PDA

View Full Version : Strongest Single-School Wizard?



Dr. Cliché
2018-03-22, 11:16 AM
Inspired by the recent Necromancer thread, I've got a different question: Let's say each of the different Wizard Subclasses (Conjurer, Transmuter, Necromancer etc.) are only allowed to choose spells from their chosen school of magic.

Which one do you think would be the strongest? Which do you think suffer the most as a result of this?


(Ignore wizard subclasses like the War Mage, which aren't based on any specific school of magic.)

Blood of Gaea
2018-03-22, 11:29 AM
What exactly are you looking for from this particular Wizard? That means a lot.


Diviner: Probably the best all-around Wizard, and they get a strong bump in power early on from Portent.
Evocation: Pretty much the king of AoE Blasting.
Abjuration: Squishy Wizard begone, and the Ward is also great for supporting your party, especially for a class that lacks healing abilities.
Illusion: Only worth considering along with the other three past level 14. The ability to make your Illusions real adds a lot of utility and can be done with very cheap resources, allowing many uses. Once you hit level 18 for spell mastery, you can use the class feature without any loss of daily resources. This makes Illusionists a very efficient build spell slot wise, but only in the long term.

Dr. Cliché
2018-03-22, 11:34 AM
What exactly are you looking for from this particular Wizard? That means a lot.


Diviner: Probably the best all-around Wizard, and they get a strong bump in power early on from Portent.
Evocation: Pretty much the king of AoE Blasting.
Abjuration: Squishy Wizard begone, and the Ward is also great for supporting your party, especially for a class that lacks healing abilities.
Illusion: Only worth considering along with the other three past level 14. The ability to make your Illusions real adds a lot of utility and can be done with very cheap resources, allowing many uses. Once you hit level 18 for spell mastery, you can use the class feature without any loss of daily resources. This makes Illusionists a very efficient build spell slot wise, but only in the long term.


It's not about creating a specific character. I'm just curious as to which wizard subclass would be best if they were banned from taking all spells that aren't from their chosen school.

For example, you say that Diviners are the best all-round wizard, but it seems like they really wouldn't have much with just Divination spells.

sightlessrealit
2018-03-22, 11:37 AM
With just their school of spells? Conjuration will edit why later.

Blood of Gaea
2018-03-22, 11:38 AM
It's not about creating a specific character. I'm just curious as to which wizard subclass would be best if they were banned from taking all spells that aren't from their chosen school.

For example, you say that Diviners are the best all-round wizard, but it seems like they really wouldn't have much with just Divination spells.
Oh, I completely missed that. I would have to say Evocation, Necromancy, or Illusionist are good. Evocation is still the best blaster, Illusions spells have a lot of flexibility, especially with their 14th level ability, and Necromancy can summon a small army and back them up with a few offensive spells.

I would avoid Abjuration in particular.

But Conjuration is the best, it has the largest spell variance.

strangebloke
2018-03-22, 11:43 AM
Oh, I completely missed that. I would have to say Evocation, Necromancy, or Illusionist are good. Evocation is still the best blaster, Illusions spells have a lot of flexibility, especially with their 14th level ability, and Necromancy can summon a small army and back them up with a few offensive spells.

I would avoid Abjuration in particular.

But Conjuration is the best, it has the largest spell variance.

Gonna have to second this, although I'm not sure about conjuration still.

Evocation is more than just blasting, it's really the control school in 5e as well. Hypnotic Pattern, Web, etc.

Naanomi
2018-03-22, 11:52 AM
Loss of abjuration is going to make many single class wizards fairly vulnerable; guess we would see more tortle/mountain dwarf wizards?

Blood of Gaea
2018-03-22, 12:00 PM
Gonna have to second this, although I'm not sure about conjuration still.

Evocation is more than just blasting, it's really the control school in 5e as well. Hypnotic Pattern, Web, etc.
Yeah, on second thought I'd have to take back my statement on Conjuration as the best. I haven't paid much attention to what school spells belong to in 5e, so partially defaulted to my knowledge of 3.5 without thinking about it.

Evocation, Necromancy, and Illusion are definitely the best solo schools, and they all have strong subclass features.

ZorroGames
2018-03-22, 12:09 PM
Loss of abjuration is going to make many single class wizards fairly vulnerable; guess we would see more tortle/mountain dwarf wizards?

Well, you know my answer...

Throne12
2018-03-22, 12:29 PM
I got to say Conjuration is the best you have a great spell list. Just with the wish spell in it tool kit makes it better.
Cantrip
Acid splash, sword burst, infestation, mage hand, poison spray, create bonfire.

1st
Find familiar, fog cloud, unseen servent, grease, ice knife, tenser floating disk

2nd
Cloud of daggers, flaming sphere, web, misty step.

3rd
Summon lesser demon, thunder step, sleet storm, stinking cloud, tidal wave.

4th
Conjure minor elemental, dimension door, evard's black tentacles, summon greater demons, watery sphere.

5th
Cloud kill, conjure elemental, far step, infernal calling, teleport circle, steel wind strike.

6th
Arcane gate, Drawmij's instant summon, scatter.

7th
Mordenkainen Magnificent mansion, plane shift, teleport.

8th
Demi-plane, Indcinerary cloud, maze, mighty fortress.

9th
Gate, wish

Blood of Gaea
2018-03-22, 12:32 PM
Yeah, that's actually not too bad, you just have to make sure to not relly summons for damage, rather than blasting spells.

Ganryu
2018-03-22, 12:42 PM
I'm going to say Necromancy. Their lvl 6 boost is insane, ignore everything else they get. Raise an additional skeleton/zombie every casting of undead, they all get bonus HP equal to you wizard level, AND they get to add your proficiency? It gets nasty real quick. You can summon a swarm by yourself. My DM's regularly limited this for me.

Also, despite summoning hordes, their damage output for spells is not bad (blight)

hex37
2018-03-22, 12:45 PM
I have to say Conjuration would be the clear winner- especially since they have some Unfair Spells (http://www.giantitp.com/forums/showthread.php?543146-Heart-of-The-Swarm-1000-to-2000-damage-with-a-bonus-action-(-Tiny-Servant-)) worthy of the DM outright banning from your table if abused. And even without that, they have a solid range of utility left to them.

Only downside is that wizard would have to survive the low levels without any cantrips; a death sentence for lv 1 wizards.

Naanomi
2018-03-22, 12:56 PM
Conjuration has great cantrips... acid splash, poison spray, infestation, create bonfire... Mage Hand is the best cantrip!

Throne12
2018-03-22, 12:58 PM
I have to say Conjuration would be the clear winner- especially since they have some Unfair Spells (http://www.giantitp.com/forums/showthread.php?543146-Heart-of-The-Swarm-1000-to-2000-damage-with-a-bonus-action-(-Tiny-Servant-)) worthy of the DM outright banning from your table if abused. And even without that, they have a solid range of utility left to them.

Only downside is that wizard would have to survive the low levels without any cantrips; a death sentence for lv 1 wizards.

They get acid splash, and infestation and sword burst.

hex37
2018-03-22, 01:00 PM
Ah- my mistake. Was using your list as a reference, Throne. XD

Throne12
2018-03-22, 01:05 PM
Ah- my mistake. Was using your list as a reference, Throne. XD

My bad sorry

Blood of Gaea
2018-03-22, 01:06 PM
That said, I would put Necromancy with Chill Touch and Toll the Dead, and Evocation with Firebolt+Mod ahead when it comes to damage cantrips.

Evocation also knocks the other attack cantrips out of the water if they choose Magic Missile as their at will 1st level spell. It's very late game, but still worth mentioning.

The school that gets hit hard by this limitation is Illusion, they must rely on Minor Illusion as their only cantrip. It's a very good cantrip, but they have no at-will damage spell.

sithlordnergal
2018-03-22, 01:14 PM
Conjuration and Illusion seem like they would be the strongest casters, especially at high levels. In fact, as soon as they get 9th level spells, Conjuration is the only one who has access to Wish, meaning they now have access to every spell.

strangebloke
2018-03-22, 02:07 PM
Conjuration and Illusion seem like they would be the strongest casters, especially at high levels. In fact, as soon as they get 9th level spells, Conjuration is the only one who has access to Wish, meaning they now have access to every spell.

Technically correct, the best kind of correct.

But yeah, at high levels it's the best. At low levels I'd still prefer Evocation. Hypnotic Pattern, scorching ray, fireball... all key spells in fulfilling the 'role' of caster.

Kane0
2018-03-22, 05:41 PM
Courtesy of the wonderful Donjon


Blade Ward
Absorb Elements
Alarm
Mage Armor
Protection from Evil and Good
Shield
Snare
Arcane Lock
Counterspell
Dispel Magic
Glyph of Warding
Magic Circle
Nondetection
Protection from Energy
Remove Curse
Banishment
Mordenkainen's Private Sanctum
Stoneskin
Planar Binding
Globe of Invulnerability
Guards and Wards
Scatter
Symbol
Antimagic Field
Mind Blank
Imprisonment
Invulnerability
Prismatic Wall



Acid Splash
Create Bonfire
Infestation
Mage Hand
Poison Spray
Sword Burst
Find Familiar
Fog Cloud
Grease
Ice Knife
Tenser's Floating Disk
Unseen Servant
Cloud of Daggers
Dust Devil
Flaming Sphere
Misty Step
Web
Sleet Storm
Stinking Cloud
Summon Lesser Demons
Thunder Step
Tidal Wave
Conjure Minor Elementals
Dimension Door
Evard's Black Tentacles
Leomund's Secret Chest
Mordenkainen's Faithful Hound
Summon Greater Demon
Watery Sphere
Cloudkill
Conjure Elemental
Far Step
Infernal Calling
Steel Wind Strike
Teleportation Circle
Arcane Gate
Drawmij's Instant Summons
Mordenkainen's Magnificent Mansion
Plane Shift
Teleport
Demiplane
Incendiary Cloud
Maze
Mighty Fortress
Gate
Wish



True Strike
Comprehend Languages
Detect Magic
Identify
Detect Thoughts
Locate Object
Mind Spike
See Invisibility
Clairvoyance
Tongues
Arcane Eye
Locate Creature
Contact Other Plane
Legend Lore
Rary's Telepathic Bond
Scrying
True Seeing
Foresight



Friends
Charm Person
Sleep
Tasha's Hideous Laughter
Crown of Madness
Hold Person
Suggestion
Catnap
Enemies Abound
Charm Monster
Confusion
Dominate Person
Geas
Hold Monster
Modify Memory
Synaptic Static
Mass Suggestion
Otto's Irresistible Dance
Power Word Pain
Antipathy/Sympathy
Dominate Monster
Feeblemind
Power Word Stun
Power Word Kill
Psychic Scream



Booming Blade
Dancing Lights
Fire Bolt
Frostbite
Green-Flame Blade
Light
Lightning Lure
Ray of Frost
Shocking Grasp
Thunderclap
Burning Hands
Chromatic Orb
Earth Tremor
Magic Missile
Thunderwave
Witch Bolt
Aganazzar's Scorcher
Continual Flame
Darkness
Gust of Wind
Melf's Acid Arrow
Scorching Ray
Shatter
Snilloc's Snowball Swarm
Warding Wind
Fireball
Leomund's Tiny Hut
Lightning Bolt
Melf's Minute Meteors
Sending
Wall of Sand
Wall of Water
Fire Shield
Ice Storm
Otiluke's Resilient Sphere
Sickening Radiance
Storm Sphere
Vitriolic Sphere
Wall of Fire
Bigby's Hand
Cone of Cold
Dawn
Immolation
Wall of Force
Wall of Light
Wall of Stone
Chain Lightning
Contingency
Otiluke's Freezing Sphere
Sunbeam
Wall of Ice
Crown of Stars
Delayed Blast Fireball
Forcecage
Mordenkainen's Sword
Prismatic Spray
Whirlwind
Maddening Darkness
Sunburst
Telepathy
Meteor Swarm



Minor Illusion
Color Spray
Disguise Self
Illusory Script
Silent Image
Blur
Invisibility
Magic Mouth
Mirror Image
Nystul's Magic Aura
Phantasmal Force
Shadow Blade
Fear
Hypnotic Pattern
Major Image
Phantom Steed
Greater Invisibility
Hallucinatory Terrain
Phantasmal Killer
Creation
Dream
Mislead
Seeming
Mental Prison
Programmed Illusion
Mirage Arcane
Project Image
Simulacrum
Illusory Dragon
Weird



Chill Touch
Toll the Dead
Cause Fear
False Life
Ray of Sickness
Blindness/Deafness
Gentle Repose
Ray of Enfeeblement
Animate Dead
Bestow Curse
Feign Death
Life Transference
Vampiric Touch
Blight
Danse Macabre
Enervation
Negative Energy Flood
Circle of Death
Create Undead
Eyebite
Magic Jar
Soul Cage
Finger of Death
Abi-Dalzim's Horrid Wilting
Clone
Astral Projection



Control Flames
Gust
Mending
Message
Mold Earth
Prestidigitation
Shape Water
Catapult
Expeditious Retreat
Feather Fall
Jump
Longstrider
Alter Self
Darkvision
Dragon's Breath
Earthbind
Enlarge/Reduce
Knock
Levitate
Magic Weapon
Maximilian's Earthen Grasp
Pyrotechnics
Rope Trick
Skywrite
Spider Climb
Blink
Erupting Earth
Flame Arrows
Fly
Gaseous Form
Haste
Slow
Tiny Servant
Water Breathing
Control Water
Elemental Bane
Fabricate
Polymorph
Stone Shape
Animate Objects
Control Winds
Passwall
Skill Empowerment
Telekinesis
Transmute Rock
Create Homunculus
Disintegrate
Flesh to Stone
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Move Earth
Tenser's Transformation
Etherealness
Reverse Gravity
Sequester
Control Weather
Mass Polymorph
Shapechange
Time Stop
True Polymorph


So going by spell list your best bet is Evocation or Transmutation, followed by Conjuration. All the others are significantly behind, although Necromancy has some variety to make up for it and enchantments/illusions can be excellent in the right circumstances. Abjuration and Divination are the hardest as they make it very hard to contribute beyond your specialty. The subclass options for specialists generally follow the same pattern.

Throne12
2018-03-23, 09:41 AM
Courtesy of the wonderful Donjon


Blade Ward
Absorb Elements
Alarm
Mage Armor
Protection from Evil and Good
Shield
Snare
Arcane Lock
Counterspell
Dispel Magic
Glyph of Warding
Magic Circle
Nondetection
Protection from Energy
Remove Curse
Banishment
Mordenkainen's Private Sanctum
Stoneskin
Planar Binding
Globe of Invulnerability
Guards and Wards
Scatter
Symbol
Antimagic Field
Mind Blank
Imprisonment
Invulnerability
Prismatic Wall



Acid Splash
Create Bonfire
Infestation
Mage Hand
Poison Spray
Sword Burst
Find Familiar
Fog Cloud
Grease
Ice Knife
Tenser's Floating Disk
Unseen Servant
Cloud of Daggers
Dust Devil
Flaming Sphere
Misty Step
Web
Sleet Storm
Stinking Cloud
Summon Lesser Demons
Thunder Step
Tidal Wave
Conjure Minor Elementals
Dimension Door
Evard's Black Tentacles
Leomund's Secret Chest
Mordenkainen's Faithful Hound
Summon Greater Demon
Watery Sphere
Cloudkill
Conjure Elemental
Far Step
Infernal Calling
Steel Wind Strike
Teleportation Circle
Arcane Gate
Drawmij's Instant Summons
Mordenkainen's Magnificent Mansion
Plane Shift
Teleport
Demiplane
Incendiary Cloud
Maze
Mighty Fortress
Gate
Wish



True Strike
Comprehend Languages
Detect Magic
Identify
Detect Thoughts
Locate Object
Mind Spike
See Invisibility
Clairvoyance
Tongues
Arcane Eye
Locate Creature
Contact Other Plane
Legend Lore
Rary's Telepathic Bond
Scrying
True Seeing
Foresight



Friends
Charm Person
Sleep
Tasha's Hideous Laughter
Crown of Madness
Hold Person
Suggestion
Catnap
Enemies Abound
Charm Monster
Confusion
Dominate Person
Geas
Hold Monster
Modify Memory
Synaptic Static
Mass Suggestion
Otto's Irresistible Dance
Power Word Pain
Antipathy/Sympathy
Dominate Monster
Feeblemind
Power Word Stun
Power Word Kill
Psychic Scream



Booming Blade
Dancing Lights
Fire Bolt
Frostbite
Green-Flame Blade
Light
Lightning Lure
Ray of Frost
Shocking Grasp
Thunderclap
Burning Hands
Chromatic Orb
Earth Tremor
Magic Missile
Thunderwave
Witch Bolt
Aganazzar's Scorcher
Continual Flame
Darkness
Gust of Wind
Melf's Acid Arrow
Scorching Ray
Shatter
Snilloc's Snowball Swarm
Warding Wind
Fireball
Leomund's Tiny Hut
Lightning Bolt
Melf's Minute Meteors
Sending
Wall of Sand
Wall of Water
Fire Shield
Ice Storm
Otiluke's Resilient Sphere
Sickening Radiance
Storm Sphere
Vitriolic Sphere
Wall of Fire
Bigby's Hand
Cone of Cold
Dawn
Immolation
Wall of Force
Wall of Light
Wall of Stone
Chain Lightning
Contingency
Otiluke's Freezing Sphere
Sunbeam
Wall of Ice
Crown of Stars
Delayed Blast Fireball
Forcecage
Mordenkainen's Sword
Prismatic Spray
Whirlwind
Maddening Darkness
Sunburst
Telepathy
Meteor Swarm



Minor Illusion
Color Spray
Disguise Self
Illusory Script
Silent Image
Blur
Invisibility
Magic Mouth
Mirror Image
Nystul's Magic Aura
Phantasmal Force
Shadow Blade
Fear
Hypnotic Pattern
Major Image
Phantom Steed
Greater Invisibility
Hallucinatory Terrain
Phantasmal Killer
Creation
Dream
Mislead
Seeming
Mental Prison
Programmed Illusion
Mirage Arcane
Project Image
Simulacrum
Illusory Dragon
Weird



Chill Touch
Toll the Dead
Cause Fear
False Life
Ray of Sickness
Blindness/Deafness
Gentle Repose
Ray of Enfeeblement
Animate Dead
Bestow Curse
Feign Death
Life Transference
Vampiric Touch
Blight
Danse Macabre
Enervation
Negative Energy Flood
Circle of Death
Create Undead
Eyebite
Magic Jar
Soul Cage
Finger of Death
Abi-Dalzim's Horrid Wilting
Clone
Astral Projection



Control Flames
Gust
Mending
Message
Mold Earth
Prestidigitation
Shape Water
Catapult
Expeditious Retreat
Feather Fall
Jump
Longstrider
Alter Self
Darkvision
Dragon's Breath
Earthbind
Enlarge/Reduce
Knock
Levitate
Magic Weapon
Maximilian's Earthen Grasp
Pyrotechnics
Rope Trick
Skywrite
Spider Climb
Blink
Erupting Earth
Flame Arrows
Fly
Gaseous Form
Haste
Slow
Tiny Servant
Water Breathing
Control Water
Elemental Bane
Fabricate
Polymorph
Stone Shape
Animate Objects
Control Winds
Passwall
Skill Empowerment
Telekinesis
Transmute Rock
Create Homunculus
Disintegrate
Flesh to Stone
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Move Earth
Tenser's Transformation
Etherealness
Reverse Gravity
Sequester
Control Weather
Mass Polymorph
Shapechange
Time Stop
True Polymorph


So going by spell list your best bet is Evocation or Transmutation, followed by Conjuration. All the others are significantly behind, although Necromancy has some variety to make up for it and enchantments/illusions can be excellent in the right circumstances. Abjuration and Divination are the hardest as they make it very hard to contribute beyond your specialty. The subclass options for specialists generally follow the same pattern.

I don't see it. Yes evo and tran has more spells. But how many different ways do you need to kill something. All 99% of evo spells are damage. Yes there is the wall spells, darkness, bigby, pris spray, and L.T. hut. Then everything else is pretty much BOOM! Die die. Transmutation has a nice spell list but don't have much on the damage side but they do have some of my favorite dragons breath,animate object, Tenser's transformation. Play a elf that get long bow prof and use haste, tenser trans, or cast dragons breath on your self or something in the party.

But I believe conj has a good balance of everything.

dejarnjc
2018-03-23, 09:51 AM
IMO it's transmutation. Good mixture of attack, control, buff, and even conjuration-esque spells (animate objects, tiny servant). Biggest problem is the lack of an attack cantrip.

Joe dirt
2018-03-23, 05:06 PM
My vote goes to conjuration as it has a good mix of offence and utility spells to choose from

ZorroGames
2018-03-23, 05:31 PM
Of course, when all is said and done, it is the strength of the team play that trumps any/one class. Especially in a true 3 pillar environment.