Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Improving the Diviner
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="the Jester" data-source="post: 2204883" data-attributes="member: 1210"><p>In my opinion, diviners are overpowered. Like everyone else, they should lose two schools for specializing. A well-played diviner is a devastating character, especially at higher levels. They know who to go after, when to do it, what the opposition is like, and what you're vulnerable to. If you think diviners are weak, try specializing in scry-buff-teleport tactics. Remember, you only give up one school; you have a tremendous amount of choice in the spells you pack.</p><p></p><p>In my campaign my players and I have developed the following arcane divinations, among others:</p><p></p><p><strong>ASSESS CASTER</strong></p><p>Divination</p><p>Level: Sor/Wiz 1, Clr 1, Drd 1, Brd 1</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25’+5’/2 levels)</p><p>Target: One creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates</p><p>Spell Resistance: No</p><p></p><p>You instantly learn how powerful of a spell caster the target creature is, based on its caster level.</p><p></p><p><em>Caster level---Detects as:</em></p><p>1-4--- Weak</p><p>5-10--- Moderate</p><p>11-16--- Strong</p><p>17-20--- Very strong</p><p>21 or higher--- Overwhelming</p><p></p><p><strong>DISCERN VULNERABILITIES AND STRENGTHS</strong></p><p>Divination</p><p>Level: Sor/wiz 6</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100’+10’/2 levels)</p><p>Target: One creature</p><p>Duration: Concentration, up to 1 round/level</p><p>Saving Throw: Will negates (plus see text)</p><p>Spell Resistance: No</p><p></p><p>You are able to learn the weaknesses or strengths of a targeted creature. If the target creature makes an initial Will saving throw, it is unaffected. </p><p></p><p>If the spell succeeds, you must choose whether to discern vulnerabilities or strengths. If you choose to discern vulnerabilities, you learn one per round (such as weakest saving throw type, vulnerability to a specific type of damage, moral or personal weaknesses such as women, greed, etc). If you instead choose to discern strengths, you learn one per round (such as damage reduction, including what penetrates it, highest save, special attack forms, special qualities or personal or moral forms of strength, such as devotion to duty, honesty, etc).</p><p></p><p>You may decide to switch from discerning vulnerabilities to discerning strengths, but if you do so the victim gains another Will save to negate the spell’s effects. </p><p></p><p>Material components: a crystal lens.</p><p></p><p><strong>FOLLOW SORCERY’S TRAIL</strong></p><p>Divination</p><p>Level: Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: 60’</p><p>Effect: See text</p><p>Duration: 10 minutes/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>To use this spell you must already be using a detect magic or arcane sight spell. It allows you to examine the magical radiance of a detected spell, effect or lingering aura and observe a sparkling golden trail leading in the direction the caster went. The spell examined must be in range on the first round of the follow sorcery’s trail but thereafter the trail can be followed at your full movement rate.</p><p></p><p>Follow sorcery’s trail is foiled by teleportation, an amulet of proof again detection and location, etc.</p><p></p><p>Material component: 100 gp worth of finely ground diamond dust.</p><p></p><p><strong>MARIUS’ MOMENT</strong></p><p>Divination (Time)</p><p>Level: Sor/Wiz 3</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: 1 round</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>The subject of this spell acts at just the right moment for one round, effectively taking 20 on any single d20 roll during the round.</p><p></p><p><strong>MOMENT OF INSIGHT</strong></p><p>Divination</p><p>Level: Intellect 1, sor/wiz 1</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: See text</p><p></p><p>You gain a +5 insight bonus to a single Knowledge check made by the end of your next turn.</p><p></p><p><strong>PERFECT IDENTIFICATION</strong></p><p>Divination</p><p>Level: Sor/Wiz 8</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25’+5’/2 levels)</p><p>Target: One object/level</p><p>Duration: 1 round/level (D)</p><p>Saving Throw: See text</p><p>Spell Resistance: Object (harmless)</p><p> </p><p>You learn the full properties of magical items in a very short time. You gaze upon an item and, if it fails a Will saving throw, you learn all the item’s properties, including whether it is cursed, how many charges it has, etc. If your check fails and the item is unattended, you may try again the next round. If the item is attended, once it has made a saving throw against the perfect identification you must cast the spell anew to try to identify it (or force the item to become unattended, of course). In either case, you may attempt to identify a different item, but if you return to an unattended item once you’ve moved on to another it counts as another target object.</p><p></p><p>Perfect identification has no affect on artifacts, and the caster has no way of knowing whether the item is an artifact or is simply of too high a caster level to identify.</p><p></p><p>Material component: a large pearl of extraordinary value and quality (worth no less than 1000 gp.) </p><p></p><p><strong>PIERCING CLARITY</strong></p><p>Divination</p><p>Level: Sor/Wiz 8, Clr 8, Intellect 8</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Personal </p><p>Target: You</p><p>Duration: 10 minutes/level</p><p></p><p>This spell gives you an extraordinary mental clarity. You become immune to charm, confusion, domination and stunning effects, and you gain an insight bonus equal to your caster level to Decipher Script, Knowledge, Listen, Search, Sense Motive and Spot checks. (This does not allow you to use a trained-only skill without ranks in it.)</p><p></p><p>Material components: a clear crystal lens.</p><p></p><p><strong>PROLEPTIC VISION</strong></p><p>Divination</p><p>Level: Sor/wiz 9</p><p>Components: V, S</p><p>Casting Time: 1 minute</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 10 minutes/level</p><p></p><p>This spell is an ancient variant of foresight, recently brought back into play by a powerful Delphinite wizard who was brought back from the grave.</p><p></p><p>This spell gives you visions of impending attack concerning up to five individuals, five locations and five objects you choose. An “attack” must be instigated by a creature or creatures aiming it at the individual, location or object you choose, even if perpetrated through other means (such as poisoning a creature’s food, setting a building on fire, etc.) Mechanical or magical traps usually will not qualify (as they are not generally instigated by creatures aiming it at the individual, location or object).</p><p> </p><p>The five individuals you select to monitor may include you. They need not be on the same plane as you, and may in fact be on five separate planes. </p><p></p><p>The five locations you select to monitor may be as large or as small as you desire, but to trigger the proleptic vision the attack in question must endanger a majority of the location. Thus, if you monitor the city of Threeton, a fire engulfing a district of the city will trigger your prolepsis but a fire engulfing a single building generally won’t. </p><p></p><p>The five objects you select to monitor may be up to Gargantuan in size. An attack on the guardians or wards around the object will not trigger your prolepsis, only an attack on the object itself. However, you can choose to monitor magical wards as some or all of your five objects.</p><p></p><p>Your forewarning allows you to take a single action only in the round before the attack takes place. </p><p></p><p><strong>VERIFY</strong></p><p>Divination</p><p>Level: Sor/Wiz 4, Trade 4</p><p>Components: V, S, M, DF</p><p>Casting Time: 1 action</p><p>Range: Close (25’+5’/2 levels)</p><p>Target: 1 pile of treasure</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>Casting this spell on a pile of treasure determines whether it meets the terms of a written agreement, usually entered into beforehand.</p><p></p><p>Material component: the written contract.</p><p></p><p>***</p><p></p><p>I'm sure I've got more, too. </p><p></p><p>Also, never underestimate a <em>contact other plane</em>. Sure, it's not 100% reliable; but you can use something else to try to verify your information.</p></blockquote><p></p>
[QUOTE="the Jester, post: 2204883, member: 1210"] In my opinion, diviners are overpowered. Like everyone else, they should lose two schools for specializing. A well-played diviner is a devastating character, especially at higher levels. They know who to go after, when to do it, what the opposition is like, and what you're vulnerable to. If you think diviners are weak, try specializing in scry-buff-teleport tactics. Remember, you only give up one school; you have a tremendous amount of choice in the spells you pack. In my campaign my players and I have developed the following arcane divinations, among others: [b]ASSESS CASTER[/b] Divination Level: Sor/Wiz 1, Clr 1, Drd 1, Brd 1 Components: V, S Casting Time: 1 action Range: Close (25’+5’/2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: No You instantly learn how powerful of a spell caster the target creature is, based on its caster level. [i]Caster level---Detects as:[/i] 1-4--- Weak 5-10--- Moderate 11-16--- Strong 17-20--- Very strong 21 or higher--- Overwhelming [b]DISCERN VULNERABILITIES AND STRENGTHS[/b] Divination Level: Sor/wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100’+10’/2 levels) Target: One creature Duration: Concentration, up to 1 round/level Saving Throw: Will negates (plus see text) Spell Resistance: No You are able to learn the weaknesses or strengths of a targeted creature. If the target creature makes an initial Will saving throw, it is unaffected. If the spell succeeds, you must choose whether to discern vulnerabilities or strengths. If you choose to discern vulnerabilities, you learn one per round (such as weakest saving throw type, vulnerability to a specific type of damage, moral or personal weaknesses such as women, greed, etc). If you instead choose to discern strengths, you learn one per round (such as damage reduction, including what penetrates it, highest save, special attack forms, special qualities or personal or moral forms of strength, such as devotion to duty, honesty, etc). You may decide to switch from discerning vulnerabilities to discerning strengths, but if you do so the victim gains another Will save to negate the spell’s effects. Material components: a crystal lens. [b]FOLLOW SORCERY’S TRAIL[/b] Divination Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: 60’ Effect: See text Duration: 10 minutes/level Saving Throw: None Spell Resistance: No To use this spell you must already be using a detect magic or arcane sight spell. It allows you to examine the magical radiance of a detected spell, effect or lingering aura and observe a sparkling golden trail leading in the direction the caster went. The spell examined must be in range on the first round of the follow sorcery’s trail but thereafter the trail can be followed at your full movement rate. Follow sorcery’s trail is foiled by teleportation, an amulet of proof again detection and location, etc. Material component: 100 gp worth of finely ground diamond dust. [b]MARIUS’ MOMENT[/b] Divination (Time) Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Touch Target: One creature Duration: 1 round Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject of this spell acts at just the right moment for one round, effectively taking 20 on any single d20 roll during the round. [b]MOMENT OF INSIGHT[/b] Divination Level: Intellect 1, sor/wiz 1 Components: V, S Casting Time: 1 action Range: Personal Target: You Duration: See text You gain a +5 insight bonus to a single Knowledge check made by the end of your next turn. [b]PERFECT IDENTIFICATION[/b] Divination Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 standard action Range: Close (25’+5’/2 levels) Target: One object/level Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: Object (harmless) You learn the full properties of magical items in a very short time. You gaze upon an item and, if it fails a Will saving throw, you learn all the item’s properties, including whether it is cursed, how many charges it has, etc. If your check fails and the item is unattended, you may try again the next round. If the item is attended, once it has made a saving throw against the perfect identification you must cast the spell anew to try to identify it (or force the item to become unattended, of course). In either case, you may attempt to identify a different item, but if you return to an unattended item once you’ve moved on to another it counts as another target object. Perfect identification has no affect on artifacts, and the caster has no way of knowing whether the item is an artifact or is simply of too high a caster level to identify. Material component: a large pearl of extraordinary value and quality (worth no less than 1000 gp.) [b]PIERCING CLARITY[/b] Divination Level: Sor/Wiz 8, Clr 8, Intellect 8 Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 10 minutes/level This spell gives you an extraordinary mental clarity. You become immune to charm, confusion, domination and stunning effects, and you gain an insight bonus equal to your caster level to Decipher Script, Knowledge, Listen, Search, Sense Motive and Spot checks. (This does not allow you to use a trained-only skill without ranks in it.) Material components: a clear crystal lens. [b]PROLEPTIC VISION[/b] Divination Level: Sor/wiz 9 Components: V, S Casting Time: 1 minute Range: Personal Target: You Duration: 10 minutes/level This spell is an ancient variant of foresight, recently brought back into play by a powerful Delphinite wizard who was brought back from the grave. This spell gives you visions of impending attack concerning up to five individuals, five locations and five objects you choose. An “attack” must be instigated by a creature or creatures aiming it at the individual, location or object you choose, even if perpetrated through other means (such as poisoning a creature’s food, setting a building on fire, etc.) Mechanical or magical traps usually will not qualify (as they are not generally instigated by creatures aiming it at the individual, location or object). The five individuals you select to monitor may include you. They need not be on the same plane as you, and may in fact be on five separate planes. The five locations you select to monitor may be as large or as small as you desire, but to trigger the proleptic vision the attack in question must endanger a majority of the location. Thus, if you monitor the city of Threeton, a fire engulfing a district of the city will trigger your prolepsis but a fire engulfing a single building generally won’t. The five objects you select to monitor may be up to Gargantuan in size. An attack on the guardians or wards around the object will not trigger your prolepsis, only an attack on the object itself. However, you can choose to monitor magical wards as some or all of your five objects. Your forewarning allows you to take a single action only in the round before the attack takes place. [b]VERIFY[/b] Divination Level: Sor/Wiz 4, Trade 4 Components: V, S, M, DF Casting Time: 1 action Range: Close (25’+5’/2 levels) Target: 1 pile of treasure Duration: Instantaneous Saving Throw: None Spell Resistance: No Casting this spell on a pile of treasure determines whether it meets the terms of a written agreement, usually entered into beforehand. Material component: the written contract. *** I'm sure I've got more, too. Also, never underestimate a [i]contact other plane[/i]. Sure, it's not 100% reliable; but you can use something else to try to verify your information. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Improving the Diviner
Top