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==3rd Edition== Divination in 3rd Edition work slightly differently from the other schools in that it can't be banned, and only requires a specialist ban one school instead of the normal two. This makes Diviner rather popular since while focusing on divination is questionable, with splat it's not hard to find a divination spell of every level you'd actually want to prepare every day. Even in heavily combat focused games, spells like See Invisibility are often critical. This means you can get the specialist's benefit of an extra spellslot on each level with minimal downside since Evocation is considered relatively painless to ban due to its main role of direct damage being sub-optimal and easily accomplished with other schools. {{D&D3e-Variant Classes}} ===Pathfinder=== Diviner is one thing that actually underwent major changes in Pathfinder. Now Diviners have to pick two opposition schools like everyone else that isn't an [[Elementalist]] or generalist. Instead, Diviner's limited utility is "balanced" by getting some of the most powerful school abilities. At 1st level a Diviner gets a bonus to initiative while always being able to act in the surprise round. Also at first level is the ability to grant a creature an insight bonus of half wizard level to a wide variety of stuff for one round, which starts weak (standard action for +1), but as a large, versatile bonus of a rare type it means any out-of-combat skill check that requires one round or less becomes a lot easier. At level 8 they also get the ability to tell when someone is scrying on them. This is less useful not because knowing when you're being scryed upon is useless, but because any enemy diviner will quickly learn to start scrying on the low will save fighter instead.
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