School specialization

I've run two diviners so far, forbidden necromancy, and been very pleased with it. I've also run one generalist Wizard.

Having an extra See Invisible (at low levels), Clairvoyance, Prying Eyes, or True Seeing can be a life saver. The Clairvoyance and Prying Eyes are an excellent way of determining what you are going to run into before barging in. See Invisible and True Seeing have obvious application and both are on my must have list.

One of my characters is a multiclass Rogue/Diviner, concentrating on Rogue. The extra True Strike alone is worth it in this case.

The other one is a pure Diviner, but still low level. I look forward to seeing him progress as time goes on.

Rather than look at what spells I must have at each level, I tend to look at what spells I would miss in each school. In my opinion, all the schools have good spells. It is just that Necromancy is my least favorite.
 

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I've made a few wizards in my time, all of them specialists in something. When considering what schools to drop, those groupings in the PHB have seemed pretty accurate (and well balanced) to me. I'd be really surprised to see them changed via erratta.
 

Of the wizards I've seen in my (and other campaigns), this is the breakdown I've seen (IIRC):

4 Evokers (2 multi-classed)
4 Transmuters (1 multiclassed)
7 Abjurers (6 multiclassed)
2 Necromancers (1 multiclassed)
1 Diviner (single-classed)
1 Conjurer (single-classed)
3 Generalists (2 in campaigns where the DM wouldn't let us specialize)

The rather interesting thing here is the number of multi-classed abjurers. Unlike the other multiclassed wizards, the multi-classed abjurers often have only one level of wizard--in fact only one two of them have more than one level of wizard (IIRC, one was a Wiz 4 and one was Ftr 2/Wiz 6). For the wizard who only takes one level to qualify for Arcane Archer and get the Shield Spell or to be able to use a wand of Shield, abjurer is a very attractive specialization. All of the other multi-classed wizards had multiple levels of wizard.
 

I just got done playing a diviner (necromancy prohibited) in a game today, as a matter of fact. Diviner rocks!

You still have access to the big bang evocation spells, the key protections, and the buffs. I found I didn't miss any of the necro spells, and it's nice to have a non-combat divination handy.

Of course, since the character's an archer, I loaded up on True Strikes. With haste, casting a True Strike then following up with a full-attack Rapid Shot with the first arrow at like +28 to hit is pretty cool. I was killing an opponent per round. Neat trick.
 

I first played a Dwarven Evoker (Enchantment/Illusion prohibited), (and really, for a dwarven Wizard, could there BE another specialist school?) but when he died, I wanted to make another Wizard, albeit the opposite of my former character.

So I've been playing an Illusionist with Evocation as my prohibited school.

At first, I was worried about no big boom spells. But once you hit 9th level, Illusionists get Shadow Evocation ... which pretty much means you get access to all the evocation spells (with an extra save thrown in there). Same with Shadow Conjuration. So why not pick one of these schools as your prohibited school, I ask you?
 

In my mind, evoke is the easiest school to loose for specialisation. The only spell I wince over not being able to get is contingency. Other schools provide enough direct damage lovin' IMHO.

Although, when I make up a specialist, I try to pick both my specialty and opposed schools to fit a particular concept. Still, I play sorcerers most of the time, so limited spell selection 'aint a big deal for me.
 

I think the specialist penalties are pretty on the mark.

While I agree that every school has a few excellent spells, it is not true all are created equally. Some schools are much more painful to not have than others because there may not be similar funciton spells available in other schools. Horrid Wilting may be a fabulous spell, but I can substitute Maze or Otto's Irrestible Dance or an Expanded Expanded Fireball in a pinch.

Transmutation -- This is hands down the most painful school to not have. This school has a large palette of primo buff spells, e.g. Haste.

Evocation -- Losing evocation is more doable than you may think if you have good teamwork in your party. There are respectable offensive spells low to mid level in the Conjuration, Transmutation, and Enchantment schools to pick up the slack.

Conjuration -- Painful to lose at low levels, but it will prove a good choice if you survive to mid-levels. The fogs, Glitterdust and Web are primo low-level utility combat spells.

Illusion -- Not a big loss if you are comfortable with the direct approach. Potentially speaking, this might be the most powerful school of magic. In practice you can learn to live without it.

Enchantment -- Ditto (as illusion).

Necromancy -- Nothing except Clone will you find hard to replace and how many PCs actually ever use it? Fear can be subbed with an enchantment or AoE attack spell. Ditto Enervation.

Divination -- See Invisibility is a pretty important spell. Otherwise the cleric in the party can easily pick up the slack.

Abjuration -- It is very annoying to not have Dispel Magic. Protection from Arrows and Stoneskin have great long term value. Wizards, being weak, cannot afford to give up this good array of defensive buffs.
 

Lucius Foxhound said:

At first, I was worried about no big boom spells. But once you hit 9th level, Illusionists get Shadow Evocation ... which pretty much means you get access to all the evocation spells (with an extra save thrown in there). Same with Shadow Conjuration. So why not pick one of these schools as your prohibited school, I ask you?

I noticed that, too. Giving up Web and Glitterdust is very painful to a low level character. But if you survive to 7th level Shadow Conjuration shows great value because of its flexibility.

I am not so sure about Shadow Evocation. The reason is that the value of evocation spells start to tail off as you reach past 10th level. The reason is SR and multiple resistances become common in monsters (as well as spellcasting NPCs). Throwing in an extra save and burning a 5th level slot doesn't look all that attractive to me.
 
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Lucius Foxhound said:
I first played a Dwarven Evoker (Enchantment/Illusion prohibited), (and really, for a dwarven Wizard, could there BE another specialist school?)

My Dwarven Abjurer (Enchantment prohibited) begs to differ. If a dwarf is going to be foregoing armor, he wants spells to protect him instead: Endure Elements chain, Shield, Protection from Arrows, Stoneskin, etc.

I certainly agree with your prohibited schools. No dwarf wants to go around charming his enemies, much less making them laugh or become confused. And to a lesser extent, illusions don't strike me as something a dwarf would go for, but an invisibility on the rogue here and there doesn't hurt.
 

JoeBlank said:


My Dwarven Abjurer (Enchantment prohibited) begs to differ. If a dwarf is going to be foregoing armor, he wants spells to protect him instead: Endure Elements chain, Shield, Protection from Arrows, Stoneskin, etc.

I certainly agree with your prohibited schools. No dwarf wants to go around charming his enemies, much less making them laugh or become confused. And to a lesser extent, illusions don't strike me as something a dwarf would go for, but an invisibility on the rogue here and there doesn't hurt.

Bah! Glamers and enchantments are for cowardly elves to use. Dwarves need to evoke. But a dwarven abjurer would be my second choice (sort of like the Wizardly form of a Dwarven Defender).

But a Dwarven Enchanter might as well cut off his beard and go live in the forest! :)
 

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