A wizard casts the D&D homebrew spell Fatal Insight, holding a crystal lens that projects a beam of blue light onto a dragon, revealing the glowing skeletal weak points beneath its scales.
Illustrated circular design of the three Fates (Maiden, Mother, and Crone) weaving gold threads of destiny on a loom, set against a dark teal, cosmic background. Screen-print style, limited color palette, no gradients.

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Fatal Insight

If you have ever played a Divination Wizard to high levels, or if you are a DM creating a high-level oracle NPC, you have likely noticed a glaring problem.

The School of Divination hits a wall at level 13.

When you look at the official 5th Edition spell list, the progression is steady until 6th level, where you get staples like True Seeing. Then, the school effectively vanishes. There are almost zero offensive or combat-relevant Divination spells at 7th and 8th level. You have to wait all the way until 9th level for Foresight to feel like a master of future-sight again.

Where are the spells that represent the weaponization of knowledge?

High-level Divination should be more than just scrying on a villain from a thousand miles away. It should be about understanding the universe so perfectly that you know exactly where to strike to make it shatter.

To fill this gap, The Fates have designed a new 7th-level spell: Fatal Insight.

Designing the Spell

The design philosophy here is simple. Evocation destroys enemies with raw power. Necromancy overwhelms them with minions. Divination should defeat enemies by analyzing them.

At 7th level, a spell needs to be an “encounter ender” or a “boss killer.” Forcecage removes an enemy entirely. Reverse Gravity ruins battlefield positioning. Fatal Insight is designed to be the ultimate support tool for a high-level party, stripping away the unfair advantages of legendary monsters.

Here is the spell.

Fatal Insight
7th-level divination
Casting Time 1 Action
Range 60 feet
Components V, S, M (a lens made of diamond or crystal worth at least 1,000 gp)
Duration Concentration, up to 1 minute
Classes Bard, Cleric (Knowledge), Wizard, Sorcerer

You focus your gaze on a creature you can see within range, divining the timeline where their defenses fail. The target must make a Wisdom saving throw.

On a failed save, you perceive the creature’s absolute vulnerabilities for the duration, creating the following effects:

  • Breach Defenses: The target loses any resistance to damage it has.
  • Bypass Immunity: If the target has immunity to any damage type, it is treated as having resistance to that damage instead.
  • Predictive Strike: Attacks made against the target score a critical hit on a roll of 19 or 20.
  • Absolute Knowledge: You immediately learn the target’s current Hit Points, Armor Class, and any Condition Immunities it possesses.

On a successful save, the target is unaffected, but you still learn its current Hit Points and Armor Class.

Why This Spell Matters

1. It Solves the “Immunity” Problem

High-level D&D is plagued by immunity. Ancient Red Dragons ignore your Wizard’s Fireball. Liches ignore non-magical slashing. Fatal Insight is one of the very few ways to downgrade Immunity to Resistance. It allows a Pyromancer to actually hurt a Fire Elemental, or a rogue to stab a stone golem effectively. It doesn’t break the game, but it makes the “impossible” possible.

2. It Rewards Teamwork

This spell does not deal damage on its own. It requires the Diviner to work with their Paladin, Rogue, or Fighter. By expanding the critical hit range to 19-20 (stacking with features that might expand it further), it turns the party into a blender. It makes the Wizard feel like a tactician rather than just an artillery cannon.

3. Knowledge is Power

Even if the enemy saves, the spell gives you their Current HP and AC. As a DM, I love this mechanic. It stops the “metagaming” dance where players try to guess if the boss is “bloodied” or not. The Diviner simply knows. They can shout to the party, “He has 50 hit points left! Strike now!” It adds a cinematic flair to the table that fits the theme perfectly.

Integration

We recommend adding this to the spell lists for Wizards and Knowledge Domain Clerics immediately. It gives them a reason to stick with Divination in Tier 3 play without being forced to pick up Fireball just to be useful in a fight.

Let me know if you add this to your home games and how many dragons meet their end because the Wizard knew exactly where a missing scale was located.