Divination on a bard

Suppose a bard uses Magical Secrets to take the spell Divination:

Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days

Who or what being would they be asking? If they are a believer in a god then I assume the given god, however, how/who would an agnostic/atheist type bard contact?

looking for a way to protect myself against divination with the least amount of ressources

I am a fairly high-level wizard. I could learn mind blank or nondetection, or use an amulet of protection against detection and location, But 8th level slots are too valuable, burning 25gp every day is annoying, and I don’t want to use an attunement slot on this. Is there anything that I can do? I was thinking of using the simulacrum of a monster or summoning and binding an outsider with the right ability, but the simulacrum ability would have to be at-will or not be a spell because simulacrums don’t get spells back, and the summoned outsider must be cr 9 or less. Is there anything in the monster manual that would fit? Or any other solution I could use?

Is this homebrew spell for speaking with the dead balanced when compared to other divination and necromancy spells?

How balanced is the below spell I’ve created when compared to other divination or necromancy spells? Is it at the right spell level? Is it the right amount of damage/status effects?

When creating this spell, I was thinking of Contact Other Plane, Speak with Dead and Dream, and wanted to create an intersection between the three of them. The intention was to create a way to speak with long-dead, or missing, creatures, in an attempt to get information from them, with a high cost and a risk of getting hurt if you don’t approach them in the right way.

The issues I’ve had with this spell is defining the summoned spirit in a satisfying way, as well as balancing the potential risks and damage you could get from this spell. Wording as a whole has been difficult for the spell.

A Dream of Endless Nights
6th level Necromancy (Ritual)
V/S/M (7 specially crafted black candles worth 50 gp each, which the spell consumes, and 7 humanoid skulls)
Casting time: 1 minute
Duration: 1 hour
Target: Self
Wizard/Warlock/Cleric

You call on dark powers to let you speak to those long gone. When you finish casting the spell, you may speak the name of a creature that is dead. If the soul of the named creature is not free, the spell fails.
For the duration, you fall into a trance, and create a dream like environment that you can freely shape. A spirit of the creature forms in this environment. While in the trance, you are aware of your surroundings, but can’t take actions or move.
The spirit is under no compulsion to answer you or to be truthful, and depending on its demeanour may be actively hostile to you.
While this spell is active, every 10 minutes you must make a Constitution Saving throw of DC 15, or take 4d6 necrotic damage as the spell steals your life essence. If the spirit is hostile to you, it can choose to force you to make this save every minute. If you fail this save, your hit point maximum is reduced by the same amount, and you gain a level of exhaustion. The reduction to your hit point maximum goes away when you next finish a long rest, and if your maximum hit points are reduced to zero by this spell then you die.
You can end the trance and the spell by concentrating for 1 minute, after which the spell ends. Once a spirit has been summoned in this way, it cannot be targeted by this spell for a year and a day.

A good answer would compare this spell to existing divination or necromancy spells.

Spell Mastery + Mind Spike + Expert Divination [closed]

So, I was planning on making a divination wizard build but something dawned on me. Could I technically cast infinite level 1 spells, by choosing Mind spike as a spell mastery and have Expert divination

Spell mastery: (Level 18) Choose a level 1 and Level 2 spell. I can cast this at the lowest level without expending a slot. This allows you to cast a level 1 spell and level 2 spells as many times as you want

This means i can just spam mind spike. But there’s more. If you read expert divination-

Expert divination: When you use a level 2 or above divination spell, you regain a spell slot of a spell lower than that level

With Mind Strike being a Divination spell, it works with Expert Divination. It also does a 3d8 damage (though it does require concentration which sucks)

So technically, couldn’t i just spam mind spike, while continuously regaining first level spells? I dont think i’ll do this in the campaign because if this technically works, it is pretty broken, as i’ll be able to spam a first level spell (like shield for example) or if i multiclass into Cleric, be able to spam Cure wounds forever if I use Mind spike each turn (which is crazy) or other spells using the first level spell slot. Though i do want to know if this is possible, and i haven’t been able to find a question / research based on this

ASI or War Caster for first feat? (Divination Wizard 4/Knowledge Cleric 1)

My rock gnome divination wizard recently leveled up to level 5 and I can choose between taking a feat and an ASI (I have a 1-level dip into knowledge cleric). I’m mostly looking to play a controller/debuffer in battle, so I’m a bit stuck since my spells require concentration (which War Caster helps with) but my save DC depends on intelligence.

Due to multiclassing requirements, my stats are a bit weird: 8 Str, 14 Dex, 14 Con, 17 Int, 13 Wis, and 9 Cha

So, should I go for an ASI or for War Caster (or maybe another feat like Resilient (Con) or Lucky)?

Thanks!

Can a Divination wizard in the Border Ethereal use the Portent feature to influence rolls of creatures on the Material Plane?

A particular School of Divination wizard is native to the Ethereal Plane (he was created by a wish spell replicating simulacrum cast on that plane).

While this wizard is in the Border Ethereal, can he use his Portent feature to affect the rolls of creatures on the Material Plane?

How can gambling work in a world where magical divination is possible?

In a DnD 3.5 universe, could a spell such as Divination or Commune allow the caster to cheat at betting on sporting events? (For example, by asking a question like “Will Stan Stormbow win in this gladitorial match”).

Is there any in-universe way around this, such as a abjuration that could be cast on the arena to prevent such divinations?

Using Divination Spells for Droskar’s Guiding Ring

Here is the description of Droskar’s Guiding Ring:

This gold ring is misshapen and uncomfortable to wear for long periods of time; inscribed on it is a crude symbol of a fire burning under an arch. Once per day, the wearer may use charm person. If Droskar is the wearer’s patron deity, any time the wearer crafts a magic item, she may choose to pay half of the item’s construction cost instead of the full cost. The wearer spends time working on the item normally, but at the time of completion there is a 50% chance that the item turns out nonmagical and worthless. For example, if creating a magic bracer that normally costs 1,000 gp to craft, the wearer may craft it for only 500 gp, but there is a 50% chance the wearer’s shortcuts and cheap materials result in a valueless, nonfunctional item.

The description of Divination:

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.

As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

The description of Augury:

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

  • Weal (if the action will probably bring good results).
  • Woe (for bad results).
  • Weal and woe (for both).
  • Nothing (for actions that don’t have especially good or bad results).

If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting.

Could one use Augury or Divination to predict the result of Droskar’s Guiding Ring, allowing an almost 100% success rate with it?*

*Especially if you use something like Messenger of Fate to get a 100 percent success rate with your divination spells.

Can Rainbow Servant be combined with Versatile Spellcaster and Spontaneous Divination to cast all Cleric spells spontaneously?

A ridiculous idea has occurred to me and I’m looking to verify if really works. Consider the following build:

  • Wizard 5/Rainbow Servant 10 (a class from Complete Divine)
  • At Wizard 5, take Spontaneous Divination from Complete Champion so that you qualify for Versatile Spellcaster from Races of the Dragon.
  • Take Versatile Spellcaster at some point.
  • At Rainbow Servant 10, you gain access to the entire Cleric spell list.
  • Put together, Versatile Spellcaster and Rainbow Servant 10 should let a Wizard cast spontaneously from the entire Cleric spell list.

This gives me two questions, the first as a focus and the second as a supplemental:

  1. Does this actually work? My first objection is that I’m not quite sure if the Wizard automatically knows all of the Cleric spells at Rainbow Servant 10. If you have to record them in your spellbook, you’ll soon run out of gold.
  2. If this does work, can the "powerful non-Diviner spellcaster class that can also cast spontaneously from the entire Cleric spell list" idea be done better? The term "Rainbow Warake" seems to be in my memory.