Wizard - Mage Diviner Kit Description: Diviners are perhaps the wisest of all wizards. Their investigations into the world around them and their perusal of events of the past and future empower them with a base of knowledge and insight that is rivaled by only the most learned scholars. Diviners typically possess striking insight into the minds of others, and few are better judges of character. Diviners tend to be cautious and deliberate in their actions. Because their divinations have taught them that others are prone to hiding their true feelings and motivations, many diviners are suspicious and distrustful, sometimes to the point of cynicism. Diviners tend to be loners at heart and do not make close friends easily, nor do they raise large families (except in rare cases). They prefer to live alone in remote areas where they can conduct their research and investigation undisturbed, with little interest in material possessions as a general rule. Still, some Diviners (especially those of low level) do earn a living by selling their services as seers, fortune-tellers, and finders of lost objects and persons. Diviners are not predisposed to the adventuring life, accepting such a career only reluctantly. They are not natural combatants, and in fact many Mages lacking in physical prowess find themselves drawn to the subtle art of the Diviner. They nonetheless make very valuable additions to adventuring parties, as their judgment, cunning, and plain common sense are welcome commodities. Diviners concentrate on spells that reveal or relay information, and their ability to reveal hidden truth and the weaknesses of foes often tips the balance of power in their favor and maximize the efficiency of their side in combat. Diviners are not particularly skilled combatants, but their advice and direction can smooth the road for any party. Requirements: As a standard Mage, save that Wisdom of at least 15 is required, and there is no minimum Charisma. Weapons & Armor: Dagger/knife (any), dart, sling, staff. Special Benefits: Diviners strive for new knowledge at all times, whether in the form of a new discovery or (more frequently) in the recovery of lost lore of old. Their skill in perceiving hidden things allows them the following special abilities: Arcane Lore: As a standard Mage, save that they do not gain a +1 bonus to all Wizard non-weapon proficiencies. Divining: Diviners, as might be guessed, are highly skilled at all forms of magical and mundane divination, gaining a +1 bonus for every five levels of experience (rounding up) to any of their Preferred Proficiencies that they know. Diviners are able to learn and cast any spell from the Realm of Lore as well as any spell from the School of Divination, regardless of Realm, as part of their Primary FOS. In fact, any such spell cast by a Diviner takes effect as if he or she was two levels higher than normal. When researching such spells they should be treated as one level lower than normal for determining cost, difficulty, etc. Because of their familiarity with divination spells and effects, Diviners are better able to resist them than others. Thus, no form of scrying, mind-reading, or alignment detection will work on a Diviner unless the creature performing such divination is of a higher level than the Diviner. This does not block any sort of mind-affecting attacks or telepathic contact, but simply screens against unwanted examination. Fortune Telling: As a standard Mage two levels higher than his or her actual level. Improvisational Magic: As a standard Mage, but in addition a Diviner can use this ability to create the effect of any spell from the Realm of Lore or the School of Divination. Special Hindrances: Diviners are highly specialized in their arts of discovering things that are hidden or lost, and they devote themselves to this task with a passion. As a result, any bonus spells due to high Intelligence must be selected from the Realm of Lore or other Divination spells. Unlike other Mages, they do not gain a +1 bonus to all Wizard non-weapon proficiencies (though they do gain a bonus to their Preferred Proficiencies, as described under Special Benefits: Divining). In this same vein, they have no interest or talent in Stage Magic. Bonus Proficiencies: choose any one 'Preferred Proficiency' Required Proficiencies: Reading/Writing, Spellcraft Preferred Proficiencies: Ancient History, Astrology, Divining, Dowsing, Hypnosis, Local History, Numerology, Omen Reading, Prophecy ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >