D&D 3E/3.5 Best Wizard School Specialization in 3.5?

Best wizard school specialization in 3.5?

  • Abjuration

    Votes: 6 4.4%
  • Conjuration

    Votes: 33 24.1%
  • Divination

    Votes: 58 42.3%
  • Enchantment

    Votes: 3 2.2%
  • Evocation

    Votes: 13 9.5%
  • Illusion

    Votes: 3 2.2%
  • Necromancy

    Votes: 6 4.4%
  • Transmutation

    Votes: 15 10.9%

kwiqsilver

First Post
If you don't mind doing things that could be considered evil (like possessing a barbarian to get a fast powerful body to play around with, so you don't risk your own, or implicate yourself in any crimes), Necromancy can be fiendishly powerful. Add a PrC like Shadow Adept, and you get some very high save DCs. For prohibited schools, I'd suggest Evocation and Transmutation: your ability with both is reduced if you take the shadow weave path (in exchange for greater abilities with Necromancy, Illusion, and Enchantment). You can make up for the damage spells with the Necromancy spells, Shadow Evocation (at enhanced DCs as a shadow adept), and Conjuration spells. I can get by without Transmutation, since Teleport is now Conjuration, and you can get magic items for flying, shapeshifting, or any of the other useful Transmutation abilities.
 

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Hypersmurf

Moderatarrrrh...
Pax said:
Yes, this means you CAN Quicken them!

Of course, you could Quicken Summon Monster in 3E anyway :) 3.5 took that option away...

IOW, you can trade in all those low level spells, for more HIGH-level spells!

Are you still limited to a given number of (say) 3rd level spells prepared at any one time?

For example, if you have three 3rd level spell slots, and you've still got three 3rd level spells prepared, can you swap out those 1st and 2nd level spells for two more 3rd level spells? Or can you not do that until you have cast at least two 3rd level spells (emptying out those slots)?

-Hyp.
 

Pax

Banned
Banned
Hyp, the ability doesn't specify - but the entire process only takes one minute per spell level "dropped", anyway.
 

Hypersmurf

Moderatarrrrh...
Pax said:
Hyp, the ability doesn't specify - but the entire process only takes one minute per spell level "dropped", anyway.

Well, sure, but there's quite a difference between preparing three fireballs and then swapping a few 1st and 2nd level spells for more fireballs first thing in the morning, before you start the combat with the white dragon...

... and having to take nine minutes in the middle of that combat to swap them out once you've cast your normal three.

-Hyp.
 

Diirk

First Post
I'd have to disagree with divination. Once you get access to permanency especially, there's just no reason to keep alot of those handy low level spells like see invis, arcane sight etc memorized. Identify you don't particularly need in the middle of an adventure either.

All in all, in the style of campaign I play my picks for (core) divination spells would be like...

1st: Identify. Maybe.
2nd: None, permanencied see invis.
3rd: None, permanencied arcane sight.
4th: None usually.. scry occasionally for a particular purpose.
5th: Telepathic bond might be handy.
6th: True Seeing , good spell finally !
7th: um... nothing really great here either. Greater scrying I guess.
8th: Moment of Prescience
9th: Foresight

It doesn't seem worth it to me... compare it to something like transmutation where there's always handy spells you want memorized... enlarge person, feather fall, haste, knock, polymorph, baleful polymorph, disintegrate, flesh to stone, ethereal jaunt, reverse gravity, and basically all the 8th/9th level spells... especially time stop.

Divination probably gets alot better with splat books
 
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Diirk said:
I'd have to disagree with divination. Once you get access to permanency especially, there's just no reason to keep alot of those handy low level spells like see invis, arcane sight etc memorized. Identify you don't particularly need in the middle of an adventure either.

I disagree with this statement, but that's mainy because I don't see permanency used very often. Spending XP for something that's tossed away with a single dispel magic just never seemed to appeal to me or any of the people I play with. YMMV.

And, of course, when you don't have any of those spells permanently, it can become pretty important to have them ready in case you need them. Walking around a dungeon without at least one person able to see invisible stuff is just asking for an ambush.
 

atra2

Explorer
No good divinations? Here's several!

You have got to be kidding me. Let's try it the powergamer way:

1) True Strike
2) Detect Thoughts (effectively Detect Enemies)
3) Clairvoyance (Spot checks for Long Range spells at 600+ ft suck. -1
to spot per 10 feet.)
4) Detect Scrying (lasts 24 hours)
5) Telepathic Bond or Quickened True Strike for your Empowered
Scorching Ray :) (9th level caster) True Strike defeats all concealment
mods, so lets you autohit foes even inside the new 20% concealment
darkness spells, shoot a ray through fog, etc.
6) True Seeing is best for combat. The others have out of combat use.
7) Arcane Sight, Greater. Consider Extended True Seeing.
8) Moment of Prescience is again the best combat spell, but others are
good in other situations.
9) Foresight is both uber and the only known 9th level divination in the SRD.
Extending Moment of Prescience is minorly useful. More a Sorc thing to do.
(Sorcs with extend spell and hour/level spells simply empty out their
leftover slots after a hard day's adventure, buffing themselves and others.)

I am surprised you didn't consider metamagic, and have no use for
True Strike or Detect Thoughts.

Everyone knows about saving throw spells like fireball and taking spell
focus and crafting headbands of intellect, but a wizard's BAB often sucks,
and I tell ya, Empowered Scorching Rays are a sight to behold.

Divination is usually better in a homegame though. In Living Greyhawk,
which has a higher percentage of munchkins than homegames, (though we
have our fair share of roleplayers too) Diviners are considered the best
specialist for those who prefer versatility, though Generalist wizards have
many advocates.

Myself, I run an Abjurer 5/Elemental Savant (Fire) 2 who is always ready
to buff a party member or Dispel Magic or whatever, and generally focuses
on Abjuration, Conjuration, Evocation and Transmutation. I have Illusion and
Necromancy banned, and few to no Enchantment or Divination spells. I do
just fine, having a dozen or so spells at levels 1 and 2, several 3rds and just
2 4th level spells so far. (Stoneskin and Otiluke's Sphere)

I'll soon craft a Wand of True Strike (wiz5/PrC 2 w/ 10 dex = BAB +3) for
Scorching Rays. I use my 2nd level spells for Glitterdust, Fox's Cunning and
other party buffs in the meantime, occasionally going to Flaming Sphere,
which really benefits from Fox's Cunning since it causes so many saving
throws.

I am the only vote for Abjuration in the polls so far, but I've played it in
homegames too, back when I was (2E) forced to lose transmutation and
(at the time) all the cool transportation and other spells.

I think if you have several to a dozen spells at each spell level, and some
of the "power" spells are among them, it doesn't really matter what your
specialty is.

It matters far more if you know Fox's Cunning, have taken spell focus feats
(I haven't) and/or have a PrC that boosts spell DCs (I have) if the goal is
combat superiority (as it is in Living Greyhawk).

I've seen a 7th level transmuter (with evocation and something else
banned) contribute greatly in battles though, purely by buffing the party.

As far as specialization, it's mostly a flavor thing at 7th level and later.
I did empty myself of every slot, including bonus specialty slots, in many
battles at 6th and lower level.

I think once you get to a high enough level to have lots of slots, the
Generalist Wizard is likely the most powerful, because he can craft everything,
can have False Life and Endurance up, other buffs, blast things, have
Detect Thoughts and/or See Invisible up (or permanent) etc.

The first several levels are rough without the specialty slots to fall back
on though... I suppose you could get around a lot of it merely by scribing
more scrolls.

Divination specialty is better than you think, but given a good player,
anything will work. You can only lose two schools, so if I have at least one
of [evocation, conjuration, transmutation] I can make a fine showing for
myself, even as an enchanter, illusionist or necromancer. Or Abjurer ;-)

Diirk said:
I'd have to disagree with divination. Once you get access to permanency especially, there's just no reason to keep alot of those handy low level spells like see invis, arcane sight etc memorized. Identify you don't particularly need in the middle of an adventure either.

All in all, in the style of campaign I play my picks for (core) divination spells would be like...

1st: Identify. Maybe.
2nd: None, permanencied see invis.
3rd: None, permanencied arcane sight.
4th: None usually.. scry occasionally for a particular purpose.
5th: Telepathic bond might be handy.
6th: True Seeing , good spell finally !
7th: um... nothing really great here either. Greater scrying I guess.
8th: Moment of Prescience
9th: Foresight

It doesn't seem worth it to me... compare it to something like transmutation where there's always handy spells you want memorized... enlarge person, feather fall, haste, knock, polymorph, baleful polymorph, disintegrate, flesh to stone, ethereal jaunt, reverse gravity, and basically all the 8th/9th level spells... especially time stop.

Divination probably gets alot better with splat books
 

Diirk

First Post
true strike... meh

I can see your point about see invis possibly, but arcane sight? Hardly so vital in an ambush, its more of a nicety.

Alot of the divinations fall under the category of 'this might come in handy once in a while'... thats what scrolls are for.
 

The Souljourner

First Post
Yeah, I agree. Divination is major meh. Transmutation, abjuration, evocation, conjuration are all better choices. Drop illusion and enchantment (the cleric or bard of the party can provide you with all the hold x's you need). Illusion really only has a couple good spells anyway, and all the enchantment spells are the same damn thing, just at different levels "fail will save and target of type x is disabled" Whatever.

-The Souljourner
 

Darmanicus

I'm Ray...of Enfeeblement
Ogre Mage said:
What is the best specialty school in 3.5?

Gimme Conjuration any day! Take that Summoner PrC from whatever book it's in and you're laughing. You just gotta love an extra 1 - 5 allies a round, especially when you haste 'em all. :)
 

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