Divination Spells in Solasta: Crown of the Magister is one of the groupings of magical spells that are featured in the game. The divination school of magic contains spells that enable the caster to learn secrets long forgotten, interpret dreams, predict the future, to find hidden things, or foil deceptive spells. Spells can be used against enemies to deal damage and to inflict negative status effects, and, they can also be used to conjure magical energy to support the team such as healing effects and various buffs.

Spells can be cast by any Class that has Spellcasting, but not all Classes can cast every Spell. Spells in 5e DnD cost Spell Slots in order to use, and you must have an unused Spell Slot of the matching Level in order to cast this Spell. Many lower-level Spells can be cast using higher-level Spell Slots with increased benefits. This page covers a full list of all the Divination Spells that are found in the game.

 

 

Solasta Divination Spells

 

 

Divination Spells Comparison Table

 

Quick Search of All Divination Spells

Click the header to sort the table.

Name Requirements Spell Effect
True Strike

WizardHigh Elf,

Rogue (Shadowcaster)

Increases your chance to hit a target you can see, one time.
Guidance Cleric Increase an ally's ability checks for a limited time.
Comprehend Languages

Wizard

Lv.3 Rogue (Shadowcaster)

For the duration of the spell, you understand the literal meaning of any spoken word that you hear.
Detect Magic

WizardRangerCleric

Lv.3 Rogue (Shadowcaster)

Paladin (Oath of Tirmar)

Detect nearby magic objects or creatures.
Identify

Wizard

Rogue (Shadowcaster)

Identify the hidden properties of an object.
Detect Poison and Disease Lv. 2 Wizard (Greenmage) You sense the presence and location of poisonous creatures and diseases within 30 feet of you.
Hunter's Mark

Lv. 2 Ranger

Lv. 2 Wizard (Greenmage)

An enemy gets additional damage from you, and you easily detect it for a limited time.
Detect Evil and Good

Cleric

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Detect nearby creatures of evil or good nature.
See Invisibility

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Rogue (Shadowcaster)

You can see invisible creatures.
Tongues

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Grants knowledge of all languages for one hour.
Identify Creatures

Lv.7 Wizard (Shock Arcanist)

Lv.7 Wizard (Greenmage)

Lv. 7 Wizard (Loremaster)

Reveals full bestiary knowledge for the affected creatures.



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