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Diviner |
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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
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Most Desirable Spells: |
N/A
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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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