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Thread: Pros and Cons of Spell Schools?
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2010-03-19, 07:21 PM (ISO 8601)
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Pros and Cons of Spell Schools?
No, not Hogwarts, silly!!
I mean D&D Magic Schools (You know, Evocation, Conjuration, Transmutation, blah-blah-blah)
Here's my general overview of them:
-Evocation: Definately useful, but doesn't have much versatility. It's best to have a lot of these but not specialize in them.
-Conjuration: One of the two overpowered schools. Conjuration has a lot of versatility, and can wreak havoc in the hands of strategy.
-Transmutation: The other Game Breaker, you'll want to be using all availiable Dispel Magics against this.
-Abjuration: Useful for buffs, but not worth specializing in and just about useless if your party has a cleric.
-Enchantment: A good idea to have a few of in reserve, but probably the LEAST versatile Spell School.
Illusion: Infinite fun but not much raw power.
Necromancy: A lamer, worse equivelant of conjuration.
Divination: It would be a bad idea to bar OR specialize in this.
Your thoughts?
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2010-03-19, 07:25 PM (ISO 8601)
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Re: Pros and Cons of Spell Schools?
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2010-03-19, 08:47 PM (ISO 8601)
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Re: Pros and Cons of Spell Schools?
Okay.
Evocation. Pro: it's easy, just point at stuff and it goes boom. Con: it's not nearly as effective as it seems at first glance.
Conjuration. Pro: it can do pretty much everything. Con: none.
Transmutation. Pro: it can do pretty much everything. Con: many DMs will freak out when they hear the word "polymorph".
Abjuration. Pro: it protects you very well. Con: protecting yourself does not win battles; many spells are rather redundant; and all the best spells also appear on the cleric list.
Enchantment. Pro: it makes people do what you tell them to. Con: many creatures, particularly undead, are outright immune.
Illusion. Pro: the most versatile school bar none. Con: requires more quick thinking than most other schools, and against some DMs it just doesn't do much.
Necromancy. Pro: very powerful debuffs, and the ability to raise a small army. Con: it's evil!!!
Divination. Pro: and knowing is half the battle. Con: the other half is killing people, and divination doesn't really help you there.Guide to the Magus, the Pathfinder Gish class.
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2010-03-19, 08:58 PM (ISO 8601)
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2010-03-19, 09:08 PM (ISO 8601)
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2010-03-19, 09:09 PM (ISO 8601)
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Re: Pros and Cons of Spell Schools?
Last edited by Deca; 2010-03-19 at 09:10 PM.
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2010-03-19, 09:42 PM (ISO 8601)
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2010-03-19, 09:59 PM (ISO 8601)
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Re: Pros and Cons of Spell Schools?
Illusion: Make Evocation worthless.
Now if you don't mind, I am somewhat preoccupied telling the laws of physics to shut up and sit down.
I cast irresistable phantasmal killer as a 4th level spell. No save, just die.
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2010-03-19, 10:11 PM (ISO 8601)
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2010-03-19, 11:00 PM (ISO 8601)
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2010-03-19, 11:07 PM (ISO 8601)
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Re: Pros and Cons of Spell Schools?
It's like an old steam train, but powered on insanity and pain.
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2010-03-19, 11:09 PM (ISO 8601)
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Re: Pros and Cons of Spell Schools?
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2010-03-19, 11:14 PM (ISO 8601)
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Re: Pros and Cons of Spell Schools?
What's that?
For some, but it also has the best no-save spells (Enervation) and it has plenty that target Will instead (Fear effects.)
While this is true, it also provides plenty of save or sucks/loses to deal with undead specifically, like Halt Undead.Last edited by Optimystik; 2010-03-19 at 11:15 PM.
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2010-03-19, 11:21 PM (ISO 8601)
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Re: Pros and Cons of Spell Schools?
You seriously don't know what Public Relationship means? Granted, this is more political than anything, but the idea of being proficient in Necromancy is bound to deter more Good-aligned allies than anything else.
For some, but it also has the best no-save spells (Enervation) and it has plenty that target Will instead (Fear effects.)
While this is true, it also provides plenty of save or sucks/loses to deal with undead specifically, like Halt Undead.
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2010-03-19, 11:34 PM (ISO 8601)
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Re: Pros and Cons of Spell Schools?
Abjuration: + Good barriers, Maw of Chaos, Iot7V - Redundant in most parties.
Conjuration: + Very versatile, lots of different spells, Abrupt Jaunt, can do almost anything. - None, really. Never ditch this school.
Divination: + Gives information, has all of the Detect X spells, True Seeing - Most of the spells are made for before the fight, not during.
Enchantment: + Controlling other people can be very useful, Programmed Amnesia - All of the good spells target the same save, small. Drop it.
Evocation: + Good direct damage, Contingency - Easily replaced. Drop
Illusion: + If you can't solve every roleplaying problem ever with an illusion, get more creative. - Always targets will, allows spell resistance on Shadow spells
Necromancy: + Some of the best debuffs in the game (Enervation, e.g.). - Bad PR, not very cost-effective, many situational spells.
Transmutation: + You can now do anything. Congrats. - See Conjuration
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2010-03-19, 11:58 PM (ISO 8601)
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Re: Pros and Cons of Spell Schools?
Actually, I do - the trouble is that I thought you were using a D&D term there I was literally thinking "Why did he say 'Power Resistance' and not 'Spell Resistance?'"
They are still a whole 'nother save to target with a suck/lose within the same school. Making the ogres cower may not have as many applications as enslaving them, but it's still going to save your bacon if they surround you.
If you're optimizing enervation then you're optimizing rays, right? Use the Disrupt Undead line from SpC - plenty of damage, multiple targets, no save.