Red Wizard - Optimal Schools of Magic
Posted: Mon Feb 05, 2018 1:56 pm
When making a Red Wizard it would seem it would be all about the DC, as a specialist wizard one school of magic has already been banned from use, which should the second school to be banned be in your opinion. As it is, not that many schools of magic would benefit from a DC-based caster. All of the various schools have some good to offer, but some seem to offer much less but more important/strong spells or they offer a lot of beneficial spells but not that powerful. Furthermore, it could prove important to know which should be the secondary school that you'd select for spell focus. This is especially important if you're building towards Archmage as you'd want the secondary spell focus to be the school that would benefit the most from it.
Which schools would seem to benefit the most from a DC-based caster?
Which schools would seem to benefit the least from a DC-based caster?
Which would be the optimal secondary school for a DC-based caster?
Listed below are the specializations, lore-wise opposing schools, a list of some of key spells lost if banning the oppsing school.
**Abjurer**
Build Focus Spells: Mordenkainen's Dysjunction, Spell Mantles
Opposing School: Abjurers lose access to Conjuration
Useful spells you lose access to:
-All Teleport Spells
-Mage Armor/Improved Mage Armor
-All Orb spells (I.E. Orb of Force, etc.)
-Melf's Acid Arrow
-Flame Arrow
-Evard's Black Tentacles
-Arc of Lightning
-Vitriolic Sphere
-Acid Fog
-Summon Creature I-IX
-Planar Binding (All versions: Lesser, and Greater)
-Gate
-Ice Darts
-Deadly Lahar
Notes: This build is a good candidate for counter-spelling. Fill your spell book with nothing but buffs and dispels. Take Mastery of Counterspelling at level 23 instead of Spell Power. You end up with Caster Level 37. A Mordenkainen's Dysjunction with caster level 37 is extremely effective. It will strip any buffs that are cast by a caster with 28 caster levels with 100% effectiveness. If you remain in counter-spell mode you can fire any spells cast upon you back at your opponent with great effectiveness using your dispels as a means of counter-spelling.
**Conjurer**
Build Focus Spells: Gate, Summon Monster I-IX, Acid Fog
Opposing School: Conjurers lose access to Transmutation
Useful spells you lose access to:
-Enlarge Person
-Reduce Person, Mass Reduce Person and Greater Reduce Person
-Expeditious Retreat
-Magic Weapon and Greater Magic Weapon
-Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Owl's Wisdom
-Mass Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Owl's Wisdom
-Blindsight
-Keen Edge and Weapon of Impact
-Spiderskin
-Bestow Curse
-Shout and Greater Shout
-Disintegrate
-Tenser's Transformation
-Stone Body and Iron Body
-Stone to Flesh and Flesh to Stone
-Greater Stoneskin
-Ethereal Jaunt and Etherealness
-Mordenkainen's Sword
-Shapechange
Notes: This is a poor choice for a school specialization. There are no spells that would greatly benefit from specialization in this spell school. Some of your buffs might be more difficult to dispel (i.e. Improved Mage Armor), and your summons may last longer, but many of the buffs you would give your summons cannot be cast (i.e. Greater Magic Weapon, Bull's Strength and Spiderskin).
**Diviner**
Build Focus Spells: Scrying, True Seeing, Premonition, Power Words, True Strike
Opposing School: Diviners lose access to Necromancy
Useful spells you lose access to:
-Ray of Enfeeblement
-Curse of Impending Blades and Mass Curse of Impending Blades
-False Life
-Death Armor
-Vampiric Touch
-Enervation
-Animate Dead
-Cloudkill
-Circle of Death
-Create Undead and Create Greater Undead
-Undeath to Death
-Control Undead
-Avasculate
-Finger of Death
-Energy Drain
-Wail of the Banshee
Notes: This is just a poor choice for a school specialization. Take it for RP purposes, but you gain very little as a Red Wizard with this spell focus. There are no Divination spells that would benefit from Spell Power. None of them are DC based. The only benefit would be that Premonition and True Seeing are more difficult to dispel when cast by a Diviner.
**Enchanter**
Build Focus Spells: Dominate Monster, Hiss of Sleep, Mass Charm Monster, Mind Fog
Opposing School: Enchanters lose access to Illusion
Useful spells you lose access to:
-Bladeweave
-Blindness/Deafness and Mass Blindness/Deafness
-Ghostly Visage
-Invisibility
-Mirror Image
-Displacement
-Invisibility Sphere
-Greater Invisibility
-Phantasmal Killer
-Glass Doppelganger
-Ethereal Visage
-Shadow Shield
-Solipsism
-Shades
-Shadow Simulacrum
Notes: Enchanters have similar weaknesses to that of Illusionists. Their spells are easily negated with mind-spell immunity. Overcome this with the same tactics that the Illusionist uses. All elves are immune to sleep. Enchantments are ineffective against opponents with a high Will save.
**Evoker**
Build Focus Spells: Bigby's spells, Polar Ray, Meteor Swarm, Missile Storms
Opposing School: Evokers lose access to Conjuration
Useful spells you lose access to:
-All Teleport Spells
-Mage Armor/Improved Mage Armor
-All Orb spells (I.E. Orb of Force, etc.)
-Melf's Acid Arrow
-Flame Arrow
-Evard's Black Tentacles
-Arc of Lightning
-Vitriolic Sphere
-Acid Fog
-Summon Creature I-IX
-Planar Binding (All versions: Lesser, and Greater)
-Gate
-Ice Darts
-Deadly Lahar
Notes: An Evoker has extremely powerful Bigby's spells. Caster level greatly enhances the effectiveness of their Bigby spells. It improves the hand's armor class as well as the grapple check and duration. Evokers are also offensive powerhouses. The DC's on their offensive spells are very high and bypass spell resistance with ease. Some evocation spells are ineffective against opponents with a high Reflex save.
**Necromancer**
Build Focus Spells: Wail of the Banshee, Finger of Death
Opposing School: Necromancers lose access to Divination
Useful spells you lose access to:
-Identify
-True Strike
-See Invisibility
-Clairaudience/Clairvoiyence
-Power Words (I.E. Power Word Kill)
-Assay Resistance
-Feeblemind
-Legend Lore
-True Seeing
-Banishment
-Premonition
Notes: Necromancers get high DC death spells. The problem with death spells is that they are so easily countered with Death Ward and Shadow Shield. Use the same tactics that the Illusionist and Enchanter use in order to make these spells effective. Strip the enemy's defenses before casting any death spells. Death Ward was added to the list of breachable spells on BGTSCC. Death spells are ineffective against opponents with a high Fortitude save.
**Transmuter**
Build Focus Spells: Disintegrate, Flesh to Stone
Opposing School: Transmuters lose access to Conjuration
Useful spells you lose access to:
-All Teleport Spells
-Mage Armor/Improved Mage Armor
-All Orb spells (I.E. Orb of Force, etc.)
-Melf's Acid Arrow
-Flame Arrow
-Evard's Black Tentacles
-Arc of Lightning
-Vitriolic Sphere
-Acid Fog
-Summon Creature I-IX
-Planar Binding (All versions: Lesser, and Greater)
-Gate
-Ice Darts
-Deadly Lahar
Notes: Transmuters only really get two effective spells. Both of them can be negated by opponents with high a high Fortitude save. The benefit of being a Transmuter is that there is no immunity to these spells like other DC based spells such as death spells and enchantments.
**Illusionist**
Build Focus Spells: Weird, Solipsism
Opposing School: Enchantment
Useful spells you lose access to:
-Sleep
-Tasha's Hideous Laughter,
-Deep Slumber
-Heroism & Greater Heroism
-Hold Person/monster & Mass Hold Person/Mass Hold Monster
-Charm Person/Monster & Mass Charm Monster
-Confusion
-Crushing Despair
-Dominate Person & -Dominate Monster
-Mind Fog
-Hiss of Sleep
-Blackstaff
Notes: Illusion spells are easily negated with mind-spell immunity.
Which schools would seem to benefit the most from a DC-based caster?
Which schools would seem to benefit the least from a DC-based caster?
Which would be the optimal secondary school for a DC-based caster?
Listed below are the specializations, lore-wise opposing schools, a list of some of key spells lost if banning the oppsing school.
**Abjurer**
Build Focus Spells: Mordenkainen's Dysjunction, Spell Mantles
Opposing School: Abjurers lose access to Conjuration
Useful spells you lose access to:
-All Teleport Spells
-Mage Armor/Improved Mage Armor
-All Orb spells (I.E. Orb of Force, etc.)
-Melf's Acid Arrow
-Flame Arrow
-Evard's Black Tentacles
-Arc of Lightning
-Vitriolic Sphere
-Acid Fog
-Summon Creature I-IX
-Planar Binding (All versions: Lesser, and Greater)
-Gate
-Ice Darts
-Deadly Lahar
Notes: This build is a good candidate for counter-spelling. Fill your spell book with nothing but buffs and dispels. Take Mastery of Counterspelling at level 23 instead of Spell Power. You end up with Caster Level 37. A Mordenkainen's Dysjunction with caster level 37 is extremely effective. It will strip any buffs that are cast by a caster with 28 caster levels with 100% effectiveness. If you remain in counter-spell mode you can fire any spells cast upon you back at your opponent with great effectiveness using your dispels as a means of counter-spelling.
**Conjurer**
Build Focus Spells: Gate, Summon Monster I-IX, Acid Fog
Opposing School: Conjurers lose access to Transmutation
Useful spells you lose access to:
-Enlarge Person
-Reduce Person, Mass Reduce Person and Greater Reduce Person
-Expeditious Retreat
-Magic Weapon and Greater Magic Weapon
-Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Owl's Wisdom
-Mass Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Owl's Wisdom
-Blindsight
-Keen Edge and Weapon of Impact
-Spiderskin
-Bestow Curse
-Shout and Greater Shout
-Disintegrate
-Tenser's Transformation
-Stone Body and Iron Body
-Stone to Flesh and Flesh to Stone
-Greater Stoneskin
-Ethereal Jaunt and Etherealness
-Mordenkainen's Sword
-Shapechange
Notes: This is a poor choice for a school specialization. There are no spells that would greatly benefit from specialization in this spell school. Some of your buffs might be more difficult to dispel (i.e. Improved Mage Armor), and your summons may last longer, but many of the buffs you would give your summons cannot be cast (i.e. Greater Magic Weapon, Bull's Strength and Spiderskin).
**Diviner**
Build Focus Spells: Scrying, True Seeing, Premonition, Power Words, True Strike
Opposing School: Diviners lose access to Necromancy
Useful spells you lose access to:
-Ray of Enfeeblement
-Curse of Impending Blades and Mass Curse of Impending Blades
-False Life
-Death Armor
-Vampiric Touch
-Enervation
-Animate Dead
-Cloudkill
-Circle of Death
-Create Undead and Create Greater Undead
-Undeath to Death
-Control Undead
-Avasculate
-Finger of Death
-Energy Drain
-Wail of the Banshee
Notes: This is just a poor choice for a school specialization. Take it for RP purposes, but you gain very little as a Red Wizard with this spell focus. There are no Divination spells that would benefit from Spell Power. None of them are DC based. The only benefit would be that Premonition and True Seeing are more difficult to dispel when cast by a Diviner.
**Enchanter**
Build Focus Spells: Dominate Monster, Hiss of Sleep, Mass Charm Monster, Mind Fog
Opposing School: Enchanters lose access to Illusion
Useful spells you lose access to:
-Bladeweave
-Blindness/Deafness and Mass Blindness/Deafness
-Ghostly Visage
-Invisibility
-Mirror Image
-Displacement
-Invisibility Sphere
-Greater Invisibility
-Phantasmal Killer
-Glass Doppelganger
-Ethereal Visage
-Shadow Shield
-Solipsism
-Shades
-Shadow Simulacrum
Notes: Enchanters have similar weaknesses to that of Illusionists. Their spells are easily negated with mind-spell immunity. Overcome this with the same tactics that the Illusionist uses. All elves are immune to sleep. Enchantments are ineffective against opponents with a high Will save.
**Evoker**
Build Focus Spells: Bigby's spells, Polar Ray, Meteor Swarm, Missile Storms
Opposing School: Evokers lose access to Conjuration
Useful spells you lose access to:
-All Teleport Spells
-Mage Armor/Improved Mage Armor
-All Orb spells (I.E. Orb of Force, etc.)
-Melf's Acid Arrow
-Flame Arrow
-Evard's Black Tentacles
-Arc of Lightning
-Vitriolic Sphere
-Acid Fog
-Summon Creature I-IX
-Planar Binding (All versions: Lesser, and Greater)
-Gate
-Ice Darts
-Deadly Lahar
Notes: An Evoker has extremely powerful Bigby's spells. Caster level greatly enhances the effectiveness of their Bigby spells. It improves the hand's armor class as well as the grapple check and duration. Evokers are also offensive powerhouses. The DC's on their offensive spells are very high and bypass spell resistance with ease. Some evocation spells are ineffective against opponents with a high Reflex save.
**Necromancer**
Build Focus Spells: Wail of the Banshee, Finger of Death
Opposing School: Necromancers lose access to Divination
Useful spells you lose access to:
-Identify
-True Strike
-See Invisibility
-Clairaudience/Clairvoiyence
-Power Words (I.E. Power Word Kill)
-Assay Resistance
-Feeblemind
-Legend Lore
-True Seeing
-Banishment
-Premonition
Notes: Necromancers get high DC death spells. The problem with death spells is that they are so easily countered with Death Ward and Shadow Shield. Use the same tactics that the Illusionist and Enchanter use in order to make these spells effective. Strip the enemy's defenses before casting any death spells. Death Ward was added to the list of breachable spells on BGTSCC. Death spells are ineffective against opponents with a high Fortitude save.
**Transmuter**
Build Focus Spells: Disintegrate, Flesh to Stone
Opposing School: Transmuters lose access to Conjuration
Useful spells you lose access to:
-All Teleport Spells
-Mage Armor/Improved Mage Armor
-All Orb spells (I.E. Orb of Force, etc.)
-Melf's Acid Arrow
-Flame Arrow
-Evard's Black Tentacles
-Arc of Lightning
-Vitriolic Sphere
-Acid Fog
-Summon Creature I-IX
-Planar Binding (All versions: Lesser, and Greater)
-Gate
-Ice Darts
-Deadly Lahar
Notes: Transmuters only really get two effective spells. Both of them can be negated by opponents with high a high Fortitude save. The benefit of being a Transmuter is that there is no immunity to these spells like other DC based spells such as death spells and enchantments.
**Illusionist**
Build Focus Spells: Weird, Solipsism
Opposing School: Enchantment
Useful spells you lose access to:
-Sleep
-Tasha's Hideous Laughter,
-Deep Slumber
-Heroism & Greater Heroism
-Hold Person/monster & Mass Hold Person/Mass Hold Monster
-Charm Person/Monster & Mass Charm Monster
-Confusion
-Crushing Despair
-Dominate Person & -Dominate Monster
-Mind Fog
-Hiss of Sleep
-Blackstaff
Notes: Illusion spells are easily negated with mind-spell immunity.