Its 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 enemys weakest points
and to maximize its efficiency in battle.