Elder-Basilisk
First Post
I'm amazed by the number of people who suggest dropping Necromancy? IMO, Necromancy is one of the hardest schools to give up.
At first level, it has Ray of Enfeeblement.
At second level, it has Spectral Hand (good at low levels) and False Life (an every-day spell).
At third level, it has good spells but nothing vital.
At fourth level, it has bestow curse and enervation
At fifth level, it has Magic Jar (which is great if you want to use it but you can live without it if you must), and Waves of Fatigue
At sixth level, it doesn't have much to recommend it.
At seventh level, it has Finger of Death and Waves of Exhaustion
At eighth level, it has Horrid Wilting
At nineth level, it has Wail of the Banshee and Energy Drain
Giving up Necromancy means giving up most of your debuff spells and most of your save or die spells as well as the life-saving False Life.
Illusion, on the other hand... well, about all you'll miss is Invisibility, Displacement, and Greater Invisibility... and you can do without all of them.
With Complete Arcane, Evocation is fairly easy to give up. All you're losing is most of your area effect damage (generally not too impressive though it is when Sudden Empowered and Sudden Maximized), Mass Fire Shield, Contingency, and Wall of Force. Of all of them, Wall of Force and Contingency hurt the most, but Wall of Stone can do most of what Wall of Force does.
Conjuration: This is hard to give up in 3.5--especially post Complete Arcane where it has good SR-immune single target damage (lesser orbs and energy orb spells) and good area effect damage (arc of lightning, viscous sphere). Evocation (with Greater Spell Penetration) can make up for a lot of that, though. The things it can't do are summon (but what are druids for?) and get you out of a grapple. So, if you ban Conjuration, prep a few stilled Blink spells to escape from a grapple.
Transmutation: Aside from Haste, fly, and slow, this school has all the stat buffs, so if you plan on crafting your own headband of intellect, you can't give it up. It also has Rary's Mnemonic Enhancer (the spell for leveraging days of travel into extra power when you hit the dungeon), disintegrate, shapechange, polymorph, and enlarge person.
At first level, it has Ray of Enfeeblement.
At second level, it has Spectral Hand (good at low levels) and False Life (an every-day spell).
At third level, it has good spells but nothing vital.
At fourth level, it has bestow curse and enervation
At fifth level, it has Magic Jar (which is great if you want to use it but you can live without it if you must), and Waves of Fatigue
At sixth level, it doesn't have much to recommend it.
At seventh level, it has Finger of Death and Waves of Exhaustion
At eighth level, it has Horrid Wilting
At nineth level, it has Wail of the Banshee and Energy Drain
Giving up Necromancy means giving up most of your debuff spells and most of your save or die spells as well as the life-saving False Life.
Illusion, on the other hand... well, about all you'll miss is Invisibility, Displacement, and Greater Invisibility... and you can do without all of them.
With Complete Arcane, Evocation is fairly easy to give up. All you're losing is most of your area effect damage (generally not too impressive though it is when Sudden Empowered and Sudden Maximized), Mass Fire Shield, Contingency, and Wall of Force. Of all of them, Wall of Force and Contingency hurt the most, but Wall of Stone can do most of what Wall of Force does.
Conjuration: This is hard to give up in 3.5--especially post Complete Arcane where it has good SR-immune single target damage (lesser orbs and energy orb spells) and good area effect damage (arc of lightning, viscous sphere). Evocation (with Greater Spell Penetration) can make up for a lot of that, though. The things it can't do are summon (but what are druids for?) and get you out of a grapple. So, if you ban Conjuration, prep a few stilled Blink spells to escape from a grapple.
Transmutation: Aside from Haste, fly, and slow, this school has all the stat buffs, so if you plan on crafting your own headband of intellect, you can't give it up. It also has Rary's Mnemonic Enhancer (the spell for leveraging days of travel into extra power when you hit the dungeon), disintegrate, shapechange, polymorph, and enlarge person.