The Seer's Arsenal: A Look at Essential Wizard Spells for Divination 5e

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In Dungeons and Dragons 5th edition, the seer wizard is a subclass that focuses on divination and foresight. As a seer, this wizard gains unique abilities and access to specific spells that enhance their ability to see into the future and manipulate probabilities. One of the key features of the seer subclass is the Portent ability. At 2nd level, the seer can roll two d20s at the start of each day and record the numbers. These numbers can be used later to replace any attack roll, saving throw, or ability check made by the seer or a creature they can see. This ability allows the seer to manipulate the outcomes of events, turning bad rolls into successes or vice versa.


Spellcasting (Level three)
When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn three cantrips: Send Sight and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Unseen Seer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell�s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher. You know three 1st level wizard spells of your choice, two of which you must choose from the divination and illusion spells on the wizard spell list.
The Spells Known column of the Unseen Seer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.
The spell you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level foe which you have spell slots, and it must be a divination or illusion spell, unless you�re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your Spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

You were in the shadows when the queen s lover declared his undying devotion, and you eavesdropped on meetings of secret societies dedicated to dark entities. The new spell must be of a level foe which you have spell slots, and it must be a divination or illusion spell, unless you re replacing the spell you gained at 8th, 14th, or 20th level.

Seer wizard spells 5e

This ability allows the seer to manipulate the outcomes of events, turning bad rolls into successes or vice versa. Additionally, the seer gains access to a specialized spell list that includes spells like Augury, Divination, and Foresight. These spells allow the seer to gather information about the future, gain advantage on attack rolls and saving throws, and gain immunity to certain effects.

Seer wizard spells 5e

Mysterious and elusive, the unseen seer trades in secrets. Subterfuge is her business in the same way that death is the assassin's business, and she uses her magic to help her gather other people's secrets while keeping her own.
As an unseen seer, you excel at surreptitious information gathering. No secret is safe from you because you can ferret out information through spells or even by mundane means when necessary. You are adept at revealing falsehoods and unraveling even the most skillful deception, all the while keeping your own motives and activities hidden.
You move silently through the world in search of the truth, and no one is better than you at finding it. You were in the shadows when the queen's lover declared his undying devotion, and you eavesdropped on meetings of secret societies dedicated to dark entities. You saw an assassin's knife end the career of a promising young artist, and a forger's pens create the letter that started a war. The potent combination of your divination abilities and your stealth skills can strip away pretense and reveal the twisted truth behind society's polite facade.

You develop arcane skills useful for uncovering the secrets of others while vigilantly guarding your own. By utilizing Divination and Illusion magic, you expand your awareness and enhance your subterfuge. You become ever cautious in combat, reacting with near prognostic perception and tactical awareness to predict and evade attacks. As you advance you become adapt at cloaking your presence from even the most invasive magical surveillance that would otherwise reveal you or your intentions. Finally, your perceptive powers reach a pinnacle: you are no longer bound by mere sight, but develop a potent sixth sense of your immediate surroundings.

Send Sight
Divination Cantrip (Bard, Wizard, Sorcerer)

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which uses your own vision. The eye can look in every direction.

Spellcasting (Level three)
When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn three cantrips: Send Sight and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Unseen Seer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell�s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher. You know three 1st level wizard spells of your choice, two of which you must choose from the divination and illusion spells on the wizard spell list.
The Spells Known column of the Unseen Seer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.
The spell you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level foe which you have spell slots, and it must be a divination or illusion spell, unless you�re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your Spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Unseen Seer Spellcasting Table
(same as arcane trickster) (I have a table, I just don't know how to insert it)

Expansive Vision (Level three)
Starting at 3rd level, your Send Sight cantrip gains the following attributes:

- The spell�s range becomes: 10 feet per Rogue level.
- The spell�s duration becomes: Up to 1 minute per Rogue level.
- You can use your action to move the eye up to 30 feet in any direction. The eye must stay within range and cannot enter another plane of existence. A solid barrier blocks the eye�s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Prognostic Sense (Level nine)
Starting at 9th level, you become increasingly sensitive to your surroundings and future possibilities. You can use the bonus action granted by your Cunning Action to take the Dodge action.

Stealth Mode (Level thirteen)
At 13th level you learn to conceal both your identity and whereabouts. You can no longer be targeted by divination magic or perceived through magical scrying sensors and you are immune to effects that would sense your emotions or read your thoughts. Furthermore, you may now cast your unseen seer spells silently, without using verbal components.

Reality Check (Level seventeen)
When you reach 17th level, you gain Blindsight out to a range of 30 feet. Additionally, whenever you cast a spell from your unseen seer spell list, you also gain Truesight out to a range of 30 feet. The Truesight effect lasts for 1 minute per spell level each time you cast a spell from your unseen seer spell list. For example, if you cast Detect Thoughts (a 2nd level spell), you also gain Truesight for 2 minutes.

Amechra 2015-01-22, 09:22 PM

You certainly neatened up the whole thing.

This is the school of magic training wizards for battle. These war mages learn all sorts of tricks useful on the battlefield. These include skills that increase their power and even grant them protection. If combat is your thing, this is the wizard class for you. Find it in the Xanathar's Guide to Everything D&D sourcebook.
Seer wizard spells 5e

The seer subclass also includes abilities like Expert Divination, which allows the seer to regain spell slots when they cast certain divination spells, further emphasizing their role as a skilled diviner. In conclusion, seer wizard spells in 5th edition D&D are focused on divination and foresight. With abilities like Portent and a specialized spell list, seers have the power to see into the future, manipulate probabilities, and gather information to aid their party..

Reviews for "The Path of Insight: Discover the Magic of Seer Wizard Spells in 5e"

- John - 1/5 stars - I was extremely disappointed with the "Seer wizard spells 5e". The spells were underwhelming and didn't live up to my expectations. The descriptions were vague and hard to understand, making it difficult to grasp how to effectively use them in gameplay. Overall, I found the content to be lacking creativity and depth, which took away from the overall enjoyment of playing a seer wizard. I would recommend looking for alternative spell options if you're interested in playing a seer wizard.
- Sarah - 2/5 stars - I have to say I was quite unimpressed with the "Seer wizard spells 5e" supplement. While I appreciate the attempt to introduce new spells for the seer wizard subclass, I found the spells to be unbalanced and poorly thought out. Some were way too overpowered, while others seemed completely useless. It felt like there was not enough playtesting or attention to detail when creating these spells. I would have preferred a more polished and well-balanced collection of spells for the seer wizard.
- Alex - 2/5 stars - As a longtime player of the seer wizard class, I was excited to try out the "Seer wizard spells 5e". Unfortunately, it fell short of my expectations. The spells lacked innovation and creativity, feeling like rehashed versions of existing spells with minor tweaks. I was hoping for a more diverse and unique selection of spells that would truly enhance the seer wizard experience. While there were a couple of interesting spells, overall, I was left feeling underwhelmed and wanting more.
- Emily - 1/5 stars - I regret purchasing the "Seer wizard spells 5e". The spells presented in this supplement were poorly balanced and lacked any real strategic value. Playing as a seer wizard should provide a sense of foresight and tactical advantage, but these spells failed to deliver that experience. The lack of clarity and depth in their descriptions made it difficult to understand how to effectively use these spells in combat or roleplaying scenarios. I would not recommend this supplement to anyone looking to enhance their seer wizard gameplay.

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