School:
Divination School
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.
Opposed schools - Illusion and Enchantment
Spellbook
All Cantrips except those of the Illusion and Enchantment schools
1st Level
Endure Elements, Grease, Mage Armor, Magic Missile, Burning Hands, Web Bolt, Comprehend Language, Protection from Evil, Ray of Enfeeblement, Feather Fall
2nd Level
Glitterdust, See Invisibility, Resist Energy, Spider Climb, Levitate, Web, Burning Sphere
3rd Level
Dispel Magic, Clairaudience/Clairvoyance
Spells Known for the Day
Cantrips
(4)
Detect Magic
Read Magic
Acid Splash
Disrupt Undead
1st Level
(3)
Grease
Burning Hands
Magic Missile
Mage Armor
*Comprehend Language
2nd Level
(2)
Glitterdust
Web
Burning Sphere
See Invisibility
3rd Level
Dispel Magic
Dispel Magic
Clairaudience/Clairvoyance
* = School spell