Appreciating Divination [Archive] - Wizards Community

Post/Author/DateTimePost
Vastion

03-07-05, 06:08 PM
Not that I don't already appreciate Divination as a favored wizzy school, but I really could use a lil' more variety in spells. As a change of pace i'm playing in a campaign with a Diviner who also happens to be mute (MUTE!). Thus all his spells must be prepared via the Silenced Spell feat. I don't have a lot of source material at hand to draw from, but it really seems that diviners get the shaft in the spell dept. There's been quite a few books released with new spells and divination only gets 1 or 2 new spells. On a few occasions, NO new divination spells were given.

I understand that divination isn't really a 'combat' school, but i'm sure there has to be something out there i'm missing. If someone could rattle off some spells from Dragon Mags or something, it would be much appreciated.

As far as researching more spells goes, I was thinking about starting a line of spells based on True Strike. Perhaps a Group True Strike, Delayed True Strike, True Strike with a Duration, Negative True Strike for thine Enemies, etc. (Of course that's not actually spell names, just suggestions.)

Anywho, with a Mute Wizard who specializes in Divination I like to make sure every spell counts. Thanks fer all the help ye may give.
kSquared

03-07-05, 07:06 PM
This is probably stretching the limits of the divination school, but then again, that's what you asked for. =)

Dire Epiphany
Divination [Evil, Mind-Affecting]
Level: Clr 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living, intelligent creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

You impart knowledge of a horrifying nature into the mind of the subject, flooding it with maddening, terrible secrets not meant for lesser minds. The subject is dazed for 1 round if it has Hit Dice equal to or less than your caster level. If the creature fails to save, it suffers 1d10 points of Wisdom and 1d10 points of Intelligence damage. The subject also takes hit point damage equal to the total number of Wisdom and Intelligence points lost.

Creatures of superior intellect have more minds that are more receptive to knowledge and are more susceptible to the spell's power. For every point of Intelligence bonus possessed, the subject takes a -1 penalty to its saving throw. Conversely, for every point of Intelligence penalty possessed, the subject receives a +2 bonus to its saving throw.

Dire Epiphany, Greater
Divination [Evil, Mind-Affecting]
Level: Clr 8, Sor/Wiz 9
Saving Throw: See text
Spell Resistance: Yes

As dire epiphany, except that the knowledge you impart is still more terrible. The subject takes an additional number of points of Intelligence and Wisdom damage equal to one-fourth your class level. In addition, a subject failing its saving throw must make another Will saving throw (using its newly reduced Wisdom score) or go permanently insane.
Vastion

03-07-05, 10:25 PM
Heh, those would certainly boost my offense, but my DM says they are too Enchanter/Necroish (is that a word?). Of course I could always depend on other schools of magic. Necromancy was my chosen opposed school for roleplaying reasons, so my choices are open.

*Spelling Edit
Luminous Crayon

03-07-05, 10:45 PM
Here's a concept for which I had worked up a rough draft to use in my alternate magic system, then abandoned. I may yet pick it up again, but it needs balance.

The spell is called battle precognition. I never gave it stats and balanced it out, because it was giving me a headache.

Basically, you choose an opponent, they make a Will save, your Initiative immediately delays until you're on the same initiative count as your opponent. If the save fails, you're reading their broad physical impulses for 1 round/level: not enough to really read minds per se, but enough to tell what they're about to do in combat so that you can avoid or thwart it.

This has two effects. First, you get a +4 Dodge bonus to AC against the target of the spell, until it expires.

Secondly and most impressively, although you move on the same initiative count, battle goes like this. The target of the spell announces his intended combat action. You take that into account, announce your intended combat action, and carry it out. Then the target of the spell does what he said he was going to do in the first place. This is a somewhat clumsy game mechanic way of saying "you're just a split second ahead of him."

So if the target of the spell is a musclehead who intends to charge you and cut you in half, you have time to cast invisibility and step off to one side. He charges forward to cut you in half, and all of a sudden.. you aren't there anymore. If the target of the spell is a mage who wants to blast you with magic missile, what do you know, you got your shield up just in time to deflect it. Imagine that!

If you like the idea, take it and run with it. I'd be interested to see how it's translated into game terms.
Luminous Crayon

03-07-05, 10:54 PM
Oh, and one more thing.

You'd be surprised how much you can get accomplished with detect thoughts, especially in a game with a strong social aspect (i.e., not entirely hack and slash.) Especially if you're not above a little carefully-applied blackmail in all the right places.
kSquared

03-08-05, 01:41 AM
Fair enough. Maybe your DM will like something closer to true strike:

Know Defects
Divination [Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You gain preternatural insight into the fundamental flaws and predictability of the subject.

For the duration of the spell, you gain a +2 insight bonus on attack and damage rolls made against the subject; you also gain a +4 insight bonus on caster level checks made to overcome the subject's spell resistance. As a full-round action which does not provoke attacks of opportunity, you can describe the subject's weak spot to allies able to hear and see you. You must be able to speak and make gestures to convey this information effectively; telepathy and other forms of mental communication are insufficient. Those with this knowledge get a +2 insight bonus on attack rolls made against the creature for the duration of the spell.