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

This is the opposition/prohibited school for when you choose Necromancy. Divination's opposition school is Illusion.

For a list of all spells which are of the school of Divination, see: Category:Divination spells.

Gameplay Notes[edit | edit source]

The spells most useful in this school, which can seriously hurt an unprepared wizard, are See Invisibility and True Seeing, both staple ways of getting around NWN(2)'s poor hiding and invisibility engine.

There is the Power Word range of spells and Assay Resistance and Feeblemind for some hostile attacks.

Defensively, there is basically Premonition, the highest of the Stoneskin spell range, although only castable on the caster, and also, for some reason, is overcome by adamantine-based weapons the same as Stoneskin. Although Shades, a 9th level Illusion spell also grants Premonition's protective features and more.

And there are several utility spells - Detect Undead, True Strike and spells to increase Lore (Identify...) and other skills (Clairaudience/Clairvoyance...).

This is possibly the worst spell school to take for Spell Focus, due to its lack of spells which require a spell save.

3.5E Notes[edit | edit source]

This school is meant to be based on spying, crystal-ball like checking of places and detecting things, like magic, or secret doors. The school was, for NWN(2) turned into one with much less power, and a much more limited set of spells then any other (with a few additions made to fill the ranks). Even the Power Word range of spells were moved from Enchantment to Divination because of the lack of any real spells in this school!

There is no scrying or ways to check other areas in NWN2.

Subschools[edit | edit source]

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