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Woodsman
2011-05-09, 02:10 PM
Some friends and I are starting up a new group. There's five of us in the party: a meatshield (likely a fighter. Yes, I know it's not optimized, but most of the group is new to the game or not very experienced), a rogue, a cleric, a ranger, and myself, the wizard.

My question is which school of magic to specialize in? Should I even specialize?

I'd be more of a battlefield control/booster type than a direct damage dealer, but I don't want to limit my options too much.

Tvtyrant
2011-05-09, 02:12 PM
There are really only two schools normally worth specializing in: Conjuration and Transmutation.

Conjuration is the one that does control best, and is likely the one that you want. It grants you AoE spells, summons and direct damage spells as well as utility spells like teleport.

Greenish
2011-05-09, 02:13 PM
Well, depends on which sources you have available. Focused specialists are worth it IMO, for the sweet, sweet spell slots, and conjuration is excellent specialization, as are transmutation and illusion.

Woodsman
2011-05-09, 02:16 PM
Well, depends on which sources you have available. Focused specialists are worth it IMO, for the sweet, sweet spell slots, and conjuration is excellent specialization, as are transmutation and illusion.

I have access to most if not all WotC 3.5e books, along with several 3rd party.

Greenish
2011-05-09, 02:18 PM
I have access to most if not all WotC 3.5e books, along with several 3rd party.Well, then it's largely a matter of preference, all schools have their stars (even if transmutation and conjuration arguably shine the brightest).

Woodsman
2011-05-09, 02:20 PM
Well, then it's largely a matter of preference, all schools have their stars (even if transmutation and conjuration arguably shine the brightest).

All right. I might go with Transmutation.

Greenish
2011-05-09, 02:26 PM
This (http://community.wizards.com/go/thread/view/75882/19870586/CantripNs_Guide_to_Transmutation_Spells:_Gods_Gift s) should get you started.

The usual suspects for banning are enchantment (only one trick, though a good one), abjuration (which overlaps with cleric's list, if you have no cleric, reconsider), evocation (much blasting, less utility) or necromancy (powerful debuffs but loads of redundancy).

Woodsman
2011-05-09, 02:35 PM
This (http://community.wizards.com/go/thread/view/75882/19870586/CantripNs_Guide_to_Transmutation_Spells:_Gods_Gift s) should get you started.

The usual suspects for banning are enchantment (only one trick, though a good one), abjuration (which overlaps with cleric's list, if you have no cleric, reconsider), evocation (much blasting, less utility) or necromancy (powerful debuffs but loads of redundancy).

Thanks a bunch!

Enchantment probably won't help me much, and it works in character. Getting rid of Necromancy wouldn't hurt too much either, I don't think.

Lonely Tylenol
2011-05-09, 03:15 PM
If you're only concerned with spell slots, Divination is the only school you can specialize in without losing two schools, and a spell slot is a spell slot.

If you get the goodies in PHBII, Conjuration gets a 10-foot teleportation ability for free.

Greenish
2011-05-09, 03:17 PM
If you're only concerned with spell slots, Divination is the only school you can specialize in without losing two schools, and a spell slot is a spell slot.Of course, specialist spell slots aren't just any spell slots.