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Wizard Specialization Help Needed
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<blockquote data-quote="Li Shenron" data-source="post: 2756902" data-attributes="member: 1465"><p>Necromancy is usually the best school to choose as forbidden: it is a good school with certain very nice spells, but it doesn't cover an exclusive area of spells.</p><p></p><p>As a second forbidden school, I suggest that you choose Enchantment. If you have never played a Wizard, chances are that you'll try to be quite versatile and choose traditionally useful and popular spells, which include at least some invisibilities, so you'll still want to have access to Illusion.</p><p></p><p>But of course any choice is viable in the end.</p><p></p><p>Anyway, you should also consider the option of not specialising at all. At low level, specialisation is a great boost because it increases your spells/day significantly; at mid-high level it is still a good bonus, but overall it will decrease in goodness. And the more you advance in levels, the more spells you will notice that you cannot access because of your forbidden schools.</p><p>You should think about it: are you going to play this campaign up to high levels? In that case, you may want to be a generalist as your 1st wizard, even if at low levels it means less spells per day.</p><p></p><p>One more thing that you could check out is Unearthed Arcana variant specialists. Ok, it's not usually nice that your first character in a class is actually a variant, one should always start with the core version <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> But take a look at it if you can.</p><p>Check out the Evoker options:</p><p>- one costs you the wizards bonus feats, so you may choose this option when you reach 5th level, and it is useful if you don't want to use too much metamagic or create magic items</p><p>- another costs you the familiar (sometimes a beginner wizard player may prefer not to have a familiar, since it is also a risk in case it's killed)</p><p></p><p>***</p><p></p><p>BTW, what do wizards sub level do?</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2756902, member: 1465"] Necromancy is usually the best school to choose as forbidden: it is a good school with certain very nice spells, but it doesn't cover an exclusive area of spells. As a second forbidden school, I suggest that you choose Enchantment. If you have never played a Wizard, chances are that you'll try to be quite versatile and choose traditionally useful and popular spells, which include at least some invisibilities, so you'll still want to have access to Illusion. But of course any choice is viable in the end. Anyway, you should also consider the option of not specialising at all. At low level, specialisation is a great boost because it increases your spells/day significantly; at mid-high level it is still a good bonus, but overall it will decrease in goodness. And the more you advance in levels, the more spells you will notice that you cannot access because of your forbidden schools. You should think about it: are you going to play this campaign up to high levels? In that case, you may want to be a generalist as your 1st wizard, even if at low levels it means less spells per day. One more thing that you could check out is Unearthed Arcana variant specialists. Ok, it's not usually nice that your first character in a class is actually a variant, one should always start with the core version :p But take a look at it if you can. Check out the Evoker options: - one costs you the wizards bonus feats, so you may choose this option when you reach 5th level, and it is useful if you don't want to use too much metamagic or create magic items - another costs you the familiar (sometimes a beginner wizard player may prefer not to have a familiar, since it is also a risk in case it's killed) *** BTW, what do wizards sub level do? [/QUOTE]
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