Arcanist - Necromancy or Enchantment Focus?


Advice

The Exchange

Hello,

Curious as to what people think is the stronger Arcane spell list from 1st - 6th level spells. Take into consideration of using Magical Lineage and Wayang Spellhunter traits on one spell within either of these schools to add metamagic.

My character focus: Blasting is nice and I may have a few spells selected to do some big numbers but I'm looking to focus on some spells that really mess some monsters up.

I'm currently not sure if the Dominate, Charm, Confusion, etc route is the way to go or if something more like Ray of Enfeeblement, Ray of Exhaustion, Vampiric Touch, Fear, etc route would be better. I can grab Reach meta rods or take the Reach metamagic feat and apply for free via Magical Lineage if needed.

I'm just looking to have a caster that has a different feel from the 90% that cast fireball and magic missles all day.


Both suck. Blasting also sucks unless you are 11+.
Have you read Treantmonk's guide to wizards?

The Exchange

Nyaa wrote:

Both suck. Blasting also sucks unless you are 11+.

Have you read Treantmonk's guide to wizards?

Yes, I've read that. I'm not playing a Wizard exactly though and although Treantmonk went long lengths to draw out the guidelines for what is most optimal, it can be fun at times to go outside of realm of building the same thing every time. With that said, I'm wondering which of Necromancy and Enchantment are typically better and which one is probably best to make as one of my Opposition Schools as a School Savant Arcanist.


What's more fun? You'll be casting a certain group of spells over and over again, so make sure that you're enjoying that part. We can make just about anything good enough to play, you're a full caster, after all.


Also, have a few buff spells handy, because both schools have types of enemies that are broadly immune to you.

So, since you can't enchant vermin, be ready with an enlarge person or a haste.

Any campaign details? That might help...

Grand Lodge

Both schools have whole swaths of monsters that will either be immune to them or make the saves. That said, most monsters get strong fortitude saves, so you might get a bit more mileage with Enchantment.

I suppose if it's just between those two, it really depends on the campaign.

The Exchange

Anonymous Visitor 163 576 wrote:

Also, have a few buff spells handy, because both schools have types of enemies that are broadly immune to you.

So, since you can't enchant vermin, be ready with an enlarge person or a haste.

Any campaign details? That might help...

PFS actually. I could pickup Threnodic Spell or Coaxing Spell, albeit they both increase the spell level by 2. Lesser Rod of Threnodic costs 9k but doesn't seem like there's a metamagic rod for Coaxing. Maybe there's some options to be able to affect undead or vermin/oozes via Sorcerer Bloodlines or something else?


Nyaa wrote:

Both suck. Blasting also sucks unless you are 11+.

Have you read Treantmonk's guide to wizards?

Neither suck, they just aren't as good as conjuration. Necromancy gets some of the best spells in the game, but has a weaker start and a stronger finish. Enchantment is similar but has a stronger start and a weaker finish.

You don't really need to focus on one school as an arcanist, honestly. You can already boost your DCs using your arcane pool, so that's less of an issue, and you don't need to pick opposed schools. Arcanists make better generalists who have one strong spell they can spam and a bunch of good utility spells on the side.

I prefer necromancy as it has broader application than enchantment. Ghoul touch is a strong candidate for reach metamagic, but it does suffer from a narrow focus (humanoids only). Later on you get magic jar, which is a game breaker. Enervation is quite a good pickup for spell mastery/magical lineage later down the line - it is lacklustre unmodified, but a maximised empowered followed by a quickened empowered enervation is a really deadly combo.


Necromancy is more widely applicable, but hopefully you know your GM. Some like undead more than others.

On the other hand, enchantment is just more fun IMO. It also tends to take out foes more completely, if more temporarily; compare blindness/deafness to hideous laughter.


I'd go necromancy for PFS. You could have a different judge for every adventure. While ray of enfeeblement will be consistent, charm person's interpretation could shift,.

I would find that annoying.

Silver Crusade

Charm Person is more for having someone act friendly towards you, but it doesn't allow you to control them at all. Confusion and Dominate Person seem pretty powerful though. Necromancy seems to have some good spells but they mostly seem single target. Thoughts?


Personal taste.


Take Blood Arcanist (Fey) that will give a flat +2 DC to enchantment(compulsion) spells use sleep for early levels...

Check with you GM enchantment focus can make a GMs live a real pain, ending encounters the where planed for a evening in less than 10 sec.

Breiti

Silver Crusade

Breiti wrote:

Take Blood Arcanist (Fey) that will give a flat +2 DC to enchantment(compulsion) spells use sleep for early levels...

Check with you GM enchantment focus can make a GMs live a real pain, ending encounters the where planed for a evening in less than 10 sec.

Breiti

Bloodline Development does not gain access to the Bloodline Arcana, only the 1st level Bloodline Power.

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