td>The caster or a willing creature they touch<\/td><\/tr>
Reusability<\/td>Can be used multiple times, roughly every 6 seconds<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n

Identify- Level One Ritual<\/h2>\n\n\n\n

Identify is a spell used to decipher the magical properties of an item. With a casting time of one minute, identify can only be cast as a ritual spell. It will be rarely used in battle as one round of combat is six seconds, so casting identify will take ten rounds of combat without interruption to the caster. <\/p>\n\n\n\n

The caster must also be able to touch the object in question. Identify will reveal its magical item\u2019s properties and how to use them, whether it requires attunement, if there are any special requirements for attunement (such as race, alignment, or class), and how many charges it has, if any. <\/p>\n\n\n\n

Basically, this will prompt the DM to hand over a description of the magical item or allow you to look up the magical item in the appropriate handbook. A bonus use of Identify is to use it on a creature to see what spells if any are affecting the creature.<\/p>\n\n\n\n

\"best<\/figure>\n\n\n\n

Detect Thoughts \u2013 Level One<\/h2>\n\n\n\n

Detect Thoughts<\/a> is a versatile level one spell that gives the caster the ability to detect the thoughts of creatures within 30 feet of him. The creatures must speak languages and have an intelligence of 3 or more. The spell works automatically and can read the surface thoughts of a target. <\/p>\n\n\n\n

The spell can also last up to one minute, so talking and asking the target questions can lead their thoughts to a desired location. The caster has the ability to pry deeper into the mind if the target fails a wisdom saving throw, giving the caster access to the target\u2019s reasoning, emotional state, and general likes or dislikes. However, probing deeper gives the target an indication that their thoughts are being invaded by a third party.<\/p>\n\n\n\n

Detect Thoughts can change targets as an action, giving the caster the ability to detect the thoughts of about ten people in one casting. With the creature intelligence limitations, Detect Thoughts will also have the ability to spot animal shapeshifters like Wild Shape druids or werewolves. <\/p>\n\n\n\n

Detect Thoughts can also screen out human shapeshifters such as Dopplegangers. The spell can also find creatures that are invisible, sensing general thoughts in the 30-foot radius around the caster. One more utility is to spot the ambush, the 30-foot reach can spot the thoughts of an oncoming ambush set for the party.<\/p>\n\n\n\n

Aspect<\/th>Details<\/th><\/tr><\/thead>
Level<\/td>1<\/td><\/tr>
Range<\/td>30 feet<\/td><\/tr>
Target<\/td>Creatures with intelligence of 3 or more that speak languages<\/td><\/tr>
Duration<\/td>Up to 1 minute<\/td><\/tr>
Effect<\/td>Reads surface thoughts<\/td><\/tr>
Additional Effect<\/td>Deeper probing if target fails a wisdom saving throw<\/td><\/tr>
Limitations<\/td>Gives target indication of third-party invasion<\/td><\/tr>
Target Switching<\/td>Can change targets as an action<\/td><\/tr>
Maximum Targets<\/td>Can detect the thoughts of about 10 people in one casting<\/td><\/tr>
Ability<\/td>Spot animal shapeshifters like Wild Shape druids or werewolves<\/td><\/tr>
Limitation<\/td>Cannot detect thoughts of creatures with intelligence less than 3<\/td><\/tr>
Ability<\/td>Screen out human shapeshifters such as Dopplegangers<\/td><\/tr>
Ability<\/td>Sense general thoughts in the 30-foot radius around the caster<\/td><\/tr>
Utility<\/td>Spot an oncoming ambush set for the party<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n

Augury – Level Two Ritual<\/h2>\n\n\n\n

Augury is the first of the archetypal fortune-telling spells, a Magic 8-ball styled spell. The one-minute cast time means that it can only be cast as a ritual. Augury gives an omen to the caster about a specific course of action that the caster plans to take within the next 30 minutes. The omen comes in four forms:<\/p>\n\n\n\n