All Specialist Now Look the Same to Me
Discounting variations for personality/alignment, here's what I'd give up as a specialist of each class (you could probably devise a
personality test out of this kind of thing):
Abjurer
-- (3.0) Illusion
-- (3.5) Illusion and Necromancy
Conjurer
-- (3.0) Evocation
-- (3.5) Illusion and Necromancy
Diviner
-- (3.0) Necromancy
-- (3.5) Necromancy
Enchanter
-- (3.0) Conjuration
-- (3.5) Illusion and Necromancy
Evoker
-- (3.0) Conjuration
-- (3.5) Illusion and Necromancy
Illusionist
-- (3.0) Enchantment
-- (3.5) Enchantment and Necromancy
Necromancer
-- (3.0) Enchantment
-- (3.5) Enchantment and Illusion
Transmuter
-- (3.0) Illusion and Enchantment
-- (3.5) Illusion and Necromancy
Anyone see a pattern? <g>
Abjuration can't be given up, as far as I'm concerned. I'd rather have seen this school be the "not opposable" one, regardless of how "important" it is to put
read magic and
detect magic in their most appropriate schools and make sure that everyone has access to them; speaking strictly from a game mechanics standpoint, of course.
Conjuration was something a typical mage could survive without. Not anymore; not now that it has all the teleport effects.
Divination is easily something that a group can survive without the mage having. Chances are, the party cleric is going to do most of the divining anyway. This should not have been made the "must have" school.
Enchantment while easy to give up before, wasn't something I'd give up lightly. The
charm,
hold, and
dominate spells are just too useful, especially in non-hack-and-slash environments.
Evocation could actually be given up by conjurers before (and it was my preferred way to go). Now it's practically impossible for a mage to deal significant damage without access to this school, and having to give up another school on top of that would simply be asking too much.
Illusion, despite having some nifty effects, has too many spells that just plain suck (ooh! a 5th-level spell that can be either a
fireball or a
lightning bolt, and all it gives up for all that versatility is that it's likely to do less damage than a
magic missile!)
Necromancy, despite the wider range of spells it now has, it is still the easiest thing to give up, because of all the evil spells.
Transmutation is still a loaded school, with most of the game's mobility and buffs. I'd have given up Abjuration before giving up transmutation before, which is a pretty strong statement considering what I said about Abjuration. Even after the removal of teleportation magic and the nerfing of most of the buff spell (which I'm happy for, especially as a DM), I still would be very hard pressed to give this school up, let alone this and another.
I think they did a much better job of balancing the schools. That said, certain schools are still way too weak, and the choices I would make as a specialist demonstrate that.
Edit: too many I's and N's in "divining" - I dropped some. Also added a forgotten "not."