Terath Ninir
Yog Sothoth loves you
[whinge mode on]
Diviners still got the shaft, man! Clerics still have the best divinations spells. Augury, divination, commune -- the diviner, a close that supposedly divines for a living, can't actually divine. Ooo, but they've got true strike! That'll do a diviner a lot of good.
Identify is at least better. You learn all the properties of an item, which is 100% to the DM's benefit. I'm usually the DM for the groups I'm in, so that is a definite boost. But it still costs 100 gp! Why? No good reason has ever been given *why*. The casting time is down to 1 hour, which is good.
Legend Lore still takes far, far too long to bother with. Even if you got an NPC to cast it, you'd be taking up to 2d6 weeks of their time away. 2d6 dedicated weeks of a minimum level 11 wizard is going to be *very* expensive. Not to mention that trips to the library and knowledge checks are likely to produce much, much better results, in the same time or less. And you might find out real information instead of some silly riddle.
Contact Other Plane. Yeah, whatever. I'm going to risk getting an 8 Int and Cha for the chance to speak to some extraplanar schmuck that has a good chance of lying to me. And even if they don't lie to me, they have a good chance of not knowing the answer, anyway. I don't think I've ever seen a spellcaster who used this spell, ever.
Not all the diviner's spells are useless, but the class just sucks. Yeah, I know. You take one level of divine oracle and then go into loremaster. But the diviner shouldn't have to do that! They deserve better.
[whinge mode off]
Diviners still got the shaft, man! Clerics still have the best divinations spells. Augury, divination, commune -- the diviner, a close that supposedly divines for a living, can't actually divine. Ooo, but they've got true strike! That'll do a diviner a lot of good.

Identify is at least better. You learn all the properties of an item, which is 100% to the DM's benefit. I'm usually the DM for the groups I'm in, so that is a definite boost. But it still costs 100 gp! Why? No good reason has ever been given *why*. The casting time is down to 1 hour, which is good.
Legend Lore still takes far, far too long to bother with. Even if you got an NPC to cast it, you'd be taking up to 2d6 weeks of their time away. 2d6 dedicated weeks of a minimum level 11 wizard is going to be *very* expensive. Not to mention that trips to the library and knowledge checks are likely to produce much, much better results, in the same time or less. And you might find out real information instead of some silly riddle.
Contact Other Plane. Yeah, whatever. I'm going to risk getting an 8 Int and Cha for the chance to speak to some extraplanar schmuck that has a good chance of lying to me. And even if they don't lie to me, they have a good chance of not knowing the answer, anyway. I don't think I've ever seen a spellcaster who used this spell, ever.
Not all the diviner's spells are useless, but the class just sucks. Yeah, I know. You take one level of divine oracle and then go into loremaster. But the diviner shouldn't have to do that! They deserve better.

[whinge mode off]