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Wizard Or Sorc.
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<blockquote data-quote="Dykstrav" data-source="post: 3224348" data-attributes="member: 40522"><p>That's one of the reason specialist diviners are nifty. They only have to give up one school. I've also found that specialists aren't really any weaker than generalist wizards, as most players tend to focus in a few schools of magic anyway (usually between 3-5). I typically give up illusion or enchantment, since many critters are immune to illusions anyway and it can be a real pain on the DM to use some of the cooler enchantments. Necromancy is a strong second choice, as there are so many necromancy spells that are totally blown on a save without any effect (evocations usually at least do half damage on a failed save, for example). </p><p></p><p>Specialist conjurers are probably the strongest combat wizards around, even better than evokers. They get some neat attack spells on their own: <em>acid arrow</em>, <em>web</em>, <em>stinking cloud</em>, <em>sleet storm</em>, <em>cloudkill</em>... Not to mention the various <em>summon monster</em> spells. Conjurers are great for tying up a battlefield with multiple-round area effects and keeping the front line filled. And if he didn't choose evocation as a prohibited school, he still gets those spells too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I personally dig the alternate class features in <em>Unearthed Arcana</em>. Scribe Scroll or a familiar isn't always that cool a thing to have, so having an option is always good.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3224348, member: 40522"] That's one of the reason specialist diviners are nifty. They only have to give up one school. I've also found that specialists aren't really any weaker than generalist wizards, as most players tend to focus in a few schools of magic anyway (usually between 3-5). I typically give up illusion or enchantment, since many critters are immune to illusions anyway and it can be a real pain on the DM to use some of the cooler enchantments. Necromancy is a strong second choice, as there are so many necromancy spells that are totally blown on a save without any effect (evocations usually at least do half damage on a failed save, for example). Specialist conjurers are probably the strongest combat wizards around, even better than evokers. They get some neat attack spells on their own: [I]acid arrow[/I], [I]web[/I], [I]stinking cloud[/I], [I]sleet storm[/I], [I]cloudkill[/I]... Not to mention the various [I]summon monster[/I] spells. Conjurers are great for tying up a battlefield with multiple-round area effects and keeping the front line filled. And if he didn't choose evocation as a prohibited school, he still gets those spells too. :) I personally dig the alternate class features in [I]Unearthed Arcana[/I]. Scribe Scroll or a familiar isn't always that cool a thing to have, so having an option is always good. [/QUOTE]
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