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View Full Version : Pure Diviner: Spells & How to play



Balor01
2013-12-14, 08:01 AM
Hey Playground,

I did check out most of existent threads on Diviners over the web, still a question or two of what I specifically want to know may be in order. Here they are:

- Which spells (all books) are good for Diviner? Especially first five levels.

- Are there any cunning tricks (abuses) Diviners can use to play to the max of their potential? I am playing under a fair DM, so I do not expect BS, but i want my "Intelligence specialist that can also cast Haste" to contribute to my party.

thanks

BWR
2013-12-14, 09:20 AM
All books?
You might find some fun stuff in the Encyclopedia Arcane: Divination.
I seem to recall some good spells there.

Balor01
2013-12-14, 09:35 AM
All books?
You might find some fun stuff in the Encyclopedia Arcane: Divination.
I seem to recall some good spells there.

Great. And which spells would you recommend?

Vortenger
2013-12-14, 01:11 PM
You want Divinations?

YOU CAN'T HANDLE THE DIVINATIONS!

(also, link you want here (http://community.wizards.com/forum/previous-editions-character-optimization/threads/1152481).)

rmnimoc
2013-12-14, 07:49 PM
Cunning tricks (abuses) for Divination? Is it safe to say no BS means no Locate City Bomb?

Take Locate City. AOE, no save, radius 10 miles per CL. (Really, any low level large area spell works.)

Add Snowcasting (frostburn). Adds a snow material component, and gives the spell the Cold descriptor.

Add Flash Frost Spell (PHB2) . modifies any Cold spell with an area to slick that area in ice, for a short duration Grease effect and 2 cold damage, no save.

Add Energy Admixture (CA). Modify any spell with an energy descriptor to also have another energy type from the list. Here that list is Electric. It deals 2 electric damage in its area but lacks a save.

Add Born of Three Thunders (CA). Modifies any damaging electric or sonic spell to be both electric and sonic. It also gives the spell a Fortitude save for deafening and a Reflex save for prone, similar to the Great Thunderclap spell. Our spell is now an AoE [Electric/Sonic] (or [Electric, Sonic, Cold]) effect with, among other things, a Reflex save.

Use Explosive Spell (CA). Mmodifies any AoE spell which has a reflex save, which you'll note we now have. Subjects in the area are pushed to the nearest unaffected square. They take 1d6 damage per 10 feet moves this way, due to the FEAT (ie not reducable by evasion). The spell has a radius of MILES. That's a lot of 10' increments before the creatures stop.