
A highly regarded expert |

I have to disagree with CN, here. If you're playing core only, Evocation is one of the better schools, IMO. Not tippy-top, but solid.
That said, the only bad one is Universalist.
Schools aren't that big of a deal, especially in PF, where prohibited schools became opposed schools. My wizards rely on the spells in their books, and they can use any school, so casting Vampiric Touch into somebody's spell-storing weapon on an easy day isn't impossible, even if it's an opposed school.
You can have a good wizard using any school. They all have useful spells.
It's hard to put them in order, but Conj. is strongest. The rest can do well or not so well depending on the game you're in.
So I guess what I'm saying is that I can't answer the question! LOL

wraithstrike |

Evocation pretty much is at the bottom especially if you are playing core only. Unless you really put a lot of effort into it, its not that great. The only way it shines is if the GM use a lot of mooks because otherwise the bad guys are still standing. A bad guy with 1hp and a bad guy with 50 hp still hit you the same since PF does not use a wounds system which makes you weaker the more you get hurt. Now if you can get dazing spell(splat feat) evocation just got a lot better.
PS:I am not saying an evocation wizard can't work. I am saying it is at the bottom, but since you are a wizard your "bottom" is still better than almost everyone else.

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Evocation starts to shine when you look at other books. A dip in cross blooded sorcerer witht he right blood lines can cause the evoker to tear it up. Admixture and all the knowledge skills allows you to balst things with whatever they are weak against.
But I would agree control and action economy is what wins fight best. As conjorer is king.

A highly regarded expert |

Evocation pretty much is at the bottom especially if you are playing core only. Unless you really put a lot of effort into it, its not that great. The only way it shines is if the GM use a lot of mooks because otherwise the bad guys are still standing. A bad guy with 1hp and a bad guy with 50 hp still hit you the same since PF does not use a wounds system which makes you weaker the more you get hurt. Now if you can get dazing spell(splat feat) evocation just got a lot better.
PS:I am not saying an evocation wizard can't work. I am saying it is at the bottom, but since you are a wizard your "bottom" is still better than almost everyone else.
You can play an evoker and never cast fireball. There are 5 3rd level evocations, and only 2 are blasts. Treantmonk rated it green for core, and he emphasized that he doesn't care for damage spells.

wraithstrike |

wraithstrike wrote:Evocation pretty much is at the bottom especially if you are playing core only. Unless you really put a lot of effort into it, its not that great. The only way it shines is if the GM use a lot of mooks because otherwise the bad guys are still standing. A bad guy with 1hp and a bad guy with 50 hp still hit you the same since PF does not use a wounds system which makes you weaker the more you get hurt. Now if you can get dazing spell(splat feat) evocation just got a lot better.
PS:I am not saying an evocation wizard can't work. I am saying it is at the bottom, but since you are a wizard your "bottom" is still better than almost everyone else.
You can play an evoker and never cast fireball. There are 5 3rd level evocations, and only 2 are blasts. Treantmonk rated it green for core, and he emphasized that he doesn't care for damage spells.
You can't just look at 3rd level spells, and I have yet to see anyone give reasons to choose it as anything other than a bottom 3 school.

Arizhel |

Conjuration. Your bonus spell slot is amazingly versatile for this school. The teleportation sub school just adds to the awesomeness.
Divination has amazing bonus to Init. The bonus spell slot is neigh useless, so kinda a bummer.
Illusion, adds rounds to durration ofter you abandon concentration. If you have effortless trickery, not useful. If you aren't a gnome, wonderful. Illusions power tends to fluctuate GM to GM and how they rule on the 'interaction' needed to make a will save.
Necromancy, Evocation, Transmutation These are all about equal. These spells cover a huge portion of the spells available, so there is a lot of versatility, but the school powers are kinda meh.
Abjuration. The abilities are basically replacements for spells that will end up as your bonus spells anyway.
Enchantment. So many creatures are just flat out immune, it is hard to make a case this is a specialization worthy school. On the other hand, when the spells work they are phenomenal. Sadly, due to the lack of use, this is the worst of the schools.
Universalist. You give up a whole bunch for the abillity to throw a stick 30'! YAY!? Just dont do it.

A highly regarded expert |

You can't just look at 3rd level spells,No, you can't.
and I have yet to see anyone give reasons to choose it as anything other than a bottom 3 school.
All I can do is appeal to authority, and play the game. We're talking straight core.
T say: Blue: Conj
Green: Evoc, Illu, Necro, Trans
Orange: Abj, Div, Ench,
Red: Univ
Divination gives you awesome initiative. Of course, since divinations are best used out of combat, having to have one in a slot won't rely on initiative. You'll usually go early, but you won't be casting Tongues.
They take up slots, every day, even if you don't use them. And you won't when the SHTF.
Evocation? Pick one at random. Any level. A wall made of any of 4 energies at 8th?
So, what will you cast when you're in combat? Wall of Force, or Contact other Plane?
I know what I'm going to cast more often when things get violent. I'm supposed to be a god.

master_marshmallow |

A highly regarded expert wrote:You can't just look at 3rd level spells, and I have yet to see anyone give reasons to choose it as anything other than a bottom 3 school.wraithstrike wrote:Evocation pretty much is at the bottom especially if you are playing core only. Unless you really put a lot of effort into it, its not that great. The only way it shines is if the GM use a lot of mooks because otherwise the bad guys are still standing. A bad guy with 1hp and a bad guy with 50 hp still hit you the same since PF does not use a wounds system which makes you weaker the more you get hurt. Now if you can get dazing spell(splat feat) evocation just got a lot better.
PS:I am not saying an evocation wizard can't work. I am saying it is at the bottom, but since you are a wizard your "bottom" is still better than almost everyone else.
You can play an evoker and never cast fireball. There are 5 3rd level evocations, and only 2 are blasts. Treantmonk rated it green for core, and he emphasized that he doesn't care for damage spells.
for core only i agree, but if UM is okay, rime spell can function like a mini time stop if you do it right
im playing an evoker for fun who uses frozen rimey spells as his main focus, freeze the enemies in place and buy my team extra turns
later on dazing spell does the same thing, kinda
the build is an elf spellbinder, and its a lotta fun, i also scribe a lot of my frozen rime fireballs and such so i still have spells to cast so its not like im running out of ammo like evokers are notorious for doing
it can be good if you do it right, but that argument can be made for pretty much anything

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I think that Rime and Dazing spell and Admixture did a fine job of making Evocation a serious contender, far better than Enchantment for example. I'm not impressed with the benefits of actually specializing in Necromancy or Illusion either.
There's a bunch of schools where the school abilities are only so-so, but there are a few good spells. Transmutation, Illusion, Necormancy and Enchantment have some great spells. However, they don't have stuff at every level that I'd prepare every day.
That's what makes Conjuration so good. Excellent spells at every level, combined with good school powers.
Divination is the odd one, with spells you're not exactly shouting about preparing every day, but amazing school powers (Foresight subschool).

Atarlost |
Since everyone's down on evocation:
magic missile: Yes, it's a blast, but it's a good caster interrupt.
shatter: For spell component pouches and holy symbols.
tiny hut
resilient sphere or one of the wall spells or ice storm
wall of force or possibly interposing hand
forceful hand
forcecage or possibly grasping hand or prismatic spray
clenched fist or telekinetic sphere
crushing hand?
No problem filling spell slots. Some issues finding 2 spells of each level you want to learn if you're blast averse, but you really should learn a few blasts anyways because they're important for swarms and useful for mook hordes. Still, you make an universalist feel like an idiot and will do better than an enchanter in some campaigns. I think you'll do better than necromancer as well when undead are out of the question for ethical or political reasons because it's such a small school. Probably better than an abjurer for the same reason. Depending on your needs you might be better than divination. It's really hard to find enough useful divinations as a diviner even with the splats. Illusion is another school that's redundant than evocation and therefore a bit of a pain to fill school slots for. It can make pretty good use of its low level spells, though, even if the image spells are all redundant.
I'd put evocation behind conjuration and transmutation and divination (depending on what you usually face) and about even with illusion. Universalist may not be as bad in core as Treeantmonk rates it and may compete with weak schools like abjuration and, in campaigns that do not support them, enchantment and necromancy.

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Transmutation : Has the most spells that control the flow of battle.
Conjuration : This and Transmutation are equal in power.
( I have yet to see summons work effective past low level. )
Enchantment : It ranks lower because of the amount of creatures immune to them.
Necromancy : Low ability to control the flow of battle.
Illusion : See Enchantment. And the ability to by pass most Illusions is not hard to come by.
Universalist : So you can do it all.
Divination : List me one effective combat spell. That will change the out come of a fight because it was cast.
Abjuration : Because fighting defensively is a good way to lose.
Evocation : Because you will be out damaged by every one. That is not relying on spells for damage.
There is no limit to how many times a fighter can swing a sword. The same is not true of casters. That is why evocation is at the bottom of the list. There is a limited number of times per day. There DPR can keep up with a sword, or bow. However one control spell change the battle with little effort from the wizard.
Lets look at 3rd level spells. I can tell what spell is more dangerous to me.
Wizard cast fire ball. (Ref save)
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area.
Wizard cast slow. (Will save)
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

Gauss |

My order is as follows:
Conjuration: many spells to control a battlefield
Necromancy: Some good spells vs a single target. I use this primarily for BBEG control and despite the belief that save or sucks..suck I have found this to be a good strategy for dealing with BBEGs.
Transmutation: Great for buffing and debuffing. Some good control spells.
Abjuration, Divination, Illusion, and Universalist are somewhere in the middle. I do not have a clear preference for any of these. However, I find they are all useful.
Evocation is next, I rarely need any of these spells.
Enchantment, I find this to be of the lowest value since so many creatures are either immune or have high will saves. I would only specialize in this if I was in a humanoid-centric campaign.
- Gauss

baalbamoth |
I'm actually kinda supprised here, on the "summer DPR olymics" thread you've got some evokers throwing around 200 DPR every round with lingerinig ray spells. cheap pearls of wisdom, combined with rings of sustinance (2 hr sleep to recover all spells) makes it hard to run out. evoker blaster mages seem pretty damn ok to me.
as to enchantment, its save or suck all the way, team up with a jinxing halfling or a witch with an ill omen wand and its pretty hard to beat combo. not to mention that enchanter build where you take cross blooded sorc and some racial abilities/feats to get -4 to the save, and the abilitiy for your spells to effect everything but undead (maybe a few more)and that can be an awesome build as well.
I think all of this has more to do with what your trying to do vs what build you want. want to control a battlefield blaster mage isnt doing it, want to turn your enemies into friends conjuration isnt making it.
I think some schools need to be beefed up a tiny bit but overall I get the feeling that each school is doing what its supposed to be doing... am I wrong?

master_marshmallow |

Baal evokers take a lot of feats and levels to get really good. You can be just as effective, by focusing less on another school. In short evocation is not that efficient without dazing spell.
admixture evoker can be effective as early as lvl 5 with the right gear
admix a fireball to be frozen and use a metamagic rod of rime spell and BOOMyou dont even need to take the feats, tho it does help

Douglas Muir 406 |
I want to nuance the hatred for abjurers. Yes, it's not one of the top three. But if you're talking about being part of a party, as opposed to going solo? Then it rises firmly into the middle of the pack. Abjuration spells include most of the game's defensive buffs, and there are multiple good ones at every level. Unlike the Diviner or the Enchanter, you'll never be at a loss for spending your bonus spells. Shield, Protection from Evil, Magic Circle, Stoneskin... there's always a market for this stuff.
Also, while the school powers aren't top tier, they're actually not bad at all. The protective ward is great against missile attacks, the resistance is actually quite good (remember, you can change it every morning) and the energy absorption is pure gravy.
Again: compared one-on-one to the other specialists, the abjurer is one of the two or three worst. But as a fellow party member, he's very solid. Try playing one sometime. You'll notice that you very quickly become everybody's favorite best friend. Alternately, if you're a DM, stick an enemy abjurer in the middle of a bunch of monsters or an NPC party. Your players will probably find him *incredibly annoying* -- which is always a good sign.
Doug M.

Aelryinth RPG Superstar 2012 Top 16 |

Evokers take a lot of investment to do well, that's true.
That's a PLUS for evoker specs.
Because the other classes take very little investment to do what they do.
In short a spec evoker with investment is totally unbeatable at his shtick...putting out tons and tons of damage in AoE's for multiple rounds.
And if direct damage isn't working, he can fall back on area controls.
People keep missing the fact that the other specs are strong because of their spells...and any wizard can cast the spells. Evokers are strong because they concentrated on their shtick.
Evokers with investment are strong because their spells f'ing kill things...and even if they save against the damage, the spells at least do SOMETHING.
And by taking a completely different loadout they can pretend at being another type of wizard entirely. Other types of wizards trying to be evokers generally fail because they don't have the class features to support the damage being dealt...while you don't actually need class features to be effective with other schools.
Evokers are considerably more dangerous then people think, because all they have to do is not be an evoker when it's best not to be so.
==Aelryinth

Douglas Muir 406 |
Also, if you're playing an abjurer? By 6th or 7th level it's trivially easy to surge your AC up into the 30s. When facing opponents with attacks lower than +12 or so, this means you can stroll freely around the battlefield, ignoring AoOs and concentration checks. You'd be surprised what a difference that makes.
Doug M.

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The thing with evokers is Admixture. It's the ability that you need to be an effective blaster (Rime, and getting around monster energy resistance/immunities). That means that an evoker can learn summon spells and be nearly as good at it as a real conjurer, but the conjurer can never get close to the evoker at blasting.

Conundrum |

Dwarf wizard 6 point buy 20 stats and fears/traits as follow: str 13 dex 12 con 14 I.+1@ 4th wis 12 cha 8. Near with me IM posting by phone. Feats are: 1. Improved initiative ,scribe scroll 3.light armor proficiency 5. Arcane armor training , craft magic arms and armor 7. Medium armor proficiency 9. Arcane armor mastery 10. Craft wondrous item 11. Quicken spell 13. Maximize. Spell 15.craft. staff, intensify spell 17. Toughness. Traits : armor expert, adopted (elf )warrior of old.

Soluzar |
1 person marked this as a favorite. |

Frankly, I am sick to death of these threads. It's like people go out and read Treantmonks (excellent) guide then come on to the boards to take a crap on Evokers.
I personally love playing Evokers. Is it suboptimal? Probably. But then again even when I do play a blaster evoker I squeeze in control spells into my loadout whenever possible.
It would be nice that in a future supplement such as an Ultimate Magic 2 we could see some improvements. Maybe a feat that requires Intense Spells that increases damage to 1pt/level as opposed to 1pt/2 levels. Maybe some new elemental metamagic effects. Also the SR problem needs to be overcome, conjuration acid spells are too good in comparison to evocation which is supposed to be centered on damage.
The words Wizard and suck should never have to be used in the same sentence.

master_marshmallow |

Frankly, I am sick to death of these threads. It's like people go out and read Treantmonks (excellent) guide then come on to the boards to take a crap on Evokers.
I personally love playing Evokers. Is it suboptimal? Probably. But then again even when I do play a blaster evoker I squeeze in control spells into my loadout whenever possible.
It would be nice that in a future supplement such as an Ultimate Magic 2 we could see some improvements. Maybe a feat that requires Intense Spells that increases damage to 1pt/level as opposed to 1pt/2 levels. Maybe some new elemental metamagic effects. Also the SR problem needs to be overcome, conjuration acid spells are too good in comparison to evocation which is supposed to be centered on damage.
The words Wizard and suck should never have to be used in the same sentence.
i agree that im not too sure people are posting their own opinions or just buying into the myth
evokers can do a lot of good things, and they can also do things that arent evoking, conjuerers get some elongated summons and the teleportation thing is badass, but evokers get the same summoning spells
augment summoning and superior summoning are factors, for determining what school to take spell focus in, but its not impossible to be able to do both, especially in PFS where you skip out on scribing in favor of spell focus for free
Human Blaster Conjurer
lvl 1) Spell Focus(Conjuration), Spell Focus(Evocation), Improved Initiative
lvl 3) Augment Summoning
lvl 5) Superior Summoning, Rime Spell
it is possible to do more than one thing, and do it well

wraithstrike |

Frankly, I am sick to death of these threads. It's like people go out and read Treantmonks (excellent) guide then come on to the boards to take a crap on Evokers.
I personally love playing Evokers. Is it suboptimal? Probably. But then again even when I do play a blaster evoker I squeeze in control spells into my loadout whenever possible.
It would be nice that in a future supplement such as an Ultimate Magic 2 we could see some improvements. Maybe a feat that requires Intense Spells that increases damage to 1pt/level as opposed to 1pt/2 levels. Maybe some new elemental metamagic effects. Also the SR problem needs to be overcome, conjuration acid spells are too good in comparison to evocation which is supposed to be centered on damage.
The words Wizard and suck should never have to be used in the same sentence.
Wizards don't suck. It is in comparison to other options so it should be taken with a grain of salt..

Aelryinth RPG Superstar 2012 Top 16 |

It's a carryover from 3.5, where Evokers were also considered the least optimal of the specialists.
And naturally, they also underestimated the fact that when you can blow 800 pts of damage into a something on its weakest elemental resistance, or bypass that resistance, and ignore its SR,and do it repeatedly...then why do you need to Gate in a Solar?
There were some crazy wicked ways to get damage up in 3.5, and once your damage is high enough, your hammer can just go ahead and whack pretty much ANY nail. You don't need to Dominate the Monster when it's dead.
==Aelryinth

StreamOfTheSky |

I'd probably rank it as....
Conjuration
Transmutation
Divination
Illusion
Necromancy
Enchantment
Evocation
Abjuration
Generalist
Divination is there solely due to the powerful school abilities, otherwise it would be dead last (except above generalist). Cojuration has ossibly the best spell list and possibly the best school powers. Transmutation combines possibly the best spell list with subpar school powers.
Abjuration is the worst to specialize in, IMO, because it combines the lack of great spells to fill slots with that Divination brings w/ a lack of good school powers, too. I've always been kind of annoyed w/ abjuration magic in general, because nearly everyone gets the big guns (dispel magic and greater, detect magic, resist energy), and clerics not only get almost all of the important abj. spells at the same time, they even get some of them EARLIER! You did not sack yor HD, BAB, proficiencies, and saves, and pay butt loads of money on your spellbooks just to play second fiddle to the freaking cleric!

Atarlost |
1 person marked this as a favorite. |
To be a good specialization you need one of two things: At least one spell you want to prepare every day of every level, or a game breaking school ability.
So, Abjuration? There are several levels where the CRB contains nothing you would prepare if you weren't an abjurer.
Necromancy? Not much in the way of good non-evil spells. Some of them are great and taking it as an opposed school is painful, but filling out all your school slots is a little frustrating.
Evocation, though, from spell level 3 on up it's got control spells every level. You're not going to be frustrated having to prepare something like Resilient Sphere or wall of force.
If you can find spells of every level you're happy to fill your school slots with you have a good specialization and it's basically as good as any other good specialization (except divination, which has the crazy initiative thing). The APG subschools have power creep in school powers and some schools start to stand out from the pack, but none of the small schools ever seem to get the spells to bring them up to par.

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A lot of people are willing to argue against or for evocation, but I don't hear any debate about universalists. Their absolute inferiority seems to be the one thing everybody can agree on.
Which makes me the jerk in the room, I suppose.
Here's the thing-- playing a wizard involves a LOT of bookkeeping. A sorcerer just keeps a list of what spells she knows and a list of spells per day per level, and just keeps a running tally of what she's cast today.
The wizard needs to sit down every day and re-plan out his daily loadout, right down to the last spell, in advance. How many times will you want to cast this spell today? Or that one? Which metamagic feats do you want to apply to it?
Spell schools further complicate the issue, because you have to remember which school each of your spells is in, and which ones you know at any given level. The universalist's "ability" is that he never needs to worry about any of that, and thus his player takes less time preparing spells each day and doesn't get frustrated figuring out what his school has for him at this level and why he should've chose this or that other school. For some people, that ease of execution is worth not getting an increased duration on a certain subset of spells, or a 3+Int/day power that will cease to relevant by level 3.
Metamagic Mastery isn't too shabby either, considering it gives a wizard a little more leeway with how to prepare his spells. It's basically a free metamagic rod of whatever feats you've got.

wraithstrike |

A lot of people are willing to argue against or for evocation, but I don't hear any debate about universalists. Their absolute inferiority seems to be the one thing everybody can agree on.
Which makes me the jerk in the room, I suppose.
Here's the thing-- playing a wizard involves a LOT of bookkeeping. A sorcerer just keeps a list of what spells she knows and a list of spells per day per level, and just keeps a running tally of what she's cast today.
The wizard needs to sit down every day and re-plan out his daily loadout, right down to the last spell, in advance. How many times will you want to cast this spell today? Or that one? Which metamagic feats do you want to apply to it?
Spell schools further complicate the issue, because you have to remember which school each of your spells is in, and which ones you know at any given level. The universalist's "ability" is that he never needs to worry about any of that, and thus his player takes less time preparing spells each day and doesn't get frustrated figuring out what his school has for him at this level and why he should've chose this or that other school. For some people, that ease of execution is worth not getting an increased duration on a certain subset of spells, or a 3+Int/day power that will cease to relevant by level 3.
Metamagic Mastery isn't too shabby either, considering it gives a wizard a little more leeway with how to prepare his spells. It's basically a free metamagic rod of whatever feats you've got.
Having a specialist wizard is not really that much of a factor. It might burn a few more seconds if I forget which school a spell is in, but that is about it. I have never heard anyone complain about the difference in book keeping online or in real life. If they hate bookkeeping then generally ignore the wizard altogether.

master_marshmallow |

your specialization should directly affect the way you play your wizard
conjurers summon crap then warp the hell outta there so their summons can do work
diviners make sure they go first so they get a free turn to make sure the BDF gets the most important buff before the bad guys can attack
admixers make sure they get around the ER of certain enemies, and preferably throw something else into the 'mix' to get some battlefield control going
if you only see a school for the extra spell slots you are missing the point

Atarlost |
A lot of people are willing to argue against or for evocation, but I don't hear any debate about universalists. Their absolute inferiority seems to be the one thing everybody can agree on.
Not necessarily. I'd consider them possibly better than a bad specialization. Especially one like Enchantment that would be my first suggestion for an opposition school.

Douglas Muir 406 |
Abjuration is the worst to specialize in, IMO, because it combines the lack of great spells to fill slots with that Divination brings w/ a lack of good school powers, too.
As noted above, the Abjurer's school powers, while not great, are okay. The ability to crank everyone's AC in a 10' radius is particularly nice at midlevels, while the resistances are pretty consistently handy.
Lack of great spells... Mage Armor, Shield, Protection from Evil, Dispel Magic, Magic Circle against Evil, Dimensional Anchor, Stoneskin, Break Enchantment, Dismissal, Antimagic Field, Globe of Invulnerability? I would firmly agree that abjuration doesn't have as many good spells as some other schools, but it doesn't *lack* the way that, say, divination does.
You did not sack yor HD, BAB, proficiencies, and saves, and pay butt loads of money on your spellbooks just to play second fiddle to the freaking cleric!
Well, I wouldn't say second fiddle. But yeah, that's a fair complaint. If you're going to play an abjurer, you have to accept that you're a support caster, not a blaster or a controller. You have to be a team player, or you're not going to have much fun.
And, again, concentrating on abjuration opens up some interesting tactics. I built a 5th level halfling abjurer once, with ordinary stats and WBL. He walked around most of the day with AC 21 and given three rounds to buff could get up to AC 31 or 32. The PCs found him an incredibly frustrating opponent -- not only did he buff his allies up to the point where hobgoblins were a serious nuisance to a bunch of 5th level PCs, but his insouciant willingness to stroll around the battlefield, his willingness to be meleed, his sublime disregard for missile attacks and his refusal to cast defensively were all very disorienting to players who were used to seeing the enemy caster cower behind his meat shields.
Doug M.

Atarlost |
Lack of great spells... Mage Armor, Shield, Protection from Evil, Dispel Magic, Magic Circle against Evil, Dimensional Anchor, Stoneskin, Break Enchantment, Dismissal, Antimagic Field, Globe of Invulnerability? I would firmly agree that abjuration doesn't have as many good spells as some other schools, but it doesn't *lack* the way that, say, divination does.
I would not want to prepare shield, both protection from and magic circle against evil, dimensional anchor, stoneskin, break enchantment, dismissal, antimagic field, or globe of invulnerability on a daily basis. It's not as bad as divination, but it's not a good school to specialize in.
A bad school to oppose has good spells. A good school to specialize in has consistently useful spells at every level.

Kimera757 |
I don't think Necromancy is a great specialty. It's a good school, and I wouldn't want to drop it, but the abilities are anemic.
The Turn Undead-style ability requires a stat you don't otherwise need, and the low-level spell-like ability is a touch attack that doesn't do damage or even have much control.
I look at the abilities rather than the schools. In addition, for a specialist, which schools you have to give up are more important than which school is giving you bonus slots.