Best Wizard School past level 10, but not before level 10.


Advice


One thing I hate about the Wizard is picking barred schools.

One of the reasons is because Enchantment is an awesome school before level 10, but peters off after level 10 when things start to become more and more resistant to it.

So what I'm trying to do with my Wizard is pick two schools to ban, one of which I'm going to leave barred (Probably Necromancy) and the other to win back with Opposition Research when that feat becomes available to me (At level 10)

I'm kind of thinking Abjuration as the second school, because that is easily replaced by Conjuration with Mage Armor, and it really starts to shine once you can start taking full advantage of Dispel Magic (especially when Dispelling becomes more of a necessity.)

What do you think of this choice? Bar Necromancy and Abjuration, and pick back up Abjuration at level 10?

This way I can keep Enchantment for its early level awesomeness without losing better schools when I should have barred the weaker school at higher levels.

I plan on being a Divination Specialist for the Initiative bonus btw.


I'm a big fan of the teleport (conjuration) specalist. Typically I ban necromancy because unless you're playing with people who don't mind raising of the dead it's got limited use.
I also ban enchantment, but that has more to do with playstyle than anything.

Frankly I rarely miss having either of those schools and the teleporting powers are awesome.

Silver Crusade

I am also a teleport (conjuration) guy. My opposed schools are divination and Necromancy.


I was going to suggest that you ban Divination and Necro or Div and Abjur, since Div is the least used school in the game. Every one of it's spells is extremely situational, and can easily be placed on a scroll for when it needs to be used. I realize the Div school power is nice, having that bonus to init is amazing, but frankly a high level wizard shouldn't have any problem going first as it stands. A high dex, improved init and a few other feats, on top of spells like Skiddish Nerves if your DM allows it, almost guarantee you going first all the time anyway. As TCG said, the conjuration specialist is amazing, since you get a free short range dim door, and conjuration never loses it's spell usefulness.


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I'm not a big fan of the words "banned" and "prohibited" in Pathfinder. They're misleading. What was "banned" in 3.5 is now only weakened in PF, since you can prepare weakened schools using two slots. That is, unless you're a sin mage. ;)

Keep this in mind, and choose the school with the most spells that you might want to scribe as scrolls, or wouldn't mind spending two slots on if they came up as highly situational.

Liberty's Edge

I'm shocked to see the hate on for necromancy. Between enervation, magic jar, and the waves of spells, I wouldn't ban this school (at least not past level 10). Personally, I'd ban abjuration and enchantment. You'll loose out on sleep but still have color spray and silent image competing for 1st level spell slots.

On banning divination, the only thing that stops me from suggesting that is detect magic. My characters probably cast detect magic as much as they cast any other entire school of magic.


ShadowcatX wrote:

I'm shocked to see the hate on for necromancy. Between enervation, magic jar, and the waves of spells, I wouldn't ban this school (at least not past level 10). Personally, I'd ban abjuration and enchantment. You'll loose out on sleep but still have color spray and silent image competing for 1st level spell slots.

On banning divination, the only thing that stops me from suggesting that is detect magic. My characters probably cast detect magic as much as they cast any other entire school of magic.

Given that banned spells in pathfinder aren't completely barred from use, and since you hardly use 0 level spells usually anyway, you can simply put two slots of detect magic in for when you need it's use. That and you can get magic items/permanency cast for those abilities anyways.

Necro is nice, but it highly depends on your party build. Some don't like the evil stuff it associates with, and you can still cast scrolls of those spells if needed. Enchantment is also really nice. Spells like Gaes, Hideous Laughter, Feeble Mind, Dominate, Hold and charm all have their uses.

Liberty's Edge

Akeaka wrote:
Given that banned spells in pathfinder aren't completely barred from use, and since you hardly use 0 level spells usually anyway, you can simply put two slots of detect magic in for when you need it's use. That and you can get magic items/permanency cast for those abilities anyways.

I specifically thought cantrips were excluded from being able to be cast if you banned a school. I actually had to go back and check. Seeing that, yeah, I'd ban divination in a heart beat.

Quote:
Necro is nice, but it highly depends on your party build. Some don't like the evil stuff it associates with, and you can still cast scrolls of those spells if needed. Enchantment is also really nice. Spells like Gaes, Hideous Laughter, Feeble Mind, Dominate, Hold and charm all have their uses.

There's nothing there that can't be done better elsewhere, they're all save or loose and most are mind effecting. With necromancy there's save or loose but there's also no save, area of effect, debuff (waves of X) which I personally love. (Probably because I want something to stop rage cycling, can't have AM BARBARIAN claiming equality with us too easilly.)


ShadowcatX wrote:
Akeaka wrote:
Given that banned spells in pathfinder aren't completely barred from use, and since you hardly use 0 level spells usually anyway, you can simply put two slots of detect magic in for when you need it's use. That and you can get magic items/permanency cast for those abilities anyways.

I specifically thought cantrips were excluded from being able to be cast if you banned a school. I actually had to go back and check. Seeing that, yeah, I'd ban divination in a heart beat.

Quote:
Necro is nice, but it highly depends on your party build. Some don't like the evil stuff it associates with, and you can still cast scrolls of those spells if needed. Enchantment is also really nice. Spells like Gaes, Hideous Laughter, Feeble Mind, Dominate, Hold and charm all have their uses.
There's nothing there that can't be done better elsewhere, they're all save or loose and most are mind effecting. With necromancy there's save or loose but there's also no save, area of effect, debuff (waves of X) which I personally love. (Probably because I want something to stop rage cycling, can't have AM BARBARIAN claiming equality with us too easilly.)

Given that enchantment affects only the mind, it really depends on the style of game play and the type of world/character you'll be playing with. Some places, dominating the local lord/BBEG can be far an a way better than simply him with a single spell, and you don't have to leave your own body in trouble to do sokilling. Charming the bar keep to give you some useful information can also be good if you don't have a party face, etc. Also, a lot of the necro spells (sans rays) are save or lose as well. All in all, the best two to ditch are Abj and Div, since Div is near useless and Abj can be covered by a myriad of items and abilities, not to mention scrolls. The only thing you miss out on in later levels are stone skin and AM field.


Hmm... While I think the teleporting powers are nice, and Divination spells aren't always the greatest thing, I think I can find a spell for every level with Divination - admittedly though, most of them can be replaced with Permanency or with a Scroll...

But besides that, if you go foresight, it's got Prescience, which lets you save a good roll for a moment you need it (Almost like a reroll, except with less risk in a lot of cases), and it's got Foretell - an amazing debuff with no save that lowers the enemy's saves. Considering how hard it is to make your save or suck spells better at high levels, Foretell is a welcome addition. You also have one less reason for having perception since you always attack in the surprise round.

These abilities aside though, maybe going with a school that's not quite as bad in the spells department might be better.

Maybe I could ban Divination and Necromancy/Abjuration, and pick up the latter at 10th level?

Dark Archive

I'm working on a Conjuration/Teleportation build that will most likely Ban Evocation/Necromancy or Evocation/Divination, with the plan on picking back up either Necromancy or Divination at 10 with Opposition Research.


Hmm... Opposition research would let you have all spells if you were an elemental wizard, wouldn't it?


KaptainKrunch wrote:
Hmm... Opposition research would let you have all spells if you were an elemental wizard, wouldn't it?

yes


Tiny Coffee Golem wrote:
KaptainKrunch wrote:
Hmm... Opposition research would let you have all spells if you were an elemental wizard, wouldn't it?
yes

Huh...

It's a shame all the powers suck...


KaptainKrunch wrote:
Tiny Coffee Golem wrote:
KaptainKrunch wrote:
Hmm... Opposition research would let you have all spells if you were an elemental wizard, wouldn't it?
yes

Huh...

It's a shame all the powers suck...

Air isn't bad. Of course it's functionally replaced by a single 5th level spell, but whose counting?


KaptainKrunch wrote:
Tiny Coffee Golem wrote:
KaptainKrunch wrote:
Hmm... Opposition research would let you have all spells if you were an elemental wizard, wouldn't it?
yes

Huh...

It's a shame all the powers suck...

Conjuration.


Why not take Opposition Research twice. Yes it costs a feat, but it isn't a feat so I cant be taken multiple times ans stacking.


Conjuration - Teleportation subschool
Divination - Foresight subschool

But those are also both pretty awesome below level 10.

Personally I almost always take Evocation and Necromancy as opposed schools. The couple of things that I ever really need from those schools I can just rely on scrolls to do.


Captain Sir Hexen Ineptus wrote:
Why not take Opposition Research twice. Yes it costs a feat, but it isn't a feat so I cant be taken multiple times ans stacking.

You could. Is it worth the opportunity cost though?

The Exchange

I usually find looking at what schools have high level powers I'd want to use does the trick for determining what to oppose, in addition to spells that it would hurt to live without.

I generally oppose divination and then either enchantment or evocation. Reasons for opposing divination have been touched on nicely earlier, and the couple things I would really miss (greater arcane sight and moment of prescience) I will be able to, at that level, fashion a staff so I can have them available (the fact that divination's lone level 9 offering is rather underwhelming does not help its case).

At 10, opposition research is a great idea, especially if you opposed evocation because now you cash in to evocation for some really good benefits, and while enchantment may be stronger earlier on, spells like the dominations, feeblemind, mass charms and suggestions, and irresistible dance are just nice (and overwhelming presence at level 9 is awesome in concept).

Lastly, an argument in defense of necromancy. I never really raise dead, but have still found the school to be incredibly useful with many spells that are not only likely to see use daily, but that don't cut it as scrolls. I'll just list some highlights because to type a reason for each would make for a scary long post:

False life (and greater), spectral hand, vampiric touch, enervation (good luck beating SR if you're using a scroll), fear, magic jar (this spell is just stupid useful), suffocation, temporary resurrection (seriously, this spell is amazing), waves of exhaustion (the fatigue one is ok, but this spell can change an entire combat), clone, horrid wilting (one of the best blasting spells), mass suffocation, and astral projection (opens some amazing possibilities).


Just be a Universalist. :P

Just kidding. Anyway, you'd need to find at least two useful spells per level of Divination to make specializing in it worthwhile as far as spells go. Don't get me wrong, the abilities are amazing, but it's a quite redundant school.

I don't recommend banning Evocation, just for the Wall spells. Plus Contingency. It's got some good stuff in there. My picks would be Enchantment and Necromancy.

Another option is to be a Scrollmaster if you'll be playing at and above level 10. Simply stockpile a ton of scrolls of spells from your two barred schools and you can cast them as easily and effectively as any other spells. They'd effectively not consume extra slots and count using your full Caster Level and Int bonus, assuming you have the adequate opportunity to scribe them in your off days (when it actually does cost two slots to scribe).


nategar05 wrote:

Just be a Universalist. :P

Just kidding. Anyway, you'd need to find at least two useful spells per level of Divination to make specializing in it worthwhile as far as spells go. Don't get me wrong, the abilities are amazing, but it's a quite redundant school.

I don't recommend banning Evocation, just for the Wall spells. Plus Contingency. It's got some good stuff in there. My picks would be Enchantment and Necromancy.

Another option is to be a Scrollmaster if you'll be playing at and above level 10. Simply stockpile a ton of scrolls of spells from your two barred schools and you can cast them as easily and effectively as any other spells. They'd effectively not consume extra slots and count using your full Caster Level and Int bonus, assuming you have the adequate opportunity to scribe them in your off days (when it actually does cost two slots to scribe).

i've never tried anything like that, as it burns up gold every time you use it. i'd like to know if that is a really viable option for a long term campaign? i'm a little greedy as i don't like using things that will be gone forever after used


nategar05 wrote:
My picks would be Enchantment and Necromancy.

These have been my default opposition school choices since 2nd edition, at least whenever they are not required by the character concept.


Moro wrote:
nategar05 wrote:
My picks would be Enchantment and Necromancy.
These have been my default opposition school choices since 2nd edition, at least whenever they are not required by the character concept.

Ditto, but since AD&D

Shadow Lodge

Tiny Coffee Golem wrote:
Moro wrote:
nategar05 wrote:
My picks would be Enchantment and Necromancy.
These have been my default opposition school choices since 2nd edition, at least whenever they are not required by the character concept.
Ditto, but since AD&D

???

In 2e your opposition schools were chosen for you.

In 1e there were no opposition schools.


If i was you I'd pick Divination foresight as my favored school. The ability to swap a roll on any D20 roll you pick is an awesome ability. You will be able to use it the whole game and it pretty much all but guarantees you will never fail a save you really need to make.

Also, the plus to initiative and always being allowed to act in a surprise round make it worthwhile. Plus if you use your extra spell on divination. I'm not a big fan of all the Divination spells, but there are always at least one useful spell at almost every level.

The opposition schools really depend on how you build your wizard. I like the necromancy school, but as role play angle I refused to use necromancy since I was good wizard. I also picked Illusion. Illusion is a good school (colorspray is my favorite 1st level spell)

However, having to be limited at conjuration, transmutation, evocation, or abjuration schools is hard. Enchantment is very useful if used correctly. Abjuration is probaly the most important and overlooked school is used the right way.


Necromancy or bust! Go lich or go home.

Only school of magic I've never cared for is Illusion. Just not my cup of tea. I've always been fond of Transmuters and Abjurers as well.


My group tends to get tied up in melee combat, making Conjuration and Evocation fairly useless to me, even at low levels. What good is a Web (even if it's an amazing spell in theory) if it will affect your allies, too? Ditto Fireball (and we often have characters some flavor of Evil, so they wouldn't mind murdering me for blasting them "in the back". plus, it just doesn't make good tactical sense).

I'm in love with Divination (Foresight) school powers, and I must say, Paizo really needs to do some development work to make the other schools attractive enough to specialize in. Have you seen the Necromancy school powers? Gimme a break! Hand of the Apprentice is just insulting.

I could never lose Enchantment, Abjuration or Transmutation as opposition schools. Hold/Dominate, Flesh to Stone, Dispel Magic... yumm-y! And Illusion is also too important to lose, though certainly not for the Silent/Minor/Major/etc. Image line of spells. It's all about (Greater) Invisibility, Mirror Image, Mislead... Therefore, Conjuration and Evocation are the odd man out.

Can (and should) prepare scrolls of Teleport, the various Wall spells can be put on a staff, and I've always been deeply unimpressed by summoned creatures.

Take Opposition Research discovery when possible if you like. Conjuration gets my vote. Wall of Force is the one Evocation spell I like, but... eh. That's what Staffs are for. Contingency can easily be prepared and cast when you have "downtime".

The most important thing that so many people forget: in Pathfinder, you can still cast spells from your opposition schools!!


I'm just going to be contrary for contraries sake. Air Elemental School Specialization.

At 10th you get to Fly at will, an admittedly weak debuff, you can make a cyclone, useful specialized school spells for the most part and if you'd like, you could use the arcane discovery Opposition Research to make it so you basically don't have an opposed school (I think).

Of course, I'm sure other schools have better abilities and specialized school spells.

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