The spell creates a 20 ft. radius sphere of mist similar to a fog cloud spell centred on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold, any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
You create a mental link between you and a beast within range. Until the spell ends, you can use a bonus action to transfer your awareness to the beast - using its vision, hearing, smell, taste, and touch - and another bonus action on any subsequent turns to return your awareness to your body. You can use an action to dismiss the spell entirely.
This spell affects normal beasts, including giant versions of animals, but not conjured animals or familiars. The spell does not allow you to control the beast or make it friendly to you. While you experience the world through the beast's senses, your body is motionless, unaware of the outside world and effectively unconscious.
The spell ends if the distance between you and the beast is ever greater than 1 mile, or if the beast is killed. If you are using the beast's sense when it is killed, you must succeed on a DC 14 Wisdom saving throw or be stunned for 1d4 rounds from the shock of experiencing death.
You cause the triggering creature's body to explode in a violent shower of gore and infected flesh. Creatures within 10 ft. of a point centred on the triggering creature's body take 4d8 necrotic damage and 4d8 acid damage, or half as much on a successful Dexterity saving throw.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 acid damage for each slot level above 4th.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25% chance for each casting after the first that you get a false reading. The DM makes this roll in secret
You roll bones, allowing fate to give you an omen of the future. Roll 1d6:
On a roll of 5 or 6, you know if you are: not likely, likely, or very likely to encounter hostile creatures within the next hour. You also learn the type of creature you're most likely to encounter.
On a roll of 2, 3, or 4, you learn if you are: not likely, likely, or very likely to encounter hostile creatures within the next hour.
On a roll of 1, the material components of the spell are consumed, and you take 1 psychic damage as fate rebels. You don't learn any information and you can't cast the spell again until you finish a short rest.