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<blockquote data-quote="MortalPlague" data-source="post: 6408513" data-attributes="member: 62721"><p>The half-orc wizard in my 14th level game routinely tears it up.</p><p></p><p>It was his efforts that let the party scry an ancient black dragon and its rider, teleport onto the dragon's back, and disintegrate the rider in their surprise round. Then he used fly to get to safety while plummeting through the air. Then while the dragon hunted the interlopers, he nearly succeeded in using his teleportation circle to escape.</p><p></p><p>(The party had to fight the dragon off instead. Hiding from a dragon is nearly impossible with their perception checks!)</p><p></p><p>Seriously though, some of the abilities of the various schools are <em>outstanding</em>. A quick look:</p><p></p><p><strong>Abjuration School</strong> - Arcane Ward. You have a renewable source of temporary hit points! Later on, you can extend that to shield your other party members from harm. Also, later on, you get <em>resistance to magic</em>. This is <em>huge!</em></p><p></p><p><strong>Conjuration School</strong> - The powers these guys get have tremendous roleplay opportunity (and on top of that, plenty of practical application for dungeon crawling).</p><p></p><p><strong>Divination School</strong> - The half-orc wizard in my game has this school. The fact that he can pre-roll some dice and sub them in for a d20 roll somebody is going to make (him, another player, or a monster) is huge. It's what allowed him to disintegrate the black dragon rider. He 'knew' he would roll a 3 on his save.</p><p></p><p>Lots of other schools in the list... Enchanters can divert attacks to other creatures (including enemies), Evokers are just pure damage-dealers, Necromancers can heal themselves when they kill a creature, Transmuters get a philosopher's stone (an incredibly useful buff item). Honestly, the wealth of flavorful, mechanically potent possibilities are very compelling.</p><p></p><p>And that's not even looking at the spells!</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 6408513, member: 62721"] The half-orc wizard in my 14th level game routinely tears it up. It was his efforts that let the party scry an ancient black dragon and its rider, teleport onto the dragon's back, and disintegrate the rider in their surprise round. Then he used fly to get to safety while plummeting through the air. Then while the dragon hunted the interlopers, he nearly succeeded in using his teleportation circle to escape. (The party had to fight the dragon off instead. Hiding from a dragon is nearly impossible with their perception checks!) Seriously though, some of the abilities of the various schools are [i]outstanding[/i]. A quick look: [b]Abjuration School[/b] - Arcane Ward. You have a renewable source of temporary hit points! Later on, you can extend that to shield your other party members from harm. Also, later on, you get [i]resistance to magic[/i]. This is [i]huge![/i] [b]Conjuration School[/b] - The powers these guys get have tremendous roleplay opportunity (and on top of that, plenty of practical application for dungeon crawling). [b]Divination School[/b] - The half-orc wizard in my game has this school. The fact that he can pre-roll some dice and sub them in for a d20 roll somebody is going to make (him, another player, or a monster) is huge. It's what allowed him to disintegrate the black dragon rider. He 'knew' he would roll a 3 on his save. Lots of other schools in the list... Enchanters can divert attacks to other creatures (including enemies), Evokers are just pure damage-dealers, Necromancers can heal themselves when they kill a creature, Transmuters get a philosopher's stone (an incredibly useful buff item). Honestly, the wealth of flavorful, mechanically potent possibilities are very compelling. And that's not even looking at the spells! [/QUOTE]
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