Diviners reveal information that would otherwise remain hidden or secret. Divination spells reveal the existence of specific items, creatures, or conditions, as well as information about the past, present, and future. This school also includes spells that contact creatures from other planes of existence, but do not induce direct action from those creatures.

Diviners are perhaps the wisest of all wizards. Their investigations into the world around them and their perusal of events of the past and the future empower them with a base of knowledge and insight rivaled only by the most learned scholars. A diviner typically possesses a striking insight into the workings of men’s minds; few are better judges of character than diviners.

Diviners tend to be cautious and deliberate in their actions. Because their divinations have taught them that men are prone to hiding their true feelings and motivations, many diviners are suspicious and distrustful, sometimes to the point of cynicism. Those diviners who allow distrust and cynicism to overwhelm them tend to be of evil alignment. Those who accept man’s ambiguous character as a part of the natural order tend to be of neutral alignment. Those who maintain faith in man’s innate goodness tend to be of good alignment.

Diviners are not predisposed to the adventuring life, and accept such a career only reluctantly. They are not natural combatants; in fact, wizards lacking in physical prowess are drawn to divination more than any other specialty. Still, diviners make valuable additions to adventuring parties; their judgment, cunning, and plain common sense are welcome commodities. A party must take care to provide protection for diviners since they usually lack any significant ability to defend themselves.

Diviners are loners at heart and do not make close friends easily. They rarely raise large families. Diviners of good alignment generally harbor no ill feelings against other people, and usually assist them when asked. Still, they prefer to live alone in remote areas where they can conduct their research and investigation undisturbed. Stone towers on cliff sides or atop high hills are ideal residences for diviners. Though they show little interest in material possessions, diviners earn money by charging for their services as seers, fortune-tellers, and finders of lost objects and persons


SPELLS: A Wizard casts arcane spells, though abjuration magic is inherently different from the wizard’s requiring a unique spell list. Like a wizard though, a Wizard is limited to a certain number of spells of each spell level per day. The Arcane Spells Per Day Table shows the number of spells per day an Wizard may cast. A Wizard must prepare spells before casting them, by studying spells from a spell book. While studying, the Wizard decides which spells to prepare. Spell memorization and descriptions are in the Magic section of the Players’ Handbook.

BONUS SPELLS: With a high intelligence score, a Wizard gains bonus spells. If the character has an intelligence of 13-15, they receive an extra 1st-level spell. If the intelligence score is 16 or 17, they receive an extra 2nd-level spell and if 18 or 19, they receive an extra 3rd level spell. The bonus spells accrue only if the Wizard is at a high enough level to cast that spell level. Bonus spells are cumulative.

For example, a 4th-level Wizard with an 18 intelligence receives four 0-level spells, four 1st-level spells, and three 2nd-level spells. No bonus 3rd-level spell is acquired until the Wizard reaches 5th-level

Enhanced Awareness: A diviner gains minor benefits when casting certain divination spells; they need only to study an item for one minute (rather than ten) when casting Identify. An Arcane Eye cast by the diviner travels at 20 feet per round when studying its surroundings (rather than 10 feet per round); add +1 to the saving throw CLs of the character’s divination spells.

Foreshadow: Gifted with extraordinary insight and perceptive abilities, a diviner can add an insight bonus equal to their Intelligence modifier to any attack roll or saving throw they make.

The diviner can use this ability once per day, and one additional time per day for every five levels attained. The character must choose to use this ability before making the die roll.





WEAPONS: Club, dagger, dart, staff




SECOND OPPOSED SCHOOL (choose one): Enchantment or Abjuration



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