kayn99 said:
Just because it is written does not mean it was well thought out, for if it was the next edition to the PHB would not be coming out. I agree that there has to be a lose of school but the problem lies in the opposition schools. They did move some spells around but enchantment is far weaker than necromancy and would be a far better opposition to divining, based on spells and powers. I just hate when some thing exist and changes have not been made to it in a way that makes sense. The last point that you try to make I and not sure I understand, what does stinking cloud being third level have to do with school oppositions.
They changed the spell list for most class except the wizard. They changed spells name, they changed most spells description and effects, they changed some spells from schools and some spells changed level. In other words, they went through all the spells lists all over again. They
had to think this through. That is my point. There is so many changes in the spell list they had to think about it.
Second specialized wizards are very well balanced IMO. A wizard's primary role IMO is to build magic items. Most magic items requires spells from various schools. Therefore, a wizard wishing to be a successful magic item builder must be very careful when choosing opposition schools. Losing any school is not an advantage. There is at least one "must have" spell in every schools. Therefore choosing an opposition school is always a sacrifice.
- abjuration: most good protection spells. Stoneskin. Shield, protection from arrows, element resistance, glob of invulnerability, etc [edit: I forgot the allmighty dispel magic!!!]
- conjuration: most indirectly offensive spells + many cool tricks, power words, summon monster and cloudsomething
- evocation: most directly offensive spells + contegency and Otiluke's resiliant sphere.
- enchantement: fighter killer spells. Hold person/monster, suggestion, geas/quest, will save or die.
- illusion: other protection spells and fooling spells. Mirror image, invisibility, greater invisibility, shadow evo/conj, etc.
- divination: scrying and such spells. Many useful role-playing spells like tongues for example
- necromancy: rogue killer spells and to some extend, mage or cleric killer spells. Death spells, etc. Plus cool gizmos like clone and horrid wilthing
- transmutation: buffing an movement spells. Bull's strength, fly, haste, time stop
No weak school. Just some weaker than others due to the number of spells per school. No choice is better than another. Very good balance.