
Kent Unsaid |

Just about everyone will agree that fore-sight is not that good a spell especially for diviners (if you disagree don't post we don't need to get off topic). Suppose a diviner gets to that high level and wants to research a new spell to put in his 9th level slot any ideas? There is only one 9th level divine spell at the moment so not much to compare by.
So what I am asking is if anyone can think of divination spell that is worthy of being 9th level.
ideas:
A long duration buff that gives huge bonus to all knowledge checks.
A buff that allows you to perceive everything within a some distance regardless of obstacles. (see though walls and such).
A super divination that allows you to get a truthful answer to one yes or no question with no restrictions.
Any of these ideas seem like they would work? Can you give any ideas?

jerrys |
i wanted to make a "mindsight" spell (level 9) that is to detect thoughts (level 2), what greater arcane sight (level 7) is to detect magic (level 0). So basically you would immediately see the int score, surface thoughts, etc of any creature you see (who i guess fails a save), with a medium duration.
I don't know the details... maybe it has a max range or something. for large numbers of guys i could imagine simultaneously keeping that many different thoughts straight in your head would be tough ... but that's what you have the 30 int for). maybe if there are too many guys or a guy with too high of an int, you get blinded/stunned and the spell ends.
another source of ideas might be to base it on some of the higher level psionic (clairsentience?) powers. e.g. maybe
http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/s oveliorsage/psionicPowersGtoP.html#metafaculty
or
http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/s oveliorsage/psionicPowersGtoP.html#hypercognition

cmastah |
Know your enemy: (single target) If you pass SR/will save, you get a peek at the sheet of the creature in question, able to see all things about it (except for prepared spells, item list and racial abilities).
Future scrying: You choose a location and can see for X-hours/level of what'll occur in that location (you cannot cast spells into your scrying).
Evitable future: Lasts 24 hours (self, 10 minute casting time, cannot have more than one casting on you at any given time), for one time during the day, when you are supposed to die (to a hit, falling, trap, so on and so forth), you may cast a single spell from your list of known spells (you can't cast a spell you don't have in your spellbook or that you don't know) of 5th level or lower as a quickened spell. This spell is usually used to save yourself, but if you already have other safeguards in place you COULD cast something else. This special casting of a quickened spell can also be done just prior to a blow landing on you, even if the attack does not provoke an AoO, and can be cast defensively (if you don't, you provoke an AoO as normal).

DM Klumz |

Ok
How about this idea. You cast the spell at time X. For the next N hours (or minutes), at any point, the caster can say "That did not happen and we shall be returning to X" and you reset the adventure with the understanding that the GM is allowed to make minor tweaks only.
This was a magic power that was often used to avoid (redact) TPK situations in a Bushido campaign I ran many moons ago.

![]() |

Ok
How about this idea. You cast the spell at time X. For the next N hours (or minutes), at any point, the caster can say "That did not happen and we shall be returning to X" and you reset the adventure with the understanding that the GM is allowed to make minor tweaks only.
This was a magic power that was often used to avoid (redact) TPK situations in a Bushido campaign I ran many moons ago.
Alternately, you could cast a spell that put you and your group into a trance, and then run out the next encounter normally, but this is only a precognitive shared vision between you and your allies. During this 'fight,' you can test various tactics, and if you or your allies get 'killed' during this vision, you wake up stunned or fatigued or whatever. This would allow a group to make a practice run against a foe and 'test' a plan of attack, without risk of actually dying if one detail was tragically wrong (like being unaware of a second 'big bad' being present, or the target of the attack being immune to the thing they thought he was susceptible to and prepared a bunch of).
The downside would be that it could be seen not only as horribly gamist, but also kind of boring, since you'd be fighting the same fight twice, and any surprises the GM had planned would be sprung during the 'test run' and make the actual encounter itself seem anti-climactic, if all goes 'according to plan.'
On the other hand, the monster / encounter you are 'pre-shadowing' could be allowed a saving throw to *also* become aware of the simulated encounter (sort of like making a check to become aware that one is being scryed upon), running the risk of showing the bad-guy all of *your* tactics and resources...

DM Klumz |

Kent
It actually worked really well as I could 'take the gloves off' and be really nasty to the party whilst they were under the influence of this spell, pulling some unpleasant moves, without having any guilt.
It was under divination as the fluff surrounding the power stated that the 'replay' element was due to caster having a premonition of future events.
We found that the second time through a fight was always much quicker as the PCs knew exactly what to do.
I like the idea of a saving throw for the big bad allowing the GM to totally re jig things.

Tiny Coffee Golem |

PC goes to knock on a door that he's never been to before.
Door opens even as PC is about to knock.
"Hello,Steve (the PC). I've been expecting you. No we've never met or spoken. So you're going to ask me about the path through the mountains to the eternal spring. Well, See I have this map, but I'm going to need a favor first."

gustavo iglesias |

So the very existence of the spell in your spell book is a sort of DM saving throw sense if he accidentally does a TPK then we all say "glad we did that [divination spell]"
The pain however wood seem to be having to everything twice also do you get exp both times?
You only have to do it twice at the player request (ie: if something goes wrong).
If everything is Ok, then the scene continues as it were, with things going exactly as the diviner foresaw
![]() |

Hmmm... That's definitely a thing that's bugged me. I remember when I first read Foresight, I checked the spell level twice to make sure I was reading the right thing.
What about a spell that lets you take your turn at anytime, even during an opponent's turn? You would cast it as an immediate action and it would move your next initiative to whenever you cast it- kind of like a reverse delay. So you could have an enemy casting, say, Wail of the Banshee, and you could immediately take your turn in order to counterspell it.

![]() |

Hmmm... That's definitely a thing that's bugged me. I remember when I first read Foresight, I checked the spell level twice to make sure I was reading the right thing.
What about a spell that lets you take your turn at anytime, even during an opponent's turn? You would cast it as an immediate action and it would move your next initiative to whenever you cast it- kind of like a reverse delay. So you could have an enemy casting, say, Wail of the Banshee, and you could immediately take your turn in order to counterspell it.
Even better, immediately take your turn, and be able to swap out one other prepared spell for any other spell in your spellbook, having 'foreseen that you would need it' retroactively.
So if it's needing to counterspell, you magically have that spell prepared (or a dispel magic / greater dispel magic). If it's some other spell you suddenly realize that you need, it's available instead. Every wizard with an arcane bond object already has this ability, just not the ability to whip it out as an immediate action / interrupt, so it's not like it's crazy over the top as a concept.

![]() |

Spontaneous memorization of spells. Poorly worded but i think you will get it.
Lvl 9 divination
Casting time 1 standard action
Component: v, s, m
Duration 1 round / level
The caster can prepare any number of spells as a swift action, including spells with meta magic feats the caster knows. He can add any spells until the duration ends and they stay prepared until cast. ( you can leave some open incase the situation changes over the next few rounds). Any attempt to dispel this effect is at a -10.
An all day buff, that is again badly worded.
Lvl 9 divination
Casting time 1standard action
Components: none
Duration 1 hour / level
You scry the future and know how best to defeat your enemies, the knowledge is to complicated to retain so you gain breif insight as you cast your spells. Your spells are cast at +4 caster level and with free spontanious meta magic feats. Each free meta magic feat reduces the duration by 1 hour for each modified spell level it normally needs.

Atarlost |
Just to throw some stuff at the wall and see if it sticks:
Sustained Precognition
Lvl 9 divination
Casting time 1 standard action
Component v, s, m
Duration 1 round/level
Target self
Your ability to sustain future vision allows you to act with greater precision.
You may not be flatfooted for the duration of this spell. You may add your highest weapon attack bonus to AC against attacks of opportunity. You may add your highest mental stat modifier to attack rolls and to your dexterity bonus to AC. Your attack rolls do not automatically fail on a 1 and attack rolls against you do not automatically succeed on a 20. While under the influence of this spell the caster is aware of all readied actions.
Perfect Clarity
Lvl 9 divination
Casting time 1 standard action
Component v, s, m
Duration 1 hour/level
Target self
You are magically aware of everything that comes withing 30' of you. You ignore concealment and automatically succeed in all perception checks within this radius. You may examine even concealed items and read closed books, including studying spellbooks, and activate sealed scrolls even if they are not in your possession. You may not see into extradimensional spaces, but are aware of their existence.

Kent Unsaid |

Perfect Clarity seems like it would be a very cool spell that's very existence would make mind-blank very worth while to spot people from making the scrolls on their person blow up. Or heaven forbid they are the sort who stores large amounts of explosive runes on their person just in case they want to give someone an explosive note.

Motionmatrix |

Diviner's Sight
Divination
Level: Wiz (div) 9th
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: Emanation (See below)
Duration: 1 minute per level.
You expand your mind's capacity to process more information and at the same time you grant yourself new senses. You automatically gather all information around you.
After casting this spell, you are under the effects of the following spells:
Arcane Sight
Comprehend Languages
Darkvision
Detect Animals or Plants
Detect Chaos
Detect Evil
Detect Good
Detect Law
Detect Poison
Detect Scrying
Detect Secret Doors
Detect Snares and Pits
Detect Thoughts
Detect Undead
Discern Lies
Discern Location
Find Traps
Know Direction
Read Magic
Status
True Seeing
Furthermore you also gain scent, low-light vision and Infravision (the ability to see heat signatures).
You gain a bonus to perception and sense motive checks equal to your caster level.
If you concentrate, you can grant yourself Microscopic vision (the ability to see small things in detail), telescopic vision (the ability to see accurately something further than normal), or x-ray vision (the ability to see through solid objects).
If any original spell required a saving throw, the same effect requirs the same. Any saving throws against any of these effects are rolled against a 9th level spell DC.
Any information gained is instantaneous, without any delays. The effects either work out to a range of line of sight (if it uses a visual method of gathering information) or as a 300 ft. radius Emanation centered on you.
You cannot avoid gaze attacks while under the effects of this spell.
Diviner's Luck
Divination
Level: Cle 9, Sor/Wis 9th
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 1 hour per level
Extending your senses, you gain a preternatural internal sense that helps you avoid danger. From a simple, "Step more to the left" to "JUMP!", while the spell is in effect, you intuitively know what to do.
You gain the Improved Evasion, Improved Uncanny dodge (caster level is equivalent to rogue levels), and Trap Sense (caster level is equivalent to rogue levels) abilities from the rogue class.
You gain the monk's AC bonus ability with an equivalent level as your caster level. This includes adding your Wisdom modifier to AC.

Kent Unsaid |

Diviners Sight may be a bit much. Alot of those spell don't really work for a spell with a range of personal. I like that you put some good effort into it.
Diviner's luck is also a good idea, but there is already a lower level spell to put Countless Eyes on the back of your head. Maybe not quite as good but level 3.