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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Necromancer: which two schools to give up?
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<blockquote data-quote="B4cchus" data-source="post: 2576477" data-attributes="member: 35026"><p>I don't agree with your stating that a non-specialist is so much more versatile. I'll you through your list of spells to try and explain why this isn't the be all/end all of the wizard.</p><p></p><p>Identify (Divination)</p><p>True, can't do without, except when you are running a campaign where you can easily acces other spellcasters to do it for you as a service (not at low level since the cost would be too steep. At high level this isn't much of a point)</p><p>Dispel Magic (Abjuration)</p><p>True, never lave home without it, except when you have a cleric or cleric levels</p><p>Teleport (Conjuration)</p><p>True, except when you are running specific campaigns where teleport is useless (i'm playing the WLD atm, where i can't use it effectively)</p><p>Fireball/Lightning Bolt (Evocation)</p><p>True, although a wizard doen't imply you are always an artillery mage. Ability damage is so much more fun.</p><p>Invisibility/Blur (Illusion)</p><p>Not so true, since invisibility is nerfed when you can spot/listen.</p><p>Polymorph (Transmutation)</p><p>Not true, i still fail to see the use of it. Since you don't polymorph yourself into a combat brute to go to the frontline, you're a wizard.</p><p>Hold Person/Monster (Enchantment)</p><p>True, although the save dc is not that high. It is a nice save or die varent, given. </p><p>I also never used charm spells to much effect (since we have bluff/diplomacy)</p><p>Ray of Enfeeblement (Necromancy)</p><p>True, although i'd go for ability damage spells that can lower an ability below 1, like (lesser) chilling touch from Frostburn (3d6 dex damage anyone? no, there is no save, ah! and maximised/empowered as well)</p><p></p><p>And why still use a specialist instead of a sorcerer?</p><p>Simple: acces to higher level spells at lower levels. This helps a great deal when qualifying for PrC's</p><p>-Maybe- someone would even want to get a familiar....</p></blockquote><p></p>
[QUOTE="B4cchus, post: 2576477, member: 35026"] I don't agree with your stating that a non-specialist is so much more versatile. I'll you through your list of spells to try and explain why this isn't the be all/end all of the wizard. Identify (Divination) True, can't do without, except when you are running a campaign where you can easily acces other spellcasters to do it for you as a service (not at low level since the cost would be too steep. At high level this isn't much of a point) Dispel Magic (Abjuration) True, never lave home without it, except when you have a cleric or cleric levels Teleport (Conjuration) True, except when you are running specific campaigns where teleport is useless (i'm playing the WLD atm, where i can't use it effectively) Fireball/Lightning Bolt (Evocation) True, although a wizard doen't imply you are always an artillery mage. Ability damage is so much more fun. Invisibility/Blur (Illusion) Not so true, since invisibility is nerfed when you can spot/listen. Polymorph (Transmutation) Not true, i still fail to see the use of it. Since you don't polymorph yourself into a combat brute to go to the frontline, you're a wizard. Hold Person/Monster (Enchantment) True, although the save dc is not that high. It is a nice save or die varent, given. I also never used charm spells to much effect (since we have bluff/diplomacy) Ray of Enfeeblement (Necromancy) True, although i'd go for ability damage spells that can lower an ability below 1, like (lesser) chilling touch from Frostburn (3d6 dex damage anyone? no, there is no save, ah! and maximised/empowered as well) And why still use a specialist instead of a sorcerer? Simple: acces to higher level spells at lower levels. This helps a great deal when qualifying for PrC's -Maybe- someone would even want to get a familiar.... [/QUOTE]
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Necromancer: which two schools to give up?
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