Magic:Divination: Difference between revisions

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  <small>'''Spells:''' [[Magic:Identify|Identify]], [[Magic:Power Word, Kill|Power Word Kill]], [[Magic:Premonition|Premonition]], [[Magic:Remove_Blindness_and_Deafness|Remove_Blindness_and_Deafness]], [[Magic:True Strike|True Strike]]</small>
  <small>'''Spells:''' [[Magic:Clairaudience and Clairvoyance|Clairaudience and Clairvoyance]], [[Magic:Identify|Identify]], [[Magic:Power Word, Kill|Power Word Kill]], [[Magic:Premonition|Premonition]], [[Magic:Remove_Blindness_and_Deafness|Remove_Blindness_and_Deafness]], [[Magic:True Strike|True Strike]]</small>

Revision as of 02:59, 29 August 2005

Diviners are capable of looking forward in time to anticipate what will happen next. Although mostly useful for gathering information, several divine spells help the caster in combat situations.

Divination spells enable the character to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.

Many divination spells have cone-shaped areas. These move with the character and extend in the direction the character looks. The cone defines the area that the character can sweep each round. If the character studies the same area for multiple rounds, the character can often gain additional information, as noted in the descriptive text for the spell.

Prohibited School: Illusion


Spells: Clairaudience and Clairvoyance, Identify, Power Word Kill, Premonition, Remove_Blindness_and_Deafness, True Strike