Wizard Traditions, Any Favorites?

Post/Author/DateTimePost
#1

EricBuddhaBelly

Sep 15, 2015 9:23:53

I am trying to get a grasp on deciding which Tradition is more helpful. I went thru the Arcane Cards and divided them by schools and Evoc and Transmutation had the largest selections.

 

I have tried Necromancy before, but it ended up being not useful at all in the campaign. I never had the killing blow on a creature to regain health and I was thinking maybe just kill rats to regain health, but does not work for cantrips so I would be wasting spell slots in dungeons to do something like that. 

 

 

Anyone played the others school and have any advice on which are decent? I ask because while I am proficient in reading, I find myself not really fully comprehending if any have a solid value that sticks out.

 

Although, the Transmuter's Stone seems very helpful.

#2

Tempest_Stormwind

Sep 15, 2015 10:04:07

For me, personally? Divination. No contest (although at higher levels, Illusion definitely gives it a run for its money. I just haven't played at levels high enough to get Illusory Reality, while Portent is online from level 2.).

 

The question isn't what the spells are - any wizard from any tradition can cast any wizard spell, regardless of its school.

 

The question instead is what the tradition's features are, and how they intersect with the spells you're casting and the situations you're facing.

 

And, for me, being able to flat-out adjust a few d20s to a pre-determined number is being like unto a god.

 

But, that's just me. Here's a great guide on your options. (Be advised, it's written for a specific wizard playstyle, and if you're used to being MakeStuffGoBoomGuy, you might need to recalibrate your expectations as you read.)

#3

Treantmonklvl20

Sep 15, 2015 12:15:48

Totally agree with TS.  Divination is terrific, and it starts paying off right at level 2.  Portent is easy, fun, and exceedingly useful.  It's a great way to dip your feet into Wizard and get maximum bang for your buck at low levels.  Don't worry about casting a bunch of divinations - cast whichever spells you like (though you can cast Divinations at bargain prices after 6th level - it's not necessary though).

#4

pdegan2814

Sep 15, 2015 12:58:36

Divination's definitely a powerful one. That portent ability comes early, and stays useful forever. Plus, before long you'll be recharging low-level spell slots whenever you cast Divination spells. More slots are never a bad thing, even low-level ones(especially if you've got some handy low-level spells that don't "level up").

 

Another tradition to strongly consider is Abjuration. That Arcane Ward gives you a nice little HP boost early on, and can be recharged between fights by casting Alarm as a ritual without burning a spell slot. Improved Abjuration reduces the need to cast Dispel Magic & Counterspell with higher-level slots by boosting your ability checks. And the Spell Resistance you get at 14th level is just AWESOME. It won't work on non-spell magic damage, but any caster you're going up against is going to be crippled when attacking you. If you have any desire to get into the thick of things during a fight rather than hang back, this one's a HUGE help. Boost your Dex & cast Mage Armor at the start of every day to power your Arcane Ward, or find a way to gain proficiency in medium/heavy armor(race selection, feat, or multiclass dip) to save yourself the spell slot and just spam Alarm whenever you have a break. Of course, if you dip two levels of Warlock to get Invocations you can grab Armor Of Shadows which will let you cast Mage Armor at will, keeping that Arcane Ward charged non-stop even in battle.

#5

Mazzy

Sep 15, 2015 14:12:56

Don't be too hard on necromancers. I've been playing one for awhile and although I can count on my thumbs the number of times Grim Harvest has happened, the level 6 feature is fantastic. The extra HP is just enough for zombies to survive a fireball, which has made a big difference.

#6

guachi

Sep 15, 2015 19:50:04

I'll give a thumbs up for abjuration. You'll likely always find a use for more HP that you can (eventually) use to protect your friends.

#7

BloodMoon666

Sep 15, 2015 23:56:11
If you've the knack for illusions, that's a really really strong school as well. Improved minor illusion doesn't seem much, but it really doubles it's usefulness(adding sounds of earth splitting when summoning a "rock wall" instead of just a silent image appearing). The possibilities really are endless even for that one cantrip. When you get to illusory reality, though...that's when the fun really starts! Conjure a large rock above your enemies, make it real and watch it squish! Make a bridge happen where you want. Summon weapons or equipment to jail. Make a gold bar, sell it to a greedy merchant who swindeled you previously for half the price and then shrug and suggest he misplaced it when he can't find it later. The school of illusion really allows you to go nuts, really!
#8

pdegan2814

Sep 16, 2015 8:49:18

BloodMoon666 wrote:
#9

EricBuddhaBelly

Sep 27, 2015 20:16:44

Ok, thank you all for the tips. For the upcoming new campaign, I think I will go illusion and see if I like that.

#10

Mad_Jack

Sep 28, 2015 0:13:34

 

 The thing about illusion is that it's usefullness is based largely on your own creativity and ability to adapt it to your current situation. It is what you make it, basically. Their second-level ability can let you do some really interesting things if you leverage it right.

 

#11

Matau99

Oct 08, 2015 8:32:27

Illusion is the strongest school, but it's also the most DM-dependant. I have a crazy DM who lets me get away with anything, so I love it.

Divination is the strongest school if your DM isn't leniant. It's also the best "generalist" school, for when you want to be good at everything.

#12

FallingIcicle

ago

My favorite is conjuration. Minor conjuration is really useful and a lot of fun. You can conjure copies of all kinds of useful stuff, such as maps, keys, tools, weapons, etc. Benign Transposition is also great. If you get grappled or surrounded, you can switch places with the fighter. It's also really easy to recharge. Just cast unseen servant as a ritual, and you can recharge it for free between fights. Focused Conjuration is amazing. Enemies can no longer get rid of your black tentacles and such by hitting you (unless, of course, they knock you out). It also removes most of the risk that comes with the conjure elemental spell. If your concentration can't be broken, you don't have to worry about the elemental turning on you. Finally, durable summons helps your minions survive longer. 30 hp doesn't sound like much at higher levels, but that's more than the average damage of a fireball. Your familiar also benefits, since it's a summoned creature.