If YOU were a specialist wizard, what would you be?

I'd be either a Conjurer or an Evoker.

My first choice is Conjurer. They can teleport, they can still conjure things to defend themselves and others (as well as a few offensive spells like acid arrow and flame arrow), and the idea of summoning a powerful creature to do your bidding is just plain cool. :)

Failing that, I'd like to be an evoker, because I have a secret desire to blow :):):):) up. (Just kidding). Seriously, an evoker has the ability to conjure great amounts of power, for everything from Walls of Force to Meteor Swarms, and I'm enchanted with that level of power manipulation.
 

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Specialization

If we're using standard 3.5 rules here, I think it's just as important to say which schools you'd do without as well.

I'd definitely specialize in illusion -- the idea of letting your imagination run wild every day would be incredible. I love the sense of no real (or unreal -- *ba dum dum tic*) boundaries to my creativity. Options options options.

I'd drop evocation -- yeah blowing things up is nice but I'd get bored with it pretty quickly, and of course I could always throw some shadow evocations around if I wanted to get the feel of it.

And necromancy. The idea of calling up and enslaving the dead, as well as making people sick or diseased or weak, would be morally repugnant to me if I actually had to do it myself; it's just too creepy. I'm also a coward at heart, so I don't think I could deal on a day to day basis with vampires, liches, wraiths, ghouls, and the like. One screw up in necromancy and your death is going to be very, very painful.

Moorcrys
 

hmmm...

I'd drop necromancy for sure, but I'm not sure what else. Maybe invocation? I'd be a conjurer, so its not like I NEED more firepower...

Hmm: Enchantment is useful for crowd control, transmutation is basic, abjure is defense, cant drop divination, and illusion is too fun.

Yup, necro and Evoc
 

Well, given free rein I'd want to be a magister from Arcana Unearthed. Great spellcasting abilities and a staff. What more do you need?

In D&D, I tend to prefer generalists, just because there's always some spells from the prohibited classes that I really want. Still, to answer the real question:

In 3.0 - transmuter, most definitely. Probably drop evocation, as I have very little need to burn people up on a regular basis.

In 3.5 - probably transmuter again, although it's a tougher choice because the school loses so many spells (like the teleports), dropping evocation and necromancy.

J
 


Teleportation. Even if you say not in the real world, teleportation. Yes, I know that's not a school. Conjuration then. It means I could go home every so often and not have to pay for a transPacific airplane ticket. And it's much faster.

Plus, Unseen Servant to clean, and there's always the joy of camping with the Secure Shelter and other such spells. Plus, with Teleport Object, I'd never have to use the postal service again.

I admit it isn't as useful as Transmutation or Divination, and summoning monsters for 6 second chunks isn't as useful when no one's trying to kill you... I suppose in the generic fantasy world I'm supposed to be answering the question in the frame of, Conjuration would be more useful.
 



I'd be a conjurer, too, for all the reasons already stated. A diviner would be a nice choice, too.

My banned schools would be evocation (I wouldn't really need all that firepower: if somebody messed with me, I'd just summon a demon to beat him to a bloody pulp) and necromancy (losing Clone sucks, but nearly all the other spells are just a bit too unethical for my taste).
 

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