Wizard specialization and schools of opposition – Battlefield controller & Buff / Debuff


Advice

Grand Lodge

I am toying with the idea of playing either a human or elven wizard specializing in conjuration school but could be convinced into playing a summoner. I am using the new Teleportation School from the Advanced Players Guide. I feel the 1st level teleportation ability, though short range (5' / 2 levels) is better than the acid arrow from the original specialization school. One way I was planning on controlling the field was through conjuring minions onto the field to hopefully take attacks away from other players or to reach hard to get casters in the back. One way to help keep my minions on the field was to take a trait that grants added levels to my caster level for summoned creatures. This may means more at earlier levels than in higher levels I would imagine.

Secondary role I want to fill is buffing allies for quick victories or protection or debuff our foes for obvious reasons. For this, direct attacks are not something I plan to do a lot of if any.

Since I am not concerned with dishing damage, evocation comes to mind as a good school to drop. But for the 2nd school I am trying to figure out between divination or abjuration. It seems that divination spells can easily be cast through scrolls or wands. Are there others I should consider over the ones I have mentioned given my target role?

I have looked over Treantmonk’s Guide and found it pretty insightful since I am unfamiliar with playing wizards although it is out of date considering all the new material that is available.

Your input would be more helpful and appreciated.

Cheers,


Most "battlefield control" (Black Tentacles, Create Pit) spells and all summons are Conjuration. Most direct damage spells are Evocation (Magic Missile, Fireball). Most defensive buffs are either Abjuration (Shield, Resist Energy) or Illusion (Blur, Displacement, Invisibility). Most offensive buffs are either Enchantment (Heroism) or Transmutation (Bull's Strength). Most physical debuff spells are Necromancy (Chill Touch, Ray of Exhaustion.) Most mental debuff spells are Illusion (Color Spray) or Enchantment (Hold Person). Most detection spells (Detect Magic, True Seeing) spells are divination. Using that generalization, I'd say drop Divination and Evocation if you're focusing on control and buffing, as any other schools would cost you some important buffs.


Go Divination. It gives half your level in Init bonuses. Thats extremely important for battlefield control.


True. Your specialization doesn't necessarily have to be the school you focus on. And for the most part the Conjuration specialization abilities are meh. The Teleportation is neat, but is mostly a get-out-of-jail-free card.


Evocation and Necromancy probably wouldn't be a bad idea to take as opposition schools. Illusion has a ton of uses (especially if you're a Gnome with Effortless Trickery), Transmutation is a the buff school, abjuration...you want Dispel Magic.

Enchantment would be doable, but you'd lose out on a lot of nifty spells.

Grand Lodge

I guess it never occured to me to use the school for the benefits rather than the flavor. Divination has the best school benefit out of all but it was the having to use spell slots for divination spells that appeared more out of combat than in. True stike would be very useful is I were planning more targeting spells.

I agree that the teleportation is a get out of jail free card but if you are in jail having to roll for concentration to cast a spell, it is pretty handy to have.

I forgot to mention that this is for Pathfinder Society game so I am already limited in terms of feats, levels, and available items.

Thanks for the information. This really helps me pin what I am going to do.

Cheers,


I had a giant post typed out and lost it. Damn.

Keep Abjuration. Several useful protections that you can also cast on others.

Keep Conjuration, especially if considering Augment Summoning. Meatshields who can flank and even do damage themselves are supremely useful.

Keep Divination. Not much in battle, but the uses outside of it are priceless.

Drop Enchantment. All of the spells, for the most part are "save negates", which is an all-or-nothing thing. Unless you really pump those DCs, it's not going to be effective often enough, in my opinion.

Drop Evocation. Damage dealing spells are not going to be your MO. If you play with the same group, you can probably count on them to deal most of the damage, particularly with buffs.

Keep Illusion. I like several of the spells and effects, though if you don't, consider keeping Evocation and droping illusion, especially if you won't play with the same group consistently.

Keep Necromancy. Most debuffs are fortitude saves, and most things you would want to debuff have good fortitude saves. However, there are several spells that allow no save, and a few that have uses besides debuff.

Keep Transmutation. As a buffer, this is a must-have.


If you count wall spells as battlefield control as many do, note that several walls are evocation spells (fire, ice, and force). Web's useful to have as well.

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