What's your favourite School of Magic?
Rik_Kirtaniya
Member Posts: 1,742
- What's your favourite School of Magic?40 votes
- Abjuration12.50%
- Conjuration/Summoning  2.50%
- Divination  7.50%
- Enchantment/Charm10.00%
- Evocation/Invocation15.00%
- Illusion17.50%
- Necromancy22.50%
- Alteration/Transmutation12.50%
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Comments
Candy Is Dandy,
But Fireball Is Quicker
The choice was really difficult for me, since conjuration is a REALLY strong contender, especially considering it got chain contingency and melfs acid arrow and lots of summon spells, but in the the end, alteration / transmutation is the best school. Consider this list of spells (from most to least useful);
Slow
Haste / Improved haste
Stone skin
Time stop
Sphere of chaos
Ruby ray of reversal
Tensers transformation
Knock
Vocalise
Otilukes sphere
Strength
Shapechange
Burning hands
Shocking grasp
Conjuration: the ability to summon people
Divination: the ability to spy on people
Enchantment: the ability to control people
Invocation: the ability to explode people
Illusion: the ability to dazzle people
Necromancy: the ability to heal people
Alteration: the ability to petrify people
Summoning is very handy to have at lower levels. Which arcane caster doesn't love the simplicity of cheap meat shields after all? Downside however is that at mid and high levels summons are just dead weights.
I guess my all time favourite is and always will be Transmutation. It's just so darn handy to modify your own anatomy to meet your needs. Well, that, and I love to roleplay as sorcerers with aberration blood in their veins.
RELEASE THE FIREBALLS!
The point when my wizards or sorcerers get the spell Fireball is the point when my party emerges from DND's classic low-level hell. Now the game will start to get less frustrating.
Fireball spamming is especially fun in the more gameplay-based DND games like Icewind Dale, Neverwinter Nights, and The Temple of Elemental Evil. I tend to gravitate towards the characters that are good at spamming fireballs, like Qara in Neverwinter Nights 2, even if I don't care for them otherwise. Now that specialists' spells are harder to resist in the EEs, Dynaheir is my preferred spellcaster in Baldur's Gate 1, even more than Edwin or Baeloth.
On the other hand, out of all the schools, evocation is the one I have the least desire to use in real life.
I also adore cloudkill spam. I’ll take those wands of cloudkill you find everywhere and just spam the heck out of bosses.
But when I play tabletop D&D, it depends on the DM. Some DMs are all about combat. In that case, conjuration is generally my favorite choice. Divination can be REALLY fun if you have a smart, creative DM, who gives those obscure prophecies that murky up the situation even more.
Some DMs I’ve played with rule certain enchantment spells as more evil than necromancy spells.
Reasoning:
On one hand, your bending someone’s free will to your own, a pure violation of everything moral.
On the other, your just making use of an old glove someone has no need of anymore.
Irenicus kills someone with a swift petrification spell, followed by disintegrating his statue with a flashing display of sparks and green light (both Alteration spells). Cool, but horrible.
I sometimes think of the psychological stress many spells would have on both casters, onlookers and any surviving victims. I played some mod years ago where a character had been pretty traumatized from killing someone with acid arrow and realizing what a horrible death that actually is. That's the kind of writing I'd like to see more of in a world with things like horrid wilting, vitriolic sphere and burning blood.
While classically Necromancy is considered evil or at least taboo in a lot of fiction, I think it would be weird to apply that mentality to The Forgotten Realms.
Maybe certain forms of necromancy could be evil or taboo, but the school of magic as a whole is far too broad for that. Anything that heals is usually viewed pretty positively.
*shrugs It wasn’t my game. I just found it interesting so I thought I would share.
The rule didn’t include the more benign spells like Hope. But Charm Person and Dominate and the like were definitely evil in this particular DM’s ruling.
And, to be fair, like @Chronicler pointed out, not all necromancy spells are evil in some D&D settings. Cure and Heal are all good necromancy spells in Faerun/Baldur’s Gate, while Animate Dead is an evil spell. This guy seemed to have a similar sort of homebrew ruleser that applied to the Enchantment School, but none of the Enchantment spells were good, if I remember correctly. They were either evil or neutral.
So you’d drug people into happiness? Forcibly or non-?
I think I saw a game about that on GOG. We Happy Few, I believe.
Remember everyone: good little wizard apprentices don't do drugs.
On the other hand, we could also use Enchantment spells to cure Drug Addiction, by controlling and alleviating the patient's psychological dependence and withdrawal symptoms. Magic, especially Enchantment and Necromancy (Curing and Healing types only, or as some may say, White Necromancy) spells could have helped us a lot in the field of Medical Science, provided we could bring the Weave into existence here on Earth.
"I choose The Avatar, Master of All Four Elements"