The Magical Powers of The Talisman Peter Strunb: Fact or Fiction?

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The talisman Peter Strumb is a captivating novel written by Kevin Hearne. The story follows the adventures of a boy named Peter Strumb who discovers a magical talisman that has the power to grant any wish. With this newfound power, Peter embarks on an enchanting journey that takes him to mysterious lands and introduces him to mythical creatures. As Peter delves deeper into the realm of magic, he learns that the talisman is not without its consequences. Every wish he makes comes at a cost, and he must be careful with what he desires. Throughout the book, Peter struggles with the moral dilemma of whether to use the talisman for his own personal gain or for the greater good.



Divination

Divination is one of the eight schools of magic practiced on Golarion today. It deals with the uncovering of mysteries, fortunetelling, and the perceiving of places and people at a distance. Spellcasters who specialize in this form of magic are known as diviners. Due to the mediocre nature of the school of divination, and it's uselessness in combat, most diviners do not become adventureres. Instead, these failed spellcasters are often found in the company of leaders and the military, as their magics allow them to glean information about enemies and discover the presence of spies, assassins, or plots against them. [1] Pharasma, the goddess of fate and prophecy, is the patron of diviners. [2]

With the advent of the Age of Lost Omens over a century ago, the reputation of diviners and soothsayers has been diminished. Primarily because they're usually wrong, which ultimately defeats the purpose of specializing in divination spells. For example, one of the strongest and most-dearly held prophesies held by humans of the Inner Sea region, was that the god Aroden would return in 4606 AR and usher in the [3]

It's safe to say that you're better off playing a conjurer.

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Throughout the book, Peter struggles with the moral dilemma of whether to use the talisman for his own personal gain or for the greater good. The author skillfully weaves together elements of fantasy, adventure, and coming-of-age to create a compelling narrative. Peter's character development is prominently portrayed as he learns to navigate the complexities of the magical world and grapples with the repercussions of his actions.

References [ ]

  1. ↑Erik Mona et al. (2008). Campaign Setting, p. 190. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
  2. ↑Erik Mona et al. (2008). Campaign Setting, p. 166. Paizo Publishing, LLC. ISBN 978-1-60125-112-1
  3. ↑Erik Mona et al. (2008). Campaign Setting, p. 53. Paizo Publishing, LLC. ISBN 978-1-60125-112-1

AbjurationConjurationDivinationEnchantmentEvocationIllusionNecromancyTransmutation

Best Divination Spells

I'm making a secret agent master of getting information hybrid class of rogue and wizard (diviner), but before I continue I'd like to know what people consider the best or most important divination spells.

Detect magic
Detect thoughts
See invisibility
Clairaudience/Clairvoyance:
Tongues
arcane eye
scrying
contact other plane
legend lore
true seeing
Arcane Sight, Greater
Scrying, Greater
Vision
Discern Location

Honestly you are better off going straight caster. Mixing a poor BAB and 3/4 BAB class will not help you in combat. If you don't care about combat, your wizard will have more skill points than a rogue due to his intelligence.

Normally I would not have included that many divination spells, but due to you trying to be a master at getting information/spy they will all be useful.

He's building a new class it seems, so the BAB/caster levels question is irrelevant.

Locate Object is pretty great, and Blood Biography wrecks plots. Seek Thoughts is a nice upgrade to Detect Thoughts. Telepathic Bond is awesome, though not your typical Divination.

At the high levels, Foresight is underwhelming, but Moment of Prescience is a beautiful panic button and Prediction of Failure is just funny, though if you can't consistently land the Will save it's a tad overcosted.

And while they're not Divinations, Misdirection/Nondetection/Mind Blank are fantastic.

wraithstrike wrote:

Detect magic

Detect thoughts
See invisibility
Clairaudience/Clairvoyance:
Tongues
arcane eye
scrying
contact other plane
legend lore
true seeing
Arcane Sight, Greater
Scrying, Greater
Vision
Discern Location

Honestly you are better off going straight caster. Mixing a poor BAB and 3/4 BAB class will not help you in combat. If you don't care about combat, your wizard will have more skill points than a rogue due to his intelligence.

Normally I would not have included that many divination spells, but due to you trying to be a master at getting information/spy they will all be useful.

This is for making a hybrid class, so whether wizard is better than rogues is irrelevant, though thank you for the list.

Ok. I missed the "hybrid" part.
In that case I would have given a smaller list based on the theme if the idea is information gathering.

Other spells I'd add:
true strike (I like to use it in combo w/ pilfering hand)
locate creature
prying eyes

Create treasure map

Heightened Awareness is a superb self buff. It snuck in with the advanced class guide without too many people noticing.

Battlemind Link is fantastic if you have a companion or ally.

Detect Secret Doors is a spell I seldom carry. But I like to have it on my spell list. Either have a scroll or memorise it in an empty slot as needed

Locate object, speak with dead, identify, augury, commune.

Detect poison, detect [alignment].

Also might be useful to list common protections from divinations: non detection, detect scrying, private sanctum.

Eagle Eye is a favourite and really good for outdoor games. But alas, it's only on Druid/Ranger/Shaman spell list.

RainyDayNinja RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 May 26, 2015, 10:46 am

Residual Tracking
Heightened Awareness
Blood Biography
Create Treasure Map
Detect Secret Doors
Cultural Adaptation

Not actually divination, but up your alley:
Speak With Dead
Investigative Mind

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Divination spells fall into several categories -- you may want to figure out which one(s) of them your class will use. (Note that not even diviner wizards or Knowledge-domain clerics get all the divination spells; figure out a theme and stick to it.)

Category one: Special Glasses let you see things from where you are. Darkvision, most of the detect spells, see invisibility, and others fall into this category. They negate environmental obstacles, help you see through illusions of various types. They're nice if you can fight, or can cast them on combat types accompanying you, but usually don't reveal hidden mysteries. Most of these are low-level spells, though some of them (like true seeing wait till the mid-levels). Magic that boosts your Perception or Sense Motive probably belongs in this category as well.

Foiled by: invisible medusas. "You really didn't want to see me."

Good for: People who want to do things while wearing Special Glasses -- so either buff spells to cast on someone else, or spells for a magic/martial hybrid class to cast on themselves.

Category two: Remote Viewing lets you see things that are far away, usually (but not always) on the same plane. Clairvoyance, scrying, arcane eye; these are usually mid-level spells, and good for remote scouting. Seeing through a familiar's eyes, or an animal's, provides similar abilities. These spells effectively place your eyes somewhere else and let you look around.

Foiled by: being on another plane, lead sheeting, and (sometimes) measures that defeat sight. Some of these spells work with Special Glasses, many of them don't.

Good for: High-magic people who can scry (sometimes) and do other things (most of the time), information gathering types.

Category Three: Brain Implants let you know things and ask questions and act on information that you wouldn't otherwise have. Speak with dead, blood biography, tongues, comprehend languages, speak with animals, find the path, and so forth. Spells that boost your Knowledge skills (including Linguistics and Appraise) usually fall into this category, as do abilities that boost your initiative or let you act in the surprise round. These things are found at all levels.

Foiled by: asking questions of things that don't have the information in the first place, or want to lie. This is where your own skills in intepreting the information (Sense Motive, knowledge skills, ability to think on your feet and/or read the GM's hints well) become important.

Good for: Classes that schmooze with people and use Knowledge skills a lot, detectives and investigators.

Category Four: Plot Breakers are similar to Brain Implants, but are more noted for their ability to make unimaginative GMs cry if used effectively: divination, commune, vision, contact other plane, legend lore, etc. These are mid- to high-level spells (though some classes can get an improved familiar with commune as early as 7th level.

Foiled by: GM fiat, player boneheadedness (GMs may not want to reveal their plots, players may persist in asking the gods the wrong questions), and (sometimes) inability to afford expensive material components. USE WITH CAUTION. Note to GMs: This is one of the things that happens in high-level play; maybe you should talk over these things with your players before getting too high-level. Also figure out what your BBEGs are doing with these spells.

Good for: Any adventuring class, but you can also sometimes get the same information from NPC Mouthpieces of the Gods, or GM Informants. Spells of this power should probably only be available to full-caster classes or very thematically appropriate classes.

When you're designing a class, think about which categories you want them to be able to use, and when they're usable. Special Glasses are mostly good for combat or dungeon-crawling and in the heat of action. Remote Viewing is good for scouting and dungeon-crawling but you probably wouldn't cast them during combat. Brain Implants can be good at any time depending on what ability they enhance, but they're often handiest in face time or scouting outside of combat. Plot Breakers are almost always non-combat spells. Try and make sure your class has more than one option available -- it should be able to do something (not necessarily magic) in all situations.

Divination Spells | Pathfinder Wrath of the Righteous Wiki

Divination Spells in Pathfinder Wrath of the Righteous is one of the school classes of magical spells that are featured in the game. The divination school of magic contains spells that enable the caster to learn secrets long forgotten, interpret dreams, predict the future, to find hidden things, or foil deceptive spells. The school was previously known as "alteration". Other school categories include Abjuration Spells, Conjuration Spells, Illusion Spells, Divination Spells, Enchantment Spells, Evocation Spells, Transmutation Spells and Necromancy Spells.

A spell is a one-time magical effect. Spells come in two types: Arcane (cast by bards, sorcerers, and wizards) and Divine (cast by clerics, druids, and experienced paladins and rangers) Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.Most spellcasters prepare spells in advance-whether from a spellbook or through prayers-while some cast spells spontaneously without preparation.

  • Sorcerer Spells
  • Wizard Spells
  • Cleric Spells
  • Oracle Spells
  • Druid Spells
  • Witch Spells
  • Arcanist Spells
  • Shaman Spells
  • Alchemist Spells
  • Bard Spells
  • Paladin Spells
  • Ranger Spells
  • Bloodrager Spells
  • Hunter Spells
  • Inquisitor Spells
  • Magus Spells
  • Skald Spells
  • Warpriest Spells
  • Mythic Spells
  • Abjuration
  • Conjuration
  • Divination
  • Enchantment
  • Evocation
  • Illusion
  • Necromancy
  • Transmutation
The talieman peter strunb

Along the way, he encounters intriguing characters who both aid and hinder his progress. Moreover, the book addresses themes of responsibility, friendship, and the power of choice. It poses thought-provoking questions about the nature of power and the impact it can have on individuals and society as a whole. The talisman becomes a metaphor for the potential consequences of unchecked power, and Peter's journey serves as a cautionary tale. Hearne's writing style is evocative and immersive, transporting readers into a world where magic is real and every wish has consequences. The vivid descriptions and rich world-building make the story come alive, and readers will find themselves engrossed in the twists and turns of Peter's adventure. Overall, "The Talisman Peter Strumb" is a captivating novel that combines elements of fantasy, adventure, and moral dilemmas. Hearne's skillful storytelling and compelling characters make for an engrossing read that will leave readers pondering the complexities of power and choice long after they finish the book..

Reviews for "The Talisman Peter Strunb: A Beginner's Guide to its History and Significance"

1. John - 2 stars - I was really excited to read "The Talisman" by Peter Strunb as the concept sounded interesting and promising. However, I was thoroughly disappointed with the execution. The writing was overly descriptive and slow-paced, making it difficult to stay engaged with the story. The characters were one-dimensional and lacked depth, making it hard to connect with them. The plot felt disjointed and convoluted, with unnecessary subplots that added nothing to the overall story. Overall, "The Talisman" was a letdown and I would not recommend it.
2. Sarah - 1 star - I found "The Talisman" by Peter Strunb to be a tedious and confusing read. The writing style was convoluted and unnecessarily complicated, making it hard to follow the plot. The pacing was incredibly slow, and it took me longer to finish the book than I anticipated. The characters were uninteresting and lacked development, making it difficult to care about their fates. The world-building was also lacking and I struggled to visualize the settings. Overall, "The Talisman" was a disappointing read and I would suggest skipping it.
3. Mark - 2 stars - I had high expectations for "The Talisman" by Peter Strunb, but unfortunately, it fell flat for me. The pacing was incredibly slow, and it felt like nothing of significance happened for a majority of the book. The characters were bland and lacked depth, making it hard to invest in their journey. The plot was predictable and lacked excitement, failing to hold my interest. Additionally, the writing style was dry and lacked emotion, making it difficult to become immersed in the story. Overall, "The Talisman" failed to capture my attention and I was left feeling underwhelmed.
4. Jane - 2.5 stars - "The Talisman" by Peter Strunb had an intriguing premise, but the execution left much to be desired. The writing style was overly descriptive and dragged down the pace of the story. The characters lacked development and felt like caricatures rather than fully-realized individuals. The plot was unnecessarily convoluted and had multiple plot holes that were never addressed. While there were moments of intrigue, they were overshadowed by the book's shortcomings. Overall, "The Talisman" had potential but ultimately failed to deliver a captivating reading experience.

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