| wraithstrike |
What Spells Do you guys pick for lvl 1-9 On the list?
Is it even wroth it?
IT seems like the spells are so repetive that its not even an extra spell slot?
Can this even work?Should i just stick with antoher school and forget about it?
I do plan to play a diviner so this is good practice for me. What books are you allowed. Let me know and I will give you a list.
| Sean Mahoney |
Going core only for this list, and with no meta-magic feats applied (which isn't recommended if you have access to other lists as well):
1 - Comprehend Languages
2 - Detect Thoughts
3 - Clairaudience/Clairvoyance
4 - Arcane Eye
5 - Telepathic Bond
6 - True Seeing
7 - Arcane Sight, Greater
8 - Moment of Prescience
9 - Foresight
I found that this list, more than most others, is really dependent on your game and your GM. If you have a GM that allows the spells to work as they are supposed to I think it is a great specialization, but if they don't really have stuff planned in advance or are just stymieing your spells because you are looking into their precious, little plans... then I might avoid many of the spells listed above and just stick with things with in combat or mechanical benefits (like true strike, etc.)
Sean Mahoney
| The Chort |
Depends on the group? Although divination spells are never going to be the most kick ass amazing spells (8th level being the exception...? Moment of Prescience and Prediction of Failure are pretty sweet.) they can be quite nice. A new spell from Ultimate Combat, Anticipate Peril, has come in handy quite a bit for me. In many circumstances, I can, well, anticipate the upcoming peril and cast the spell. Going first has never been so easy. (I rolled a 5 on my init roll, my friend got a 19. I beat him in init. Although, more importantly, still beat the monsters.)
2nd level has some interesting utility spells. Detect thoughts is a favorite of mine. Whenever we encounter a slightly suspicious individual, I detect his thoughts while the rest of my party interacts with him. I pick up details which confirm that, indeed, he is a bandit planning to kill us. Locate Object can be all kinds of handy. Our group was trying to retrieve this blood flower for a quest and we only generically knew where it was. I cast locate object when in the area and found it easily.
...and that's more or less how far I've gotten with my Diviner. Hopefully they'll serve you well. Perhaps they're not your first choice of spells, but they can often be quite handy and allow you to help your group in ways you wouldn't have if you had prepared Scorching Ray instead. :/
| wraithstrike |
The diviner is mostly good for his class abilities. The spells are subject to how much info a GM wants to give out. This is mostly copied and pasted for the most part, but I do see a wide variety of uses. I think I have just been sold on diviners as opposed to conjuration specialist even if the GM does not want to reveal info to me.
With that said I will start the list.
1.
Comprehend Languages: You understand all spoken and written languages.
True Strike: A quickened true strike can be useful at times.
2.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
3.
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak and understand any language.
4.
Arcane Eye: Invisible floating eye moves 30 ft./round.
ScryingF: Spies on subject from a distance.
5.
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
6.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
True SeeingM: Lets you see all things as they really are.
7.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
VisionM: As legend lore, but quicker.
8.
Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
9.
Foresight: Now I just think this one sucks so hopefully the other books have something better.
PS:I read the short description in the other books, and other than share language I did not find much.
How useful these spells are depends on the GM's playstyle though. Don't over look that bonus to initiative. Going first is very important.
Black Lotus
|
What do you guys think of the following list?
- Anticipate Peril: If you know your going to be going into a fight, upto a +5 bonus can help a lot. It seems like you are more likely to use this then comprehend languages.
- Detect Secret Doors: Go threw the dungeon fast, then cast this and look for extra treasure after.
- Comprehend Languages: My wizard took Linguistics, how about yours? Knowing 7-8 languages at first level makes this less useful it seems.
2)
- Blood Transcription: Get extra spells into your spell book! Awesome!
- Detect Thoughts: Good for finding people in a pinch, or interagations!
3)
- Seek Thoughts: Good if you didnt pick Detect thoughts one level earlier
- Arcane Sight: If you are going to ambush a party, and you can see them, this can help you prep for it. Good for wizards also that only prepare less then all of there spells per a day. Fast study combos with this.
4)
- Named Bullet: Can be a good buff for the party archer. Bows have a 3x critical so this can be really nice. Can be really situational, once again ambushs are good.
- Scrying: Can be good for getting that much needed ambush and surprise round!
5)
- Quicken True strike: Amazing combo with telekinesis
- Telepathic Bond: Good for coordinating with allies
- Prying Eyes: Good for the ambush again
6)
- Battlemind link: Amazing, pretty much means you are going first. Cast it on another control wizard, or some that uses range attacks if u use range attacks for increased benefits!
- True Seeing: Also good, Invis? no problem!
7)
- Arcane Sight, Greater: Every time IMO, just amazing going into combat with that on!
8)
- Moment of Prescience: Amazing ability! Use it when you need it, +15 min to save when it counts is awesome!
- prediction-of-failure: Spell Blight!!!
9)
- Quicken Telepathic Bond: Good For battles!
What do you guys think of this list?
Thanks for the smurf!
Black Lotus
1)
| Cheapy |
It adds half your level to init for first 19 levels,
Conj
Lvl 1 init
=
14 starting
Div=
15lvl 10
conj:
16Div 21
Yes, but at 4th level, with Improved Init and REactive Trait, you're looking at a minimum of +8.
That means you'll go first very often.
Especially if you convince the GM to use a d10 for init, since it's so hard to raise init.
| Dire Mongoose |
I may be an outlier, but I milk the divination spells in a bad way even if I'm not playing a diviner.
Some I like as examples:
Detect Thoughts: You can use this as a negotiation tool; it also rules most dungeons. Unless each door is made of lead you're going to have a lot of information before you open it.
See Invis: Once I hit the midlevels, I'm usually going to slot this regardless. As the wizard you've got good tricks to contain or reveal invisible creatures; this spell ensures you aim them right (or can go right to dominating the invis guy and turning him against his allies.)
Locate Object / Creature: Situationally awesome depending on the adventure. If there's a person or thing you're searching for or trying to bodyguard, these are awesome. They have a titanic range.
Scrying: It's the first half of Scry and Die! It's also tremendously useful for all manner of other communication and information gathering.
Contact Other Plane: Stumped? Not sure what's coming next? Now you're not. As long as you don't lobotomize yourself.
True Seeing: If this didn't have a costly material component you'd cast this constantly. Even with one it's really, really good.
Arcane Sight, Greater: Awesome if your GM likes humanoid casters as much or more than monsters straight from the bestiary. Should I bother dispelling this guy? What about after two dispels, does he have something valuable enough that I should go again? No need to guess with this.
| EWHM |
Divination spells are incredibly powerful, especially outside of combat. Unless your GM specifically hates them, you'll find them very useful---especially scry, the locate spells, and contact other plane. You probably will need to talk to your GM about the previously mentioned spells though---especially on these particular questions:
1. What defenses are usually erected in your world against them, and how hard are they to come by?
2. When you ask a question the GM doesn't know the answer to, but the entity being contacted DOES, how will the GM handle it? This usually requires a bit of a metagame handling (e.g., what spell am I most likely to need this week that isn't x,y, or z?). Typically I handle this by directing the player to leave a slot 'open' where the contents of it are determined when the player requests that the box of uncertainty be resolved into a particular spell---at that point I roll to determine the veracity of the otherworldly power that he contacted. But various GMs have different ways of handling this question.
| Evershifter |
Yes, Foresight doesn't seem to give you a whole lot since, at that level, you already get many of it's benefits. With that one, it really makes sense to sit down with the DM and decide exactly what that one does for you. Fancy spider-sense, danger sense, whatnot can be awfully cool.
And if not, take a second Moment of Prescience for after you've used up the first!