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%

Stalker0

Legend
The best specialize is not to specialize. 2 schools!! BAh!! If I need slots so badly, that's what wands and scrolls are for. And if I need them even more badly, that's what sorcs are for:)
 

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Plane Sailing

Astral Admin - Mwahahaha!
I'd go for conjuration.

You get some damage spells (which ignore SR) and you can summon or bind critters which, at high levels, can provide you with all kinds of magical casting ability which you otherwise can't get. Plus you get the good transport spells too now. A very well rounded school.

A second choice would be illusionist with conjuration and evocation barred, with the idea that these can be eventually covered by the shadow xyz spells.

Cheers
 

Treebore

First Post
Doesn't the protection from spells still hedge out all summoned creatures? Which makes the vast majority of conjured creatures worthless? There are other strong points to conjuration, but when protection from... 10 foot radius becomes a standard, most of those conjured allies become worthless, unless they can cast range spells.

If I was to specialize it would be Divination or Evocation. But 90% of the time i play a general mage.
 



Plane Sailing

Astral Admin - Mwahahaha!
Treebore said:
Doesn't the protection from spells still hedge out all summoned creatures? Which makes the vast majority of conjured creatures worthless? There are other strong points to conjuration, but when protection from... 10 foot radius becomes a standard, most of those conjured allies become worthless, unless they can cast range spells.
.

Not a problem, not least because of dispel magic who is your friend :)

The main benefit of higher level summonings though is all the additional spells which you can get cast for you (just make sure you have tongues to talk to them!). Healing spells are particularly helpful, for instance.

This is a list from 3.0 which was created by someone on ENworld. I've not updated it for 3.5 yet but it should give a decent idea (and it doesn't include formians, who are brilliant if you can get 8 of them together)

Summon Monster II
Telepathy: Lemure
Trip: Wolf
Poison: Viper
Ink Cloud: Squid
Scent: Wolf



Summon Monster III
Heat: Azer
Drench: Water Elemental
Scare: Dretch
Whirlwind: Air Elemental
Telekinesis: Dretch
Tremorsense: Thoqqua
Blood Drain: Weasel
Stinking Cloud: Dretch
Burn: Fire Elemental
Blindsight: Bat
Darkness: Dretch


Summon Monster IV
Aura of Menace: Lantern Archon
Magic Circle Against Evil: Lantern Archon
Aid: Lantern Archon
Detect Evil: Lantern Archon
Continual Flame: Lantern Archon
Burrow: Xorn
Fiery Aura: Magmin
Melt Weapons: Magmin
See in Darkness: Imp
Detect Good: Imp
Detect Magic: Imp
Suggestion: Imp
Commune: Imp
Cone of Fire: Hell Hound
Shriek: Varguille

Summon Monster V
Message: Hound Archon
Gust of Wind: Air Mephit
Wind Wall: Dust Mephit
Soften Earth: Earth Mephit
Magic Missile: Fire Mephit
Heat Metal: Fire Mephit
Chill Metal: Ice Mephit
Pyrotechnics: Magma Mephit
Melph's Acid Arrow: Ooze Mephit
Glitterdust: Salt Mephit
Draw Moisture: Salt Mephit
Boiling Rainstorm: Steam Mephit

Summon Monster VI
Cure Light Wounds: Unicorn
Neutralize Poison: Unicorn
Paralyzing Gaze: Rast
Stunning Croak: Slaad, Red
Corporeal Instability: Chaos Beast
Dancing Chains: Kyton
Unnerving Gaze: Kyton
Animate Dead: Barbazu
Charm Person: Barbazu
Command: Barbazu
Desecrate: Barbazu
Magic Weapon: Barbazu
Major Image: Barbazu
Produce Flame: Barbazu
Fear (by touch): Barbazu
Rope Entangle: Bezekira
Charm Monster: Erinyes
Unholy Blight: Erinyes
Smoke Form: Belker



Summon Monster VII
Animal Telepathy: Avoral Guardian
True Seeing: Avoral Guardian
Dimension Door: Avoral Guardian
Dispel Magic: Avoral Guardian
Hold Person: Avoral Guardian
Light: Avoral Guardian
Lightning Bolt: Avoral Guardian
Plane Shift: Djinni
Create Food and Water: Djinni
Create Wine: Djinni
Major Creation: Djinni
Persistant Image: Djinni
Wind Walk: Djinni
Animate Objects: Ravid
Sunder: Earth Elemental
Improved Tracking: Invisible Stalker
Passwall: Slaad, Blue
Stun: Hamatula
Wound: Hamatula
Doom: Hamatula
Order Wrath: Hamatula
Know Alignment: Osyluth
Dimensional Anchor: Osyluth
Wall of Ice: Osyluth
Web: Bebilith
Find Target: Bebilith
Armor Damage: Bebilith
Circle Against Chaos: Bebilith
Circle Against Good: Bebilith
Circle Against Law: Bebilith

Summon Monster VIII
Speak with Animals: Lillend
Speak with Plants: Lillend
Invisibility: Janni
Enlarge: Janni
Reduce: Janni
Ethereal Jaunt: Janni
Misdirection: Barghest
Detect Thoughts: Cornugon
Dispel Chaos: Cornugon
Dispel Good: Cornugon
Fireball: Cornugon
Wall of Fire: Cornugon
Flaming Sphere: Salamander
Energy Drain: Succubus
Clairaudience/Clairvoyance: Succubus
Hallucinatory Terrain: Lillend
Knock: Lillend
Dancing Lights: Lillend
Daze: Lillend
Flare: Lillend
Ghost Sound: Lillend
Mage Hand: Lillend
Mending: Lillend
Open/Close: Lillend
Prestidigitation: Lillend
Read Magic: Lillend
Resistance: Lillend
Alarm: Lillend
Cause Fear: Lillend
Detect Secret Doors: Lillend
Erase: Lillend
Expeditious Retreat: Lillend
Feather Fall: Lillend
Grease: Lillend
Hypnotism: Lillend
Identify: Lillend
Mage Armor: Lillend
Silent Image: Lillend
Sleep: Lillend
Unseen Servant: Lillend
Ventriloquism:Lillend
Animal Trance: Lillend
Blindness/Deafness: Lillend
Blur: Lillend
Bull's Strength: Lillend
Cat's Grace: Lillend
Cure Moderate Wounds: Lillend
Daylight: Lillend
Delay Poison: Lillend
Enthrall: Lillend
Hypnotic Pattern: Lillend
Levitate: Lillend
Locate Object: Lillend
Magic Mouth: Lillend
Obscure Object: Lillend
See Invisibility: Lillend
Shatter: Lillend
Silence: Lillend
Sound Burst: Lillend
Tasha's Hideous Laughter: Lillend
Tongues: Lillend
Undetectable Alignment: Lillend
Whipering Winds: Lillend

Summon Monster IX
Improved Invisibility: Lammasu
Dispel Evil: Astral Diva
Discern Lies: Astral Diva
Holy Aura: Astral Diva
Holy Smite: Astral Diva
Holy Word: Astral Diva
Remove Curse: Astral Diva
Remove Disease: Astral Diva
Remove Fear: Astral Diva
Heal: Astral Diva
Blade Barrier: Astral Diva
Protective Aura: Astral Diva
Color Spray: Ghaele Eledrin
Comprehend Languages: Ghaele Eledrin
Hold Monster: Ghaele Eledrin
Chain Lightning: Ghaele Eledrin
Wall of Force: Ghaele Eledrin
Gaze (slay): Ghaele Eledring
Emotion: Barghest
Paralysis: Xill
Planewalk: Xill
+11 Tumble: Xill
Cone of Cold: Gelugon
Unholy Aura: Gelugon
Wall of Ice: Gelugon
Ray of Enfeeblement: Night Hag
Dream Haunting: Night Hag
Cure Disease: Night Hag
Astral Projection: Nightmare
Mass Charm: Vrock
Ray of Frost: Rakshasa
Detect Poison: Rakshasa
Disrupt Undead: Rakshasa
Arcane Mark: Rakshasa
Endure Elements: Rakshasa
Hold Portal: Rakshasa
Shield: Rakshasa
Mount: Rakshasa
Obscuring Mist: Rakshasa
Detect Undead: Rakshasa
True Strike: Rakshasa
Tenser's Floating Disk: Rakshasa
Change Self: Rakshasa
Nystul's Magical Aura: Rakshasa
Nystul's Undetectable Aura: Rakshasa
Chill Touch: Rakshasa
Animate Rope: Rakshasa
Burning Hands: Rakshasa
Jump: Rakshasa
Shocking Grasp: Rakshasa
Spider Climb: Rakshasa
Arcane Lock: Rakshasa
Protection from Arrows: Rakshasa
Resist Elements: Rakshasa
Fog Cloud:Rakshasa
Leomund's Trap: Rakshasa
Ghoul Touch: Rakshasa
Spectral Hand: Rakshasa
Alter Self: Rakshasa
Darkvision: Rakshasa
Endurance: Rakshasa
Rope Trick: Rakshasa
Explosive Runes: Rakshasa
Nondetection: Rakshasa
Protection from Elements: Rakshasa
Flame Arrow: Rakshasa
Phantom Steed: Rakshasa
Sepia Snake Sigil: Rakshasa
Sleet Storm: Rakshasa
Leomund's Tiny Hut: Rakshasa
Displacement: Rakshasa
Illusory Script: Rakshasa
Invisibility Sphere: Rakshasa
Gentle Repose: Rakshasa
Halt Undead: Rakshasa
Vampiric Touch: Rakshasa
Blink: Rakshasa
Fly:Rakshasa
Gaseous Form: Rakshasa
Greater Magic Weapon: Rakshasa
Haste: Rakshasa
Keen Edge: Rakshasa
Secret Page: Rakshasa
Shrink Item: Rakshasa
Slow: Rakshasa
Water Breathing: Rakshasa
Minor Globe of Invulnerability: Coatl
Stoneskin: Coatl
Evard's Black Tentacles: Coatl
Leomund's Secret Shelter: Coatl
Minor Creation: Coatl
Solid Fog: Coatl
Arcane Eye: Coatl
Detect Scrying: Coatl
Locate Creature: Coatl
Scrying: Coatl
Confusion: Coatl
Lesser Geas: Coatl
Fire Shield: Coatl
Ice Storm: Coatl
Otiluke's Resilient Sphere: Coatl
Shout: Coatl
Illusory Wall: Coatl
Phantasmal Killer: Coatl
Rainbow Pattern: Coatl
Shadow Conjuration: Coatl
Contagion: Coatl
Enervation: Coatl
Fear: Coatl
Bestow Curse: Coatl
Polymorph Other: Coatl
Polymorph Self: Coatl
Cleric 0 Good: Lammasu
Cleric 0 Healing: Lammasu
Cleric 0 Knowledge: Lammasu
Cleric 0 Law: Lammasu
Cleric 0 Air: Coatl
Cleric 0 Animal: Ghaele Eledrin
Cleric 0 Chaos: Ghaele Eledrin
Cleric 0 Plant: Ghaele Eledrin
Cleric 1 Good: Lammasu
Cleric 1 Healing: Lammasu
Cleric 1 Knowledge: Lammasu
Cleric 1 Law: Lammasu
Cleric 1 Air: Coatl
Cleric 1 Animal: Ghaele Eledrin
Cleric 1 Chaos: Ghaele Eledrin
Cleric 1 Plant: Ghaele Eledrin
Cleric 1 Death: Rakshasa
Cleric 1 Destruction: Rakshasa
Cleric 1 Earth: Rakshasa
Cleric 1 Evil: Rakshasa
Cleric 1 Fire: Rakshasa
Cleric 1 Luck: Rakshasa
Cleric 1 Magic: Rakshasa
Cleric 1 Protection: Rakshasa
Cleric 1 Strength: Rakshasa
Cleric 1 Sun: Rakshasa
Cleric 1 Travel: Rakshasa
Cleric 1 Trickery: Rakshasa
Cleric 1 War: Rakshasa
Cleric 1 Water: Rakshasa
Cleric 2 Good: Lammasu
Cleric 2 Healing: Lammasu
Cleric 2 Knowledge: Lammasu
Cleric 2 Law: Lammasu
Cleric 2 Air: Coatl
Cleric 2 Animal: Ghaele Eledrin
Cleric 2 Chaos: Ghaele Eledrin
Cleric 2 Plant: Ghaele Eledrin
Cleric 3 Good: Lammasu
Cleric 3 Healing: Lammasu
Cleric 3 Knowledge: Lammasu
Cleric 3 Law: Lammasu
Cleric 3 Air: Coatl
Cleric 3 Animal: Chaele Eledrin
Cleric 3 Chaos: Ghaele Eledrin
Cleric 3 Plant: Ghaele Eledrin
Cleric 4 Good: Lammasu
Cleric 4 Healing: Lammasu
Cleric 4 Knowledge: Lammasu
Cleric 4 Law: Lammasu
Cleric 4 Air: Coatl
Cleric 4 Animal: Ghaele Eledrin
Cleric 4 Chaos: Ghaele Eledrin
Cleric 4 Plant: Ghaele Eledrin
Cleric 5 Good: Ghaele Eledrin
Cleric 5 Air: Ghaele Eledrin
Cleric 5 Animal: Ghaele Eledrin
Cleric 5 Chaos: Ghaele Eledrin
Cleric 5 Plant: Ghaele Eledrin
Cleric 6 Good: Ghaele Eledrin
Cleric 6 Air: Ghaele Eledrin
Cleric 6 Animal: Ghaele Eledrin
Cleric 6 Chaos: Ghaele Eledrin
Cleric 6 Plant: Ghaele Eledrin
Cleric 7 Good: Ghaele Eledrin
Cleric 7 Air: Ghaele Eledrin
Cleric 7 Animal: Ghaele Eledrin
Cleric 7 Chaos: Ghaele Eledrin
Cleric 7 Plant: Ghaele Eledrin
 


Li Shenron

Legend
I have a hard time choosing. Abjuration is always useful; Conjuration, Necromancy, Illusion, Transmutation have many different effects (or can be used to replicate them); Divination has the lesser cost; also choosing "none" has its advantages and the slot cost is hard only at low levels. Effectively, it seems to me that every choice is good, except maybe Evocation and Enchantment which may be lesser... but of course if you like casting many damage-dealing or mind-affecting spells over and over they are still ok.

I agree that Necromancy is probably the best school to ban instead, since that would not cut out a whole type of effects, as it would for other schools.
 

Kelek72

First Post
Divination. You can always find one school you can do without. I've found that evocation is easy to drop and still be a very effective spellcaster.
 

Hypersmurf

Moderatarrrrh...
Ottergame said:
If I -had- to pick a school, Divination. Necromancy is the easiest school to ditch.

There are still some very, very nice Necro spells, though. Ray of Enfeeblement, False Life, Enervation, Magic Jar, Astral Projection...

I like Enervation too much to ban Necromancy lightly.

-Hyp.
 

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