I'm likely going to start playing a Divination Wizard in Adventurers League and was wondering if anyone had some fun backstory ideas for a wizard like that. I have a few ideas but not much right now.
My +1 book will be Xanathar's because Mind Spike with a Divination Wizard seems like a no brainer. There are also not that many divination spells and even fewer combat divination spells so I feel like this is important. Any other tips or tricks for this guy?
Abuse those portent + save-or-suck combos, of course. Especially hold person, hypno pattern and later banishment. If you don't get counterspelled or they don't have legendary resistances you just hosed a fight.
Another later game spell you might be able to abuse more than most is Magic Jar. Its a Charisma save if the foe you're possessing dies unexpectedly; this is a kind of save most wizards can't make all that reliably: that you can.
Heres a few character concepts you can morph into a back story.....
Concept 1: The Magical Encyclopaedia. The Encyclopaedia is a repository of magic information both fantastical and mundane. They seek to catalogue every spell, every ingredient, and every type of magic user. They are studious but easily excitable if they see a spell or magical effect they've not encountered before. They are more likely to want to question a magic user or magical creature than kill it. Background wise, Encyclopaedia's are almost exclusively Sages although some Charlatans to take up the mantle and use their knowledge for slightly more nefarious means. Skill wise, Encyclopaedia's seek to master Arcana and Religion first but then delve into any skill that will aid in their goal of cataloguing magic. Nature is common for identifying magical components or plant based creatures and charisma based skills are also utilised to better weed information out of other spell casters. Spell Wise, Encyclopaedia's are prolific users of the spells Detect Magic and Identify. Their desire to catalogue and know all magic spells, effects and components leads them to also make use of Detect Thoughts on a regular basis. They mainly choose spells from the Divination school but keep a few favoured spells from other schools of magic for special occasions. Advancement wise, It is not uncommon for Encyclopaedia's to remain as a studious Wizard but some times they do get tempted into other spell casting classes and more than one Encyclopaedia as succumbed to the temptation of otherworldly powers and become a warlock. Equipment wise, Encyclopaedia's carry many note books, reams of parchment and vials of ink and quills to make sure they always have something on hand to make notes of any magic they encounter. Weapons are usually a minor thought for them as they rely on their magical knowledge to solve any problem.
*****
Concept 2: All Seeing Eye. A crystal ball, some soft spoken arcane worlds, these are the tools of the All Seeing Eye. They use Divination magic to see the places, things and thoughts that other wish to keep hidden. Background wise, most, but not all, All Seeing Eyes come from Acolyte, Guild Artisan and Sage back grounds. The one common thread is some sense that other people are hiding things on purpose from them, this combination of paranoia and jealousy drives the All Seeing Eye. Skill wise, they focus on Insight and Investigation to seek out places and peoples motivations. Spell wise, they utilise spells such as Clairvoyance and Arcane Eye and are keen users of Familiars and spend a portion of each day seeing the world through their familiars eyes, usually to aid in information gathering, it is for this reason many choose familiars capable of flight and with good perception skills, although they try to use critters that are common in the area or small enough to not draw much notice. Combat is not their forte, although they may keep a few destructive spells they usually employ more covert magic. Advancement wise, of all wizards that study Divination, the All Seeing Eye is the most likely to get seduced by otherworldly patrons and become a warlock, some times the promise of hidden knowledge is just to hard to resist. Although many find work amongst the criminal underworld, few take up the Rogue lifestyle, but those that do usually become Thieves. Equipment wise, All Seeing eyes try to look like common folk as much as possible in order to blend in. They do however maintain one or more arcane focus' in the form of orbs as well as maintaining any special components their divination spells may require.
*****
Concept 3: Mindflayer. The Mindflayer's take their name from the fabled creature. They excel in attacking peoples minds and specialise with those spells that deal Psychic damage or cause emotional effects. Their abilities tend to give other people weird vibes and Mindflayer's can certainly appear slightly unhinged even if they are not. Backgrounds wise, Mindflayer's study rigorously and are almost all Sages. Alignments vary across the spectrum. Skill wise, Mindflayer's train in Arcana and any skills that peak their interest but mainly reserve their free time to perfecting new ways to attacks peoples minds. Spell Wise, Mindflayer's are prodigious users of Mind Spike, Phantasmal Force, Phantasmal Killer and Shadow Blade. Many have been known to study with Bards in some fashion to obtain the Vicious Mockery Cantrip. Other spells are limited to those that help keep some distance between the Mindflayer and their enemies. Advancement wise, those Mindflayer's that train in Bardic traditions usually join the college of whispers. A few do succumb to the subtle whispers of Otherwordly patrons becoming devoted warlocks to Great Old Ones and Fey but few bond with Fiends. 60 Equipment wise, Mindflayer's tend to wear fairly ostentatious apparel and use arcane spell focus' in the form of crystals which they find help manipulate the psychic energies they use and it is not uncommon of them to have such crystal worked into a circlet or have some additional crystals worked or sewn into their clothing. Mindflayer's are particularly sure of their magical prowess and seldom find the need to carry non-magical weapons and many would deem it a failure on their part if they had to resort to using a physical weapon.
*****
Concept 4: The Prophet. Prophets use magical divination to contact and disseminate the will and messages of creature and entities from other planes of existence. As they use arcane magic to obtain these messages and ideals, Prophets can be viewed as heretics by some Clerics and as raving lunatics by the public. Background wise, Prophets come from all backgrounds, many having had some period or spontaneous moment of enlightenment and are found in greater numbers amongst Hermits, Charlatans, Acolyte and Sages. Their moral compasses also vary wilding and are usually governed by what entities the Prophet believes they have been speaking with. Skill wise, Arcana and Religion are widely practiced and Prophets usually have some skill with most Intelligence or Wisdom based skills. Spell wise, Prophets use spells that predict the future from True Strike through to Augury and Divination to Contact Other Plane. They also use spells to contact minor spirits or entities to help find things with spells such as Locate object and Locate Creature and Prophets may claim that a spirit is translating what others say when they use Comprehend Languages or Tongues. They keep some direct damage spells on hand but try to stay out of conflict where possible. Advancement wise, most will stay solely wizard in their career but those Prophets who manage to convince others that the messages they are relaying are from a God or other celestial entity may become Clerics or even Paladins. It is also possible that the voices and messages they hear are more dangerous and may actually come from Otherworldly Patrons. Equipment wise, Prophets vary wildly some resemble homeless lunatics that wander from town to town begging for scraps of food and using rune stones or inscribed bones to cast their divinations, others are richly adorned and highly educated and use highly ornate arcane foci and crystal balls.
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* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
Mind Spike is a no brainer. In all honesty, when you are attacking 1 creature who is not resistant or immune to psychic damage, and you are above level 6, use mind spike. Upcast if necessary. For AOE spells, sure, but when you are only able to attack one, use mind spike. Regaining spell slots is a phenomenal feature, and will greatly increase the lasting power of your wizard. Also: Take Lucky if you can, it is basically a worse portent but you have more of them.
Part of a wandering carnival, using portents to foretell the future of patrons. Perhaps they also rigged the carnival games...since they knew exactly how they'd turn out. Arcane Focus could be a deck of Tarot Cards or Crystal Ball (small one).
Background: Hermit
Perhaps you were once a student at a wizard academy, but you were plagued by apocalyptic visions. You saw the futures of everyone around you, and it was too much to handle. So...you escaped into the wilds, and became a hermit. Everything was calm, for a while...but without people, you were instead given a glimpse of some grand event that might affect the world itself.
The "Hermit" background feature let's your DM determine what this vision may have been.
Background: Soldier
A provider of arcane artillery, your magic is useful...but your knowledge of military strategy is what makes you an asset. Something of a tactician, you coordinated countless assaults with your soldiers...and your divination "portents" are what helped succeed even the most impossible of missions.
However, your last mission ended in catastrophic failure, with most of your squad killed in battle. It had been your decision which led to their deaths...all because you thought you had foretold victory. Disgraced, you've become an adventurer, hoping that you may still do some good.
Some really awesome ideas! I might steal some of them.
I have this idea where the wizard divines his way through life but eventually misses something vitally important and screws up something badly. He casts a wish spell to try to fix it and wakes up a young wizard again back where he started out his adventuring life some 60 years earlier. He's not actually sure it all happened or if it was some odd reaction to his experimenting with divination magic. Either way, he seems to be one step ahead of everyone else. He generally can't remember everything right away but it often comes back to him right in the nick of time. It did take its toll on him however and he sometimes gets confused about when he is. Sometimes he acts like a really old guy because he forgets that he's not.
I love the idea of him constantly saying things like, "Oooooh yeah! I remember that!" Whenever he's surprised he'll say something like, "wait a second that's not how it happened," or "geez, how could I forget that?!" After finishing an adventure, "I told you it would be fun!" When he meets someone he might say "good to see you again." When he meets a new adventuring buddy he'll say something like, "I've missed you!"
I don't want to get too bogged down in specifics but I really like this general idea. I think I'm going to pick the folk hero background but not really for any specific reason. I just like it. It would be nice to incorporate it somehow though.
Some really awesome ideas! I might steal some of them.
I have this idea where the wizard divines his way through life but eventually misses something vitally important and screws up something badly. He casts a wish spell to try to fix it and wakes up a young wizard again back where he started out his adventuring life some 60 years earlier. He's not actually sure it all happened or if it was some odd reaction to his experimenting with divination magic. Either way, he seems to be one step ahead of everyone else. He generally can't remember everything right away but it often comes back to him right in the nick of time. It did take its toll on him however and he sometimes gets confused about when he is. Sometimes he acts like a really old guy because he forgets that he's not.
I love the idea of him constantly saying things like, "Oooooh yeah! I remember that!" Whenever he's surprised he'll say something like, "wait a second that's not how it happened," or "geez, how could I forget that?!" After finishing an adventure, "I told you it would be fun!" When he meets someone he might say "good to see you again." When he meets a new adventuring buddy he'll say something like, "I've missed you!"
I don't want to get too bogged down in specifics but I really like this general idea. I think I'm going to pick the folk hero background but not really for any specific reason. I just like it. It would be nice to incorporate it somehow though.
What do you think?
That's a pretty fun idea for roleplaying.
It also sounds a bit like multiverse theory...this idea that every time you use portents, you create an alternative reality where the opposite choice happened...all because you tampered with it.
Your "visions" could be explained as picking up the memories of all those alternate timelines.
Keep in mind that Mind Spike is a concentration spell, so you can’t fire it off while you’re keeping other spells running. Otherwise, yeah, it’s a great spell for Divination wizards, and as a bonus it’s one of the few spells with no verbal component, so it can be cast while silenced.
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Hello Wizards,
I'm likely going to start playing a Divination Wizard in Adventurers League and was wondering if anyone had some fun backstory ideas for a wizard like that. I have a few ideas but not much right now.
My +1 book will be Xanathar's because Mind Spike with a Divination Wizard seems like a no brainer. There are also not that many divination spells and even fewer combat divination spells so I feel like this is important. Any other tips or tricks for this guy?
Thanks in advance!
Abuse those portent + save-or-suck combos, of course. Especially hold person, hypno pattern and later banishment. If you don't get counterspelled or they don't have legendary resistances you just hosed a fight.
Another later game spell you might be able to abuse more than most is Magic Jar. Its a Charisma save if the foe you're possessing dies unexpectedly; this is a kind of save most wizards can't make all that reliably: that you can.
Heres a few character concepts you can morph into a back story.....
Concept 1: The Magical Encyclopaedia.
The Encyclopaedia is a repository of magic information both fantastical and mundane. They seek to catalogue every spell, every ingredient, and every type of magic user. They are studious but easily excitable if they see a spell or magical effect they've not encountered before. They are more likely to want to question a magic user or magical creature than kill it.
Background wise, Encyclopaedia's are almost exclusively Sages although some Charlatans to take up the mantle and use their knowledge for slightly more nefarious means.
Skill wise, Encyclopaedia's seek to master Arcana and Religion first but then delve into any skill that will aid in their goal of cataloguing magic. Nature is common for identifying magical components or plant based creatures and charisma based skills are also utilised to better weed information out of other spell casters.
Spell Wise, Encyclopaedia's are prolific users of the spells Detect Magic and Identify. Their desire to catalogue and know all magic spells, effects and components leads them to also make use of Detect Thoughts on a regular basis. They mainly choose spells from the Divination school but keep a few favoured spells from other schools of magic for special occasions.
Advancement wise, It is not uncommon for Encyclopaedia's to remain as a studious Wizard but some times they do get tempted into other spell casting classes and more than one Encyclopaedia as succumbed to the temptation of otherworldly powers and become a warlock.
Equipment wise, Encyclopaedia's carry many note books, reams of parchment and vials of ink and quills to make sure they always have something on hand to make notes of any magic they encounter. Weapons are usually a minor thought for them as they rely on their magical knowledge to solve any problem.
*****
Concept 2: All Seeing Eye.
A crystal ball, some soft spoken arcane worlds, these are the tools of the All Seeing Eye. They use Divination magic to see the places, things and thoughts that other wish to keep hidden.
Background wise, most, but not all, All Seeing Eyes come from Acolyte, Guild Artisan and Sage back grounds. The one common thread is some sense that other people are hiding things on purpose from them, this combination of paranoia and jealousy drives the All Seeing Eye.
Skill wise, they focus on Insight and Investigation to seek out places and peoples motivations.
Spell wise, they utilise spells such as Clairvoyance and Arcane Eye and are keen users of Familiars and spend a portion of each day seeing the world through their familiars eyes, usually to aid in information gathering, it is for this reason many choose familiars capable of flight and with good perception skills, although they try to use critters that are common in the area or small enough to not draw much notice. Combat is not their forte, although they may keep a few destructive spells they usually employ more covert magic.
Advancement wise, of all wizards that study Divination, the All Seeing Eye is the most likely to get seduced by otherworldly patrons and become a warlock, some times the promise of hidden knowledge is just to hard to resist. Although many find work amongst the criminal underworld, few take up the Rogue lifestyle, but those that do usually become Thieves.
Equipment wise, All Seeing eyes try to look like common folk as much as possible in order to blend in. They do however maintain one or more arcane focus' in the form of orbs as well as maintaining any special components their divination spells may require.
*****
Concept 3: Mindflayer.
The Mindflayer's take their name from the fabled creature. They excel in attacking peoples minds and specialise with those spells that deal Psychic damage or cause emotional effects. Their abilities tend to give other people weird vibes and Mindflayer's can certainly appear slightly unhinged even if they are not.
Backgrounds wise, Mindflayer's study rigorously and are almost all Sages. Alignments vary across the spectrum.
Skill wise, Mindflayer's train in Arcana and any skills that peak their interest but mainly reserve their free time to perfecting new ways to attacks peoples minds.
Spell Wise, Mindflayer's are prodigious users of Mind Spike, Phantasmal Force, Phantasmal Killer and Shadow Blade. Many have been known to study with Bards in some fashion to obtain the Vicious Mockery Cantrip. Other spells are limited to those that help keep some distance between the Mindflayer and their enemies.
Advancement wise, those Mindflayer's that train in Bardic traditions usually join the college of whispers. A few do succumb to the subtle whispers of Otherwordly patrons becoming devoted warlocks to Great Old Ones and Fey but few bond with Fiends.
60
Equipment wise, Mindflayer's tend to wear fairly ostentatious apparel and use arcane spell focus' in the form of crystals which they find help manipulate the psychic energies they use and it is not uncommon of them to have such crystal worked into a circlet or have some additional crystals worked or sewn into their clothing. Mindflayer's are particularly sure of their magical prowess and seldom find the need to carry non-magical weapons and many would deem it a failure on their part if they had to resort to using a physical weapon.
*****
Concept 4: The Prophet.
Prophets use magical divination to contact and disseminate the will and messages of creature and entities from other planes of existence. As they use arcane magic to obtain these messages and ideals, Prophets can be viewed as heretics by some Clerics and as raving lunatics by the public.
Background wise, Prophets come from all backgrounds, many having had some period or spontaneous moment of enlightenment and are found in greater numbers amongst Hermits, Charlatans, Acolyte and Sages. Their moral compasses also vary wilding and are usually governed by what entities the Prophet believes they have been speaking with.
Skill wise, Arcana and Religion are widely practiced and Prophets usually have some skill with most Intelligence or Wisdom based skills.
Spell wise, Prophets use spells that predict the future from True Strike through to Augury and Divination to Contact Other Plane.
They also use spells to contact minor spirits or entities to help find things with spells such as Locate object and Locate Creature and Prophets may claim that a spirit is translating what others say when they use Comprehend Languages or Tongues. They keep some direct damage spells on hand but try to stay out of conflict where possible.
Advancement wise, most will stay solely wizard in their career but those Prophets who manage to convince others that the messages they are relaying are from a God or other celestial entity may become Clerics or even Paladins. It is also possible that the voices and messages they hear are more dangerous and may actually come from Otherworldly Patrons.
Equipment wise, Prophets vary wildly some resemble homeless lunatics that wander from town to town begging for scraps of food and using rune stones or inscribed bones to cast their divinations, others are richly adorned and highly educated and use highly ornate arcane foci and crystal balls.
Mind Spike is a no brainer. In all honesty, when you are attacking 1 creature who is not resistant or immune to psychic damage, and you are above level 6, use mind spike. Upcast if necessary. For AOE spells, sure, but when you are only able to attack one, use mind spike. Regaining spell slots is a phenomenal feature, and will greatly increase the lasting power of your wizard. Also: Take Lucky if you can, it is basically a worse portent but you have more of them.
Background: Entertainer (Fortune Teller)
Part of a wandering carnival, using portents to foretell the future of patrons. Perhaps they also rigged the carnival games...since they knew exactly how they'd turn out. Arcane Focus could be a deck of Tarot Cards or Crystal Ball (small one).
Background: Hermit
Perhaps you were once a student at a wizard academy, but you were plagued by apocalyptic visions. You saw the futures of everyone around you, and it was too much to handle. So...you escaped into the wilds, and became a hermit. Everything was calm, for a while...but without people, you were instead given a glimpse of some grand event that might affect the world itself.
The "Hermit" background feature let's your DM determine what this vision may have been.
Background: Soldier
A provider of arcane artillery, your magic is useful...but your knowledge of military strategy is what makes you an asset. Something of a tactician, you coordinated countless assaults with your soldiers...and your divination "portents" are what helped succeed even the most impossible of missions.
However, your last mission ended in catastrophic failure, with most of your squad killed in battle. It had been your decision which led to their deaths...all because you thought you had foretold victory. Disgraced, you've become an adventurer, hoping that you may still do some good.
Some really awesome ideas! I might steal some of them.
I have this idea where the wizard divines his way through life but eventually misses something vitally important and screws up something badly. He casts a wish spell to try to fix it and wakes up a young wizard again back where he started out his adventuring life some 60 years earlier. He's not actually sure it all happened or if it was some odd reaction to his experimenting with divination magic. Either way, he seems to be one step ahead of everyone else. He generally can't remember everything right away but it often comes back to him right in the nick of time. It did take its toll on him however and he sometimes gets confused about when he is. Sometimes he acts like a really old guy because he forgets that he's not.
I love the idea of him constantly saying things like, "Oooooh yeah! I remember that!" Whenever he's surprised he'll say something like, "wait a second that's not how it happened," or "geez, how could I forget that?!" After finishing an adventure, "I told you it would be fun!" When he meets someone he might say "good to see you again." When he meets a new adventuring buddy he'll say something like, "I've missed you!"
I don't want to get too bogged down in specifics but I really like this general idea. I think I'm going to pick the folk hero background but not really for any specific reason. I just like it. It would be nice to incorporate it somehow though.
What do you think?
That's a pretty fun idea for roleplaying.
It also sounds a bit like multiverse theory...this idea that every time you use portents, you create an alternative reality where the opposite choice happened...all because you tampered with it.
Your "visions" could be explained as picking up the memories of all those alternate timelines.
Keep in mind that Mind Spike is a concentration spell, so you can’t fire it off while you’re keeping other spells running. Otherwise, yeah, it’s a great spell for Divination wizards, and as a bonus it’s one of the few spells with no verbal component, so it can be cast while silenced.