| tonyz |
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Divination is a force multiplier, not a force.
You find out stuff about your targets or enemies -- but you still need to have the capability to do something about it. This means either the rest of your party, or you casting additional non-divination spells, or both. (Very, very few divination spells can directly affect an enemy!) Certainly a divination wizard is viable, but after you find out everything you want to know, be prepared to answer the question "what can we do about it?"
Boost your friends with various sense-modifying spells that let them see through concealment and obstacles.
Figure out things to know about targets.
Scry on enemies.
At higher levels, break the GM's brain with the big stuff.
| Chromantic Durgon <3 |
Divination is actually one of the more powerful school in terms of school powers one has to understand though that a wizard can't rely on divination much in combat, rather use it to win the battle before it begins.
To use it offensively you might find more luck with a psychic.
Seer oracles also can have fun with divination given the right curse and mystery.
| The Mad Comrade |
Divination as a school of spells ranges from "meh" to "oh, nasty" depending largely on the GM. It's the school abilities that make the character terrifyingly effective. In essence, pure unadulterated initiative bonus is King of the Battlefield.
All you have to do is decide which two schools of magic are the least important to the character.
| Rogar Valertis |
So i want to make a diviner wizard 1 is there a betting way of divining 2 is divining viable
What makes a diviner wizard the single most powerful wizard you can build is not the specialized spell list (which, depending on the game, can be nerfed by the GM since divination can easily ruin campaigns), it's that nifty little class ability called "Forewarned" you get since lvl 1. Going first with a wizard that is often all is needed to end an encounter in PF.
| Rogar Valertis |
The 2 least important to me are enchanting and illusion because both are mind effects and they are wrothless against some enemy type like construct and blobs and more
Every school of magic has good/great spells. For example Illusion has ivisibility and color spray (probably the most used lvl1 spell) and enchantment has the likes of Heroism and the Hold and Dominate spells.
That said all other schools have good stuff too so there's no point debating this, no matter how you look at this, you got to leave something useful out (well in PF if you really want a spell you can have it anyway but it will be less efficient).| The Mad Comrade |
Then the idea is to attain highest possible initiative bonus. Initiative trait (+2 bonus), Improved Initiative feat (+4 bonus), Dex is 2nd highest ability score after Int (+# bonus) and Forewarned adds (+1/2 Wizard level; always able to act during surprise rounds).
With a 15 Dex bonus (+2), at first level as outlined above you're rolling a +9 on initiative checks {2 Dex +4 improved initiative +2 trait bonus +1 Forewarned bonus}.
At level 16 presuming a +6 Dex belt, you're rolling a +19 on initiative checks {5 Dex +4 improved init +2 trait +8 Forewarned bonus}. Not even remotely accounting for a variety of handy spells, feats and magic items that can push the character's bonus stratospheric.
Permanent reduce person adds another 2 Dex from size as early as 9th level along with your +2 Dex belt for a total init bonus of +14, that immediately improves to +15 at 10th. Playing a Small race from the get-go lets you be Tiny as early as 9th level, giving your Wizard massive bonuses to Stealth that invisibility only exacerbates ... er, makes better.
Tack on the benefits of maximum possible ranks in Perception and your Wizard will do well. Maximum ranks of Stealth along with it and you're a ninja-wizard.
| Chromantic Durgon <3 |
Time oracles with the Seer archetype can and noble scion of war can do some impressive initiative feats with in my opinion more flavourful divination based powers that are less reliant of GMs.
Mine had 12 to initiative and rolled three times took the highest and always acted in the surprise round level 11 (also had the blind curse so by this point had blind sense and was hard to sneak up on). If she'd wanted to she could boost that to 16 using her first level revelation from the archetype but I never bothered, she never needed it. And she could use the same ability to get a +CHA bonus on a random save post role but before the DM told her if she failed by reading the future through animal entrails. Slayer caught breakfast she read the entrails and then cooked it and basically never failed a save of went anything other than first in initiative. She could also reroll failed knowledge checks with her charisma bonus. She was both the party face and knowledge master and could see the future.
And this character can be a caster or a martial depending on your other feats. Mine was a buffer primarily that did inflections of control or secondary melee dependng on the situation. She great fun.
By no means as powerful as a diviner wizard but still very strong and very fun.
| tonyz |
Opposition schools depend on what you want to cast and/or what you're not comfortable with casting. I might be a tad more likely to pick evocation and necromancy as my opposition schools, unless I were planning to blast a lot, but you could get along without enchantment spells. I don't think I'd drop illusion -- too many useful defensive spells in that lot.