Wizard Specialization Help Needed

I usually play a diviner. I really like the concept. I really like the concept of a sagelike wizard. You sometimes get to know that your friend is going to betray you before even he does. Other than that, I would probably give up illusion and enchantment. I can never give up necromancy. Ray of Enfeeblement and Enervation have their special place in my heart. Saved my life way too many times.

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Everyone, thank you for your input

I will weigh the possibilities of the absence of some of those schools of magic. I'm still kind of considering NOT forbidding Necromancy, based on the fact that we have no Cleric. (lol, is it metagaming to do this WHILE making your character at 1st level?).

Note: His alignment is LN, so maybe it wouldn't be so difficult for him to take advantage of some of those 'Evil' spells?

I'm also starting to think that going Generalist would be a better choice...
 

Lee's Fortune said:
I'm still kind of considering NOT forbidding Necromancy, based on the fact that we have no Cleric. (lol, is it metagaming to do this WHILE making your character at 1st level?).

It's not metagaming at character creation, it's "group planning". :)

Lee's Fortune said:
Note: His alignment is LN, so maybe it wouldn't be so difficult for him to take advantage of some of those 'Evil' spells?

As an arcane caster, you could cast what you wanted even if good. Of course there may be some personal ethical problem, but you'll be alone to face them (meaning that on the bright side, no deity will likely punish you for that).
 

Lee's Fortune said:
I'm also starting to think that going Generalist would be a better choice...
Here, here! I think that opposition schools are a much bigger detractor than the benefit of the extra spell, per level, in one school. I only recommend specialization if it matches the character, i.e. fanatically devoted to one school and forsaking others. It's not a power move, IMO, unless you go diviner.
 

werk said:
It's not a power move, IMO, unless you go diviner.

Unless you're using the UA specialist variants like my group is. I gave up my familiar to be able to cast Summon Monster spells as a standard action rather than a whole round. I find it to be a reallly good trade.
 

Lee's Fortune said:
I will weigh the possibilities of the absence of some of those schools of magic. I'm still kind of considering NOT forbidding Necromancy, based on the fact that we have no Cleric. (lol, is it metagaming to do this WHILE making your character at 1st level?).

Actually, I don't think that not having access to necromantic spells would make much of a difference, considering that many plain 'ol evocations spells would work just as well on most undead and have the bonus of working on other critter types. You can't say that about Distrupt Undead. ;) A handful of Necromantic spells will not make up for a lack of cleric.

The only reason to keep Necromancy is if you see it as part of your character's schtick. If not, pick the schools that will make the character the most fun for you to play and make sense as a character. Don't worry about trying to plan for every situation.
 

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