Diviner Playthrough
JumboWheat01
Member Posts: 1,028
I'm contemplating yet another new character to play through the series with, this time an Elf. I have no idea why, I almost avoid elvish characters religiously. Guess just something decided to click. At that not, I almost instantly decided my elf would be a Wizard, and am seriously considering making him a Diviner, rather than an Enchanter.
Has anyone gone through the series as a Diviner? Do you miss Conjuration spells that much? Anything in particular I should know about playing a Diviner over, say, just about any other specialization?
Has anyone gone through the series as a Diviner? Do you miss Conjuration spells that much? Anything in particular I should know about playing a Diviner over, say, just about any other specialization?
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Losing Conjuration spells is bad, but it doesn't force a change in strategy, because Conjuration spells are easy to replace with other schools. BG2's best summoning spells, after all, are Mordenkainen's Sword (Evocation), Animate Dead (Necromancy), and Summon Planetar (schoolless).
The one Conjuration spell that can never be replaced is Find Familiar. Other losses include Maze, Power Word: Blind, and some cheap summoning spells that are mostly just useful for baiting enemy mages into wasting their stronger spells.
I will give it to the diviners this, though. They are very capable, perhaps the most capable of specialists. Losing conjuation is a laughable penalty. There is no essential conjuration spell. None. Zilch. A solo diviner can employ shield spell, monster summoning wands, and later animate dead and mordy swords. As a conjurer, you lose identify and all illusion removal spells, which hurts a lot if you go solo. A transmuter can't dispel or breach, an abjurer can't stoneskin or timestop, a necro can not use invisibility/mirror image, mislead, project image shenenigans, illusionist lose finger of death, horrid wilting, an evoker can not use charm, chaos, greater malison etc. All specialists lose something essential for a succesful powergamer mage, while diviners lose next to nothing. Losing the familiar means the loss of a few extra hit points, which can be substitued by good stats, items and vampiric touch, and in the long term, does not hurt as much as the loss of a whole another spell school.
Though I wonder why the game loves giving me AMAZING rolls for my Wizards. My Necromancer has a 99, thanks to an autoroller and an interesting TV show. My Diviner has a 98, and that was just a few clicks away, no autoroller needed.
ah I love doing that
luckily I got a 92 or 93 a few minutes afterwards and that was enough for a secondary character