Best spells for a one level dip into Diviner [Archive] - Wizards Community

Post/Author/DateTimePost
Shadow_Gryphon

01-25-04, 01:46 PM
I'm playing a melee combatant character that has just hit 8th level and has taken one level of diviner, making his progression: Fighter6/Ranger1/Diviner1. The Fighter levels have been house ruled to create a variant of the Kensai from old school Oriental Adventures - he uses a greatsword, and only a greatsword. Any use of another weapon or item or spell to directly harm an opponent means no experience for the encounter for him. He's not optimized as per this board, but is fairly well optimized for the gameworld in which we are playing.

However, the party is TERRIBLE at truly working together in combat. We have a Fighter1/Wizard/5, on his way to some primarily caster Gish formation, a Monk/Cleric, a pure Cleric/7 NPC, and a Bard/Rogue NPC, and none of them ever cast spells to buff other characters. Since I play the meat shield and prime inflicter of damage (that is changing as the Wizard comes into his own now), I am looking for the ability to cast some small amount of buffing spells myself, while wearing plate armor. I plan to purchase wands to do this, but purchasing magical items is difficult in this world, so I'll have to keep them simple. It would be better if I could cast the spells myself.

Because I have no missile weapon, there are rounds where I cannot act directly against foes. I am taking the level of Diviner so that I can use those rounds to buff my combatant, for, as was stated above, if I don't do it, no one will. As a Fighter type increases in level, the game seems built on the assumption that he will be magically enhanced by his party.

So, the crux of my question: what are the best spells for such a character to take? I plan on True Strike, to be paired with Power Attack (on a charge, there was notification of impending combat). I hope to obtain a Wand of Enlarge Person, and perhaps one of Shield. Kaupaer's Skittish Nerves looks interesting, Expeditious Retreat could be useful (that 20ft movement from heavy armor is unpleasant). There's always the Wand of Bull's Strength, and Obscurring Mist, to keep the battle up close and personal...

Am I missing any useful spells?

Should I not take this level of Diviner? (I have just advanced between adventures, and could, theoretically, abort this trajectory now, in favor of a different one)

Ah, the character has exceptionally high stats, and so has an Intelligence of 16, meaning he can cast 3 first level spells, as long as one is Divination. Given that he plans on having True Strike always memorized at least once, that gives two other spells/day.

Thanks for any input!

Cheers,

S_G