Divination reveals what is hidden and brings forth the unknown. The Divination theme focuses on a variety of utility related to perception and knowledge.
Spells from the Divination theme allow you to comprehend any language, locate objects and creatures, find the path, see kilometers afar, see the invisible, peer into the past, contact planar entities, and reveal secrets.
Power sources
Arcane, Occult, and Psionic
Table of contents
Divination feats
You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.
You gain the ability to extend your knowledge. When you finish a long rest, you become capable, or proficient if you are already capable and are 5th level or higher, with one Intelligence, Wisdom, or Charisma skill of your choice. This benefit lasts until you finish a long rest.
You are proficient with Linguistics (one language of your choice) and you become capable, or proficient if you are already capable and are 5th level or higher, with one Intelligence, Wisdom, or Charisma skill of your choice.
Darkvision
Prerequisites: You must have a magical or physical means of gaining this vision. Speak to your GM.
You gain darkvision out to a range of 10 meters. If you already have darkvision, its range increases by 10 meters.
Prerequisites: At least capable with the Insight skill
You develop a talent for picking out lies. Whenever you make a Insight check to determine whether a creature is lying, treat a result of 7 or lower on the dice as an 8.
Prerequisites: At least capable with the Insight skill
You can strike multiple pressure points to extract crucial information about your foe. Once on your turn when you hit a creature with an attack, you can choose to learn one characteristic about the creature of your choice: Creature Type, Defense, Senses, Saving Throw of your choice, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.
Your quest for knowledge allows you to master any spoken language. You are proficient with Linguistics (one language of your choice). With a week of study, you can select a different language instead.
Additionally if you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
Ethereal Sight
Prerequisites: You must have a magical or physical means of gaining this vision. Speak to your GM.
You can see into the Ethereal Plane within 10 meters of you.
Prerequisites: You know the seeing eye spell
You can cast seeing eye at will, without expending mana.
Divination concoctions
1 hour/catalyst
As an action, you can create a vial of liquid that sounds like a polyglot of languages when the cork is removed. A creature can drink the contents as an action to understand the literal meaning of any spoken language that it hears. The creature also understand any written language that it sees, but it must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This effect doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Augment
Tongues Potion. You can expend 1 additional catalysts so the creature also understands the true meaning of any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
1 hour/catalyst
As an action, you can create a vial of liquid that smells like a library. A creature can drink the contents as an action to learn a language or become capable, or proficient if they are already capable, with a skill for the duration.
Augment
You can expend 1 additional catalyst to become proficient if the creature isn’t already capable.
The creature can learn an additional language or become capable with an additional skill for each additional catalyst expended.
unstable, 5 minutes/catalyst
As an action, you can create a vial of copper liquid with an object suspended in it. A creature can drink the contents as an action to sense the direction to an object’s location, as long as that object is within 400 meters of the creature. If the object is in motion, the creature knows the direction of its movement.
The effect can locate a specific object known to the creature, as long as it has seen it up close—within 5 meters—at least once. Alternatively, the effect can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This effect can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between the creature and the object.
Augment
Locate Creature. You can expend 1 additional catalysts to locate a creature instead of an object. The drinker senses the direction to the creature’s location, as long as that creature is within 400 meters of the drinker. If the creature is moving, the drinker knows the direction of its movement.
The effect can locate a specific creature known to the drinker, or the nearest creature of a specific kind (such as a human or a unicorn), so long as it has seen such a creature up close—within 5 meters—at least once. If the creature is in a different form, such as being under the effects of a polymorph spell, this effect doesn’t locate the creature.
This effect can’t locate a creature if running water at least 2 meters wide blocks a direct path between the drinker and the creature.
5 minutes/catalyst
As an action, you can create a vial of liquid. A creature can inject the serum into a creature as an action.
.
On a failure, a creature can’t speak a deliberate lie for the duration.
An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
As two actions, you can create a vial of liquid which smells of nature: dirt, trees, caves, and water. A creature can drink the contents as an action to briefly gain a profound sense of the surrounding territory. In the outdoors, the creature can sense details about the land within 10 kilometers of it. In caves and other natural underground settings, the radius is limited to 100 meters. The effect doesn’t function where nature has been replaced by construction, such as in dungeons and towns.
The creature instantly gain knowledge of up to three facts of its choice about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings
For example, the creature could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
3 hours/catalyst
As two actions, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to gain the ability to see in the dark. For the duration, the creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.
unstable, 3 hours/catalyst
As two actions, you can create a vial of liquid with a forked branch suspended in it. A creature can drink the contents as an action to find the shortest, most direct physical route to a specific fixed location that it is familiar with on the same plane of existence. If the destination is on another plane of existence, if the destination moves (such as a mobile fortress), or if the destination isn’t specific (such as “a green dragon’s lair”), the effect fails.
For the duration, as long as the creature is on the same plane of existence as the destination, it knows how far it is and in what direction it lies. While the creature are traveling there, whenever it is presented with a choice of paths along the way, it automatically determines which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
unstable, 1 minute/catalyst
As two actions, you can create a vial of liquid whose liquid is ghostly transparent. A creature can drink the contents as an action to gain the ability to see through solid objects to a range of 5 meters. Within that range, the creature has darkvision if it doesn’t already have it. For the duration, the creature perceives objects as ghostly, transparent images.
This vision can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.
M (incense worth 100 sp, consumed)
As two actions, you can create a vial of liquid with a shining gold object suspended in it. A creature can drink the contents as an action to brings to its mind a brief summary of the significant lore about a person, place, or object. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing isn’t of legendary importance, the creature gains no information. The more information the creature already has about the thing, the more precise and detailed the information it receive is.
The information the creature learns is accurate, but might be couched in figurative language. For example, if the creature has a mysterious magic axe on hand, the effect might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”
unstable, 1 hour/catalyst
As two actions, you can create a vial of purple liquid. A creature can drink the contents as an action to gain historical visions of a given location within 10 meters or object the creature touches.
Location. Rooms, streets, tunnels, and other discrete locations accumulate impressions left by powerful emotions experienced in a given area. These impressions offer the creature a picture of the location’s past.
The types of events most likely to leave impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a caster to detect.
The vision of the event is dreamlike and shadowy. The creature does not gain special knowledge of those involved in the vision, though it might be able to read large banners or other writing if they are in its language.
Beginning with the most recent significant event at a location and working backward in time, the creature can sense one distinct event for every 10 minutes it maintains concentration, if any such events exist to be sensed.
Object. The creature experiences dreamlike and shadowy visions which let it learn about the past owners of an object. The creature learns the owner’s species, gender, age, and how the owner gained and lost the object. Beginning with the most recent owner of an object and working backward in time, the creature can sense one distinct owner for every 10 minutes it maintains concentration, if any such owner exists to be sensed.
Track. The creature can track creatures with an Intelligence of −4 or greater by following the trails of mental energy they leave behind. The creature has advantage on Streetwise and Wilderness checks made to track such creatures.
The impressions can extend 100 years into the past.
Augment
The impressions can be 500 years further in the past for each additional catalyst expended.
1 hour/catalyst
As two actions, you can create a vial of goopy yellowish liquid. A creature can drink the contents as an action so its senses are almost impossible to foil. For the duration, the creature has advantage on Perception checks and can see things as they truly are out to a range of 20 meters, allowing it to:
- see invisible creatures and objects
- see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Augment
True Seeing potion. You can expend 1 additional catalysts so the creature has truesight, allowing it to see the following in addition to those listed above:
- see in normal and magical darkness
- automatically detect visual illusions and succeed on saving throws against them
- perceive the original form of a shapechanger or a creature that is transformed by magic
Divination spells
As an action, you obscure the senses of a creature that you can touch or see within 5 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 1d6 psychic damage and has disadvantage on the next attack it makes before the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).
As an action, you extend your hand and point a finger at a target within 10 meters. Your magic grants you a brief insight into the target’s defenses. If you attack the target before the end of your next turn, the first attack is made with advantage.
On a hit, add 1d6 damage to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
(ritual); 1 hour/mana
As an action, you understand the literal meaning of any spoken language that you hear for the duration. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Tongues. You can expend 1 additional mana so you also understands the true meaning of any spoken language you hear. Moreover, when you speak, any creature that knows at least one language and can hear you understands what you say.
1 minute/mana
As an action, a creature that you can touch or see within 10 meters must make a Will saving throw.
On a failure, you temporarily disrupt a creature’s ability to mask their true thoughts and intent. The creature is unable to speak a deliberate lie for the duration.
An affected creature is aware of the spell and can avoid answering questions they would normally have responded with a lie. Such a creature can remain evasive in its answers as they remain within the limits of truth.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Zone of Truth. You can expend 1 additional mana to create a magical zone that guards against deception in a sphere twice as big as normal centered on a point of your choice within 10 meters. The duration changes to 5 minutes/mana and until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.
concentration, 1 hour/mana
As an action, you touch a willing creature and perceive through its senses until the end of your next turn. You hear, see, smell, taste, and feel everything that the creature does. As long as the creature is on the same plane of existence as you, you can use an action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.
While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, you are blinded and deafened to your own surroundings, and if the creature is willing you can speak through it in your own voice, even if it is normally incapable of speech.
As an action, a flash of light streaks toward a creature within 20 meters. Make a ranged spell attack against the target.
On a hit, it takes 3d12 radiant damage and mystical dim light glitters on it, causing the next attack made against it to have advantage if it is made before the end of your next turn.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
Augment
You can increase the damage by 3d12 for each additional mana expended.
As an action, make a weapon attack.
On a hit, add 2d8 + your spellcasting ability radiant damage to the attack’s damage roll and mystical dim light glitters on it, causing the next attack made against it to have advantage if it is made before the end of your next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can increase the damage by 3d8 for each additional mana expended.
As a reaction, which you use when you make an Insight check, you gain temporary, intuitive insight into piercing lies. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
1 hour/mana
As you spend 10 minutes to cast this spell, you learn a language or become capable, or proficient if you are already capable, with a skill for the duration.
Augment
You can expend 1 additional mana to become proficient if you aren’t already capable.
You learn an additional language or become capable with an additional skill for each additional mana expended.
(ritual); concentration, 5 minutes/mana
As an action, describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 400 meters of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 5 meters—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Augment
Locate Creature. You can expend 1 additional mana to locate a creature instead of an object. Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 400 meters of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 5 meters—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if running water at least 2 meters wide blocks a direct path between you and the creature.
As an action, make a ranged weapon attack as the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, curves and twists its path in search of its prey. Choose a creature you have seen in the past minute. The projectile or weapon flies up to 100 meters beyond its normal maximum toward that creature, moving around corners if necessary and ignoring three-quarters cover and half-cover.
If the creature is within the weapon’s range and there is a path large enough for the weapon or projectile to travel to the creature, the creature must make a Reflex saving throw.
On a failure, it takes damage as if it were hit by the weapon or projectile plus an additional 2d6 + your spellcasting ability damage, and you learn the creature’s current location.
Augment
You can increase the weapon or projectile damage by 3d6 and the range by 100 meters for each additional mana expended.
M (crystal ball, a silver mirror, or a font filled with holy water worth 500 sp); concentration, 5 minutes/mana
As you spend 10 minutes to cast this spell, you can see and hear a location or a particular creature that is within 2 kilometers.
If you choose a location, it must be familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). When you do, the sensor appears at that location and doesn’t move.
If you choose a particular creature, it must make a Will saving throw, which is modified by how well you know the creature and the sort of physical connection you have to it. If a creature knows you’re casting this spell, it can willingly fail the saving throw if it wants to be observed.
Knowledge | Save Modifier |
---|---|
Secondhand (you have heard of the creature) | +4 |
Firsthand (you have met the creature) | +0 |
Familiar (you know the creature well) | −4 |
Connection | Save Modifier |
---|---|
Likeness or picture | −2 |
Possession or garment | −4 |
Body part, lock of hair, bit of nail, or the like | −10 |
On a failure, you create an invisible sensor within 2 meters of the creature. You can see and hear through the sensor as if you were there. The sensor moves with the creature, remaining within 2 meters of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist, though it can’t be attacked or otherwise interacted with.
On a success, the creature isn’t affected, and you can’t use this spell against it again for 4 hours.
On a critical success, the creature isn’t affected, and you can’t use this spell against it again for 24 hours.
Augment
You can expend 1 additional mana so the creature or object can be anywhere on the same plane of existence as you.
(ritual)
As you spend 1 minute to cast this spell, you briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 10 kilometers of you. In caves and other natural underground settings, the radius is limited to 100 meters. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
3 hours/mana
As two actions, you touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 3 hours/mana
As you spend 1 minute to cast this spell, you can find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
concentration, 1 minute/mana
As two actions, you gain the ability to see through solid objects to a range of 5 meters. Within that range, you have darkvision if you don’t already have it. For the duration, you perceive objects as ghostly, transparent images.
The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.
M (incense worth 100 sp, consumed)
As you spend 10 minutes to cast this spell, you bring to your mind a brief summary of the significant lore about a person, place, or object. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate, but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”
concentration, 1 hour/mana
As you spend 1 minute to cast this spell, you gain historical visions of a given location within 10 meters or object you touch.
Location. Rooms, streets, tunnels, and other discrete locations accumulate impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past.
The types of events most likely to leave impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a caster to detect.
The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.
Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed.
Object. You experience dreamlike and shadowy visions which let you learn about the past owners of an object. You learn the owner’s species, gender, age, and how the owner gained and lost the object. Beginning with the most recent owner of an object and working backward in time, you can sense one distinct owner for every 10 minutes you maintain concentration, if any such owner exists to be sensed.
Track. You can track creatures with an Intelligence of −4 or greater by following the trails of mental energy they leave behind. You have advantage on Streetwise and Wilderness checks made to track such creatures.
The impressions can extend 100 years into the past.
Augment
The impressions can be 500 years further in the past for each additional mana expended.
Shared Impressions. You can expend 1 additional mana to share this impression with one other creature that you touch. An unwilling target may make a Will saving throw to avoid being affected.
1 hour/mana
As two actions, your senses are almost impossible to foil. For the duration, you can see things as they truly are out to a range of 20 meters, allowing you to:
- see invisible creatures and objects
- see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Augment
You can expend 1 additional mana to grant this ability to a willing creature you touch.
True Seeing. You can expend 1 additional mana so the creature has truesight, allowing it to see the following in addition to those listed above:
- see in normal and magical darkness
- automatically detect visual illusions and succeed on saving throws against them
- perceive the original form of a shapechanger or a creature that is transformed by magic
concentration, 1 hour/mana
As two actions, you create an invisible, magical eye within 5 meters that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 5 meters. The eye can look in every direction.
As two actions, you can move the eye up to 5 meters in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 2 centimeters in diameter.
(ritual); 1 minute/mana
As you spend 1 minute to cast this spell, you mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a Difficulty 15 Will saving throw.
On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t use actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A restoration spell augmented to greater restoration cast on you ends this effect.
On a success, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
As you spend 1 hour to cast this spell, you elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving any creature you have seen before.
This process gives you an uncannily accurate vision of the creature’s nature, activities, and whereabouts. When you cast the spell, you learn the following facts about the creature:
- Its name, species, and character class.
- A general estimate of its level or Health Dice: low (5 HD or lower), medium (6 to 10 HD), high (11 to 20 HD), very high (21 HD to 30 HD), or deific (31 HD or higher).
- Its location (including place of residence, town, country, world, and plane of existence).
- Significant items currently in its possession.
- Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or species of those the creature fought, spells it has used, items it acquired, and items it left behind (including the location of those items).
- A current mental view of the creature, as described in the clairvoyancence spell, which you can maintain with concentration for up to 1 hour.
Metafaculty can defeat spells and special abilities such as nondetection (or even a miracle or wish spell) that normally obscure divination spells. Make a skill check using your spellcasting skill. The Difficulty is 11 + twice the mana expended to cast the spell.
On a success, you defeat these sorts of otherwise impervious defenses.
The amount of information gained from metafaculty is taxing on the mind. You become exhausted 1 when you cast this spell.
Augment sizes
1 catalyst/mana | 2 catalysts/mana | 3 catalysts/mana | 4 catalysts/mana | 5 catalysts/mana | |
---|---|---|---|---|---|
Cone | 3 meters long | 5 meters long | 10 meters long | 10 meters long | 20 meters long |
Cylinder | 1-meter-radius, 3 meters high | 2-meter-radius, 6 meters high | 3-meter-radius, 9 meters high | 4-meter-radius, 12 meters high | 5-meter-radius, 15 meters high |
Line | 5 meters long, 1-meter wide | 5 meters long, 2-meter wide | 10 meters long, 2-meter wide | 10 meters long, 2-meter wide | 20 meters long, 2-meter wide |
Sphere | 1-meter-radius | 2-meter-radius | 3-meter-radius | 4-meter-radius | 5-meter-radius |
Wall | 5 meters long, 2 meters high, 1 meter thick | 5 meters long, 4 meters high, 1 meter thick | 10 meters long, 6 meters high, 1 meter thick | 10 meters long, 8 meters high, 1 meter thick | 20 meters long, 10 meters high, 1 meter thick |