Advanced Dungeons and Dragons 2nd edition: Wizard class: Specialist Wizard Diviner
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Diviner

It’s unusual for a player character to choose this specialty, but NPC diviners are fairly common. Diviners concentrate on spells that reveal or relay information, and information can be a weapon far more dangerous than the sharpest sword. Divination requires patience and insight; a wizard must have a Wisdom/Intuition of 16 or better to be a diviner. Divination is opposed by conjuration/ summoning.
Diviners have the normal strengths and weaknesses of specialty wizards. In addition, at 11th-level the diviner gains the ability to use find traps (a 2nd-level priest spell) up to three times per day by pointing in a specific direction and concentrating one round. At 14th-level, the diviner becomes immune to all forms of scrying spells such as ESP, know alignment or clairaudience. Characters trying to use these divinations against the diviner simply get no response at all.
A diviner is very limited in his combat ability and must rely on spells outside his school for anything resembling a damaging attack. However, a diviner in a PC party can be surprisingly effective by providing advice and information. With a diviner around, a party can look for ways to strike at an enemy’s weakest points and to maximize its efficiency in battle.

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