![]() Can't deal damage like Evocation, can't handle anything like Transmutation, and crippled by havnig to know a lot of languages, Conjuration's got a good heart but bad play. Weak, OMG weak, for the first two or three levels before finally starting to flex. Heck, plain ol' Protection from Evil hedges out all Summoned creatures, no matter the level! Have to love that. Requires a soft touch, true, but perilously few creatures have good Will saves and Enchantment mixes both area of effect and single-target elimination spels like mad, as well as having outside of combat abilities.ĭefensive-minded, but, an Abjuration spell of any given level trumps all others of teh same level. Does scads of things outside of combat as well. King of all part buffs, deals damage indirectly by making everyone else better. It has answers for EVERYTHING and allows you to always be useful. Yes, it's narrow, yes, it's weak on spells, and, yes, if you want to animate undead, you should be a cleric instead, but, in terms of raw power, nothing tops Necromancy for eliminating single targets. ![]() It's usually almost always one of the schools I chose as barred when I made Conjurers.Īs stated, it depends HUGELY on the type of campaign and the books used, but, sticking to the Three Core: Evocation: In my opinion evocation is easily the weakest school of magic, mostly because all it really does is deal raw damage, a job that Conjuration can do just as well, if not better.I rank it right above Evocation, mostly because it has more useful effects but such a poor selection that it's not all that useful beyond killing things. Necromancy: Necromancy does have some solid save or day effects and a few great debuffs, but by and large it's pretty weak and has the smallest selection of spells of all the schools (save maybe for divination).It's not the most powerful of schools, but it has a lot going for it in most games. I usually rank it as about middle in the range of power, as so much of it relies on the skill and insight of a player. Divination: Divination is a bit of an odd duck, in that its true value lies in the creativity of the player and the type of game that's being run.The only thing that makes it more powerful than normal is that it includes several almost mandatory protection spells at higher levels. I rank it in the top five, but in most games it can be skipped. Abjuration: Abjuration can make a party nearly invulnerable in the right hands, but beyond protecting you from most effects it's not useful for all that much.Plus a lot of the spells are limited to humanoids, which makes it less than useful. Enchantment: Enchantment can be very powerful in the right hands, but like Divination it really requires a clever player to fully utilize its power.In the hands of an out of the box thinker it's a really powerful school. That and Illusion is one of the few schools that can duplicate not one but two schools of magic (in a limited fashion). Still, a creative player can avoid an awful lot of fights with only a handful of spells. Illusion: Illusion is in my power three, but like Enchantment and Divination really requires a clever player to make it very powerful.It has the ever broken polymorph any object, the save or die polymorph other, and then a huge array of really good buff and utility spells. ![]() You can more or less polymorph yourself into any creature and use their spell-like abilities or the like. Transmutation: Transmutation is probably the second most powerful in most games, mostly because it's again very versatile.I've had characters who literally cast almost nothing but Conjuration spells. You have teleportation, direct damage spells on par with evocation, and the summoning of anything even remotely useful. Conjuration: Conjuration is literally your one stop shop for everything useful.I agree with Gyrfalcon on the fact that it really depends on what kind of game you're going to be running, but for my own home games this is my personal opinion.
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