TuggyNE
2013-11-18, 03:40 AM
Conjuration and Transmutation are strong for three main reasons, as far as I can tell: first, both of them allows easy access to most free-form monster abilities at roughly the same time you'd encounter them in combat; second, both have a large number of possible effects for nearly any situation beyond merely using monster abilities; third, the best effects of each tend to be those that act upon enemies only very indirectly, giving foes little or no opportunity to save against, dodge, or be immune to them.
Enchantment, though, and this is the thought: Enchantment is surprisingly similar on the surface, since its best effects give you direct control of all monster abilities that you have encountered, and indeed the monsters themselves; its effects also tend to best be used against current foes very indirectly, by controlling expendable minions used to actually fight. But there the similarities end, because Enchantment has trouble gaining minions past all the multifarious immunities, saves, and even Enchantment-specific save bonuses (neither Conjuration nor Transmutation allow any saves for their standard monstrous-ability-gain spells), and the school has a much narrower focus in practice than Conjuration or Transmutation.
There are also some subtler issues in play: if an Enchantment is dispelled, the caster may face not merely weakening of their assets or strengthening of the enemy's, but both at once, which Conjuration and Transmutation never suffer. There are also a few low-level spells that suppress the best Enchantments without a dispel check.
All that said, though, it still seems curious that with such initial similarities in their strong points, the schools end up on opposite ends of the power curve.
Really, I suppose, all schools are strongest when used indirectly and subtly: Evocation's strength is not blasting, but saveless, no-immunity, no-SR battlefield control; Illusion is best either when used on allies or when used unexpectedly such that it will not be called into question; Divination, if you can get past the methodology challenges, is handiest when you use it to ask questions about a target rather than attempting to see for yourself; Necromancy is classically good for gaining minions out of combat with no saves involved; and even Abjuration is perhaps best for buffing allies or the narrow but crucial role of removing enemy buffs. Perhaps the question should be how easy it is for each school to remain indirect while still pulling off its best tricks.
Enchantment, though, and this is the thought: Enchantment is surprisingly similar on the surface, since its best effects give you direct control of all monster abilities that you have encountered, and indeed the monsters themselves; its effects also tend to best be used against current foes very indirectly, by controlling expendable minions used to actually fight. But there the similarities end, because Enchantment has trouble gaining minions past all the multifarious immunities, saves, and even Enchantment-specific save bonuses (neither Conjuration nor Transmutation allow any saves for their standard monstrous-ability-gain spells), and the school has a much narrower focus in practice than Conjuration or Transmutation.
There are also some subtler issues in play: if an Enchantment is dispelled, the caster may face not merely weakening of their assets or strengthening of the enemy's, but both at once, which Conjuration and Transmutation never suffer. There are also a few low-level spells that suppress the best Enchantments without a dispel check.
All that said, though, it still seems curious that with such initial similarities in their strong points, the schools end up on opposite ends of the power curve.
Really, I suppose, all schools are strongest when used indirectly and subtly: Evocation's strength is not blasting, but saveless, no-immunity, no-SR battlefield control; Illusion is best either when used on allies or when used unexpectedly such that it will not be called into question; Divination, if you can get past the methodology challenges, is handiest when you use it to ask questions about a target rather than attempting to see for yourself; Necromancy is classically good for gaining minions out of combat with no saves involved; and even Abjuration is perhaps best for buffing allies or the narrow but crucial role of removing enemy buffs. Perhaps the question should be how easy it is for each school to remain indirect while still pulling off its best tricks.