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%

Hypersmurf said:
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.

Which is why I'm more than happy to lose Enchantment and Illusion before I'd even think of losing Necromancy.
 

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CrimsonTemplar said:
Which is why I'm more than happy to lose Enchantment and Illusion before I'd even think of losing Necromancy.

I think there's way to many valuable Enchantment spells to ever consider dumping it. While I think theres some good illusion spells as well, I would dump it and Necromancy if I were to spec in a school other than divination.
 

Hypersmurf said:
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.
Imagine what Mostin from Sepulchrave's story hour could do if he'd not have given up necromancy. All that energy spent finding ways to assault Grazzt and live could be replaced with endless painless attempts on the Lord of Azzagrat using astral projection.

Then there's the new wave spells - fatigue, exhaustion. That'll really shut melee opponents down.
 

ForceUser said:
Imagine what Mostin from Sepulchrave's story hour could do if he'd not have given up necromancy. All that energy spent finding ways to assault Grazzt and live could be replaced with endless painless attempts on the Lord of Azzagrat using astral projection.

Then there's the new wave spells - fatigue, exhaustion. That'll really shut melee opponents down.

It's almost like all the Schools are useful, or somthin'.

That's why I haven't answered the poll: There's no "None. Generalists Rock."

All the Schools are cool, and they all have their weaknesses. Summoners are too prone to being hedged out/ dispelled; Evokers are too prone to using a sledge hammer when a lighter touch would do, etc.
 

I'm not a big fan of the whole Summon Monster spells (at least, not for arcane casters) but the Conjuration school just has so many consistently good spells: Gate, Grease, Mage Armor, Glitterdust, Dimension Door, Teleport
 

Hypersmurf said:
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.

Sure, but every school has its winner spells! I agree that Necromancy is easier to ban because even if you are giving up some good spells, you are not giving up an entire type of spells, such as for example Conjuration->Teleportation or Illusion->Invisibility.

For the same reason, my second choice to ban would be Evocation: you give up the best offensive magic, but you don't give up offensive magic entirely.

By that reasoning, also Transmutation could be banned easily, athough it is still the largest school and that means the price gets higher.
 

Enchantment

I guess I am one of the very few who pick Enchantment.

Then again it is all based on the role play of the character. Enchantment is very fun, nothing like having an extra sleep at low levels. Once you get higher you get hold, charm person. Then you can do it to groups of people.
 

Wow. A six year old thread.

While I agree that enchantment has some powerful effects mostly at lower levels, a lot of creatures are unaffected by enchantments (undead, constructs, among others), as well as almost every high-level arcane caster (and those who have a high-level arcane caster friend), because of mind blank.

Other schools: Of course, the lower cost makes divination an excellent choice.

For school power, I would say in 3.5, conjuration is extremely good, perhaps the best, also having gained some spells from other schools to further increase versatility (for instance, teleport was in Transmutation before).

Transmutation still remains one of the best, as does Necromancy.

Illusion, of course, is very versatile, but faces issues with true seeing and mind blank. Evocation, IMO, got hit pretty badly in 3.5, and, IMO, the Orb spells clearly belong in Evocation (we have houseruled them SR: yes, as well). And although many state that direct-damage is not a good option for a wizard, especially at high (and epic) levels, when saves are relatively easy, the ability to dish out huge amounts of damage with metamagic becomes more and more important. Of course, Conjuration and Necromancy can do this, as well.

And then, of course, it all depends on DM, the theme of the campaign, as well as on the material available. In a core game, the smaller schools are a tough choice, unless your DM will allow you to do a lot of spell research. If you are playing an undead-heavy campaign, you'll want to avoid enchantment and illusion even at lower levels.
 


No question- divination.

Having run an epic game up to about 38th level with a diviner cohort in the party, I can say that knowing what you're going to face is at least as powerful as dealing a few dozen d6s of damage.

Divination effects are highly undervalued in D&D. There's no way that a diviner should have fewer opposition schools than another specialist.
 

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