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Specialist Mage - Diviner

 

Diviner

Description:

It’s unusual for a player character to choose this specialty, but NPC diviners are fairly common - gypsey wisewomen could be seen to be a subclass of this.

Diviners concentrate on spells that reveal or relay information, and information can be a weapon far more dangerous than the sharpest sword.

Ability Requirements:

Divination requires patience and insight; a wizard must have a Wisdom (Wisdom/Intuition) of 16 or better to be a diviner.

Saving Throw Modifiers:

N/A

Bonus Spells and Acquired Powers:

Diviners have the normal strengths and weaknesses of specialty wizards.

In addition, at 11th level the diviner gains the ability to use find traps (a 2nd-level priest spell) up to three times per day by pointing in a specific direction and concentrating one round.

At 14th level, the diviner becomes immune to all forms of scrying spells such as ESP, know alignment, or clairaudience; characters trying to use these divinations against the diviner simply get no response at all.

Oppositional Schools:

Divination is opposed by conjuration/ summoning.

Spell Analysis:

N/A

Most Desirable Spells:

N/A

Ethos:

A diviner is very limited in his combat ability and must rely on spells outside his school for anything resembling a damaging attack. However, a diviner in a PC party can be surprisingly effective by providing advice and information. With a diviner around, a party can look for ways to strike at an enemy’s weakest points and to maximize its efficiency in battle.

 
 
 
 
 
 
 

 

 
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