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Who's the greatest specialist of them all?
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<blockquote data-quote="Dykstrav" data-source="post: 3227132" data-attributes="member: 40522"><p>I have to go with conjurers for the "strongest" specialist. A 1st-level human conjurer with Spell Focus (conjuration) and Augment Summoning is pretty cool. Once you get second-level spells (<em>web</em> and <em>glitterdust</em>), you can pretty much control movement of any non-fire critter on the battlefield. Things only get sweeter when you get <em>sleet storm</em>, <em>stinking cloud</em>, <em>cloudkill</em>, and the various wall spells. There's always the iconic <em>summon monster</em> at every new spell level. Things get better if your DM lets in <em>Spell Compendium</em> or any other sources.</p><p></p><p>An evoker, necromancer, or transmuter with the right spell selection can also be situationally powerful. I kinda like to steer away from evokers and necromancers though, as it's more interesting to me to attack foes indirectly. Status effects are neat though, and this is where necromancers really shine.</p><p></p><p>Illusionists are neat from a roleplaying standpoint. They're very fun to play if you like coming up with on-the-fly plans and impromptu theatrics. Unfortunately, there are alot of critters against which illusions aren't any good (such as undead or mindless critters). However, <em>color spray</em> is a truly awesome spell, probably one of the best 1st-level spells in my opinion.</p><p></p><p>Diviners are also interesting. Since you only have to give up one other school it's often an appealing choice (especially if you're going for a mystic theurge build). Although people don't think about them too much, most spellcasters rely heavily on divinations. <em>Comprehend languages</em>, <em>detect thoughts</em>, <em>tongues</em>, and the like are useful enough for me to consider giving up necromancy or illusion in order to effectively gain an extra spell slot.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3227132, member: 40522"] I have to go with conjurers for the "strongest" specialist. A 1st-level human conjurer with Spell Focus (conjuration) and Augment Summoning is pretty cool. Once you get second-level spells ([I]web[/I] and [I]glitterdust[/I]), you can pretty much control movement of any non-fire critter on the battlefield. Things only get sweeter when you get [I]sleet storm[/I], [I]stinking cloud[/I], [I]cloudkill[/I], and the various wall spells. There's always the iconic [I]summon monster[/I] at every new spell level. Things get better if your DM lets in [I]Spell Compendium[/I] or any other sources. An evoker, necromancer, or transmuter with the right spell selection can also be situationally powerful. I kinda like to steer away from evokers and necromancers though, as it's more interesting to me to attack foes indirectly. Status effects are neat though, and this is where necromancers really shine. Illusionists are neat from a roleplaying standpoint. They're very fun to play if you like coming up with on-the-fly plans and impromptu theatrics. Unfortunately, there are alot of critters against which illusions aren't any good (such as undead or mindless critters). However, [I]color spray[/I] is a truly awesome spell, probably one of the best 1st-level spells in my opinion. Diviners are also interesting. Since you only have to give up one other school it's often an appealing choice (especially if you're going for a mystic theurge build). Although people don't think about them too much, most spellcasters rely heavily on divinations. [I]Comprehend languages[/I], [I]detect thoughts[/I], [I]tongues[/I], and the like are useful enough for me to consider giving up necromancy or illusion in order to effectively gain an extra spell slot. [/QUOTE]
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