Ascalaphus
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I'm trying to make a utility wizard, not really based around combat but having an array for spells for getting around stuff and being useful. I was gonna take raven familiar but I'm torn on which schools to take. Universalist seemed kind of weak so I'm thinking transmuter, question is what schools do I oppose. Necromancy seems like a 1 but what do you guys think?
Conjuration is a good specialty school. It's got defensive, offensive, mobility and utility spells at almost every level, so you'll never have trouble filling up the bonus spell slots with school spells. The school powers are also good, particularly those of the Teleportation subschool.
| artificer |
Conjuration is a good specialty school. It's got defensive, offensive, mobility and utility spells at almost every level, so you'll never have trouble filling up the bonus spell slots with school spells. The school powers are also good, particularly those of the Teleportation subschool.
Thanks! Right now I am between conjuration and illusion schools!
| artificer |
Ok! I have chosen a conjurer (teleporter) with necro and abjuration as the opposition schools. Since the PC won't be used or won't survive after level five I discarded abjuration instead of enchantment because I intend on using daze and sleep frequently. So I think it could be practical to use scrolls and a bonded item for abjuration buffs/spells instead.
I also tried to take in consideration the limited number of spells that I can prepare per day at those levels. Do that sound like a good or a crappy choice?
| Atarlost |
The daze spell is going to disappoint. Trading your action for an enemy's action when you're a wizard and he's a non-caster (because all casters except rangers have good will saves) is a bad deal unless you use it on an alchemist.
I think color spray is better than sleep, even before the hit die limit on sleep is a concern. Having your move action is handy when you're at short range and the hit die limit is looser. (It'll basically ruin anything up to 4 HD like sleep, but it can ruin as many 4 HD enemies as you can fit in the cone, and one round stun still means losing a round and dropping weapons when you're a little higher level.) Remember, your character can start encountering CR 4 enemies at level 2 and for many creatures HD>CR.
I think I'd rather have the protection from alignment spells than the enchantment school. Heroism is tempting, but not tempting enough.
By level 5 you'll really regret not opposing enchantment if sleep and daze are your reasons.
| AtomicGamer |
I'm really in love with the foresight subschool of divination. Keep the bonus to initiative and the 'always act in a surprise round' ability, but get a better 3+int power and a better 8th level power
I like air too, but haven't played it. Fire seems good for low level damage, but doesn't scale well.
Conjuration and Transmutation are large, powerful schools. You should, at the very least, never select those as opposition schools unless you're looking for more of a challenge.
| artificer |
So I should better forget about daze and oppose enchantment and necro with scrolls and bonded item for sleep or other occasional enchantments right?
What abjuration spells are usually prepared on slots at level 1-3 besides the ones mentioned by zagnabbit?
Since I will drop daze what is my best option for controlling/freezing single and multiple targets at low levels?
| Shalafi2412 |
It depends on your definition of best and damage. Some schools can cause damage to the foes with out doing d8 or d6 rolls. A failed save, such as with an illusion or an enchantment can leave the enemy physically unhurt yet can still do damage to the group. Sleep on the fighter? Well they are out of the fight.
| mplindustries |
Since I will drop daze what is my best option for controlling/freezing single and multiple targets at low levels?
Color Spray is the best control spell for the first 4 levels or so.
Grease is probably the next best, plus it has lots of other uses.
Once you hit level 2 spells, you can look at Glitterdust--amazing spell that practically wins fights on its own (plus, it retains usefulness as an anti-invisibility power later on). Blindness/Deafness only hits one target, but they only get on save against it, so there's a tradeoff. Oh, and Summon Swarm--you know how much of a pain it is for PCs to fight swarms? Yeah, the monsters have even fewer tools to help them.