![]() ![]() They should've gotten something to compensate for the lack of spell slots.įor a boom wizard, few things are as powerfull as the ability to go FIRST, and always being able to act in the surprise rond is pretty darn good, especially coupled with a +9 or higher on Initiative (Dex 14, Improved Initiative, +2 init trait, +1 per 2 levels from Diviner).Īdd in a starting Int of 20, and there will be a lot of monsters going down before they know what hit them, never mind being able to act. Universalism is just the saddest puppy of all. It does require training your party not to stand in the AoE though, which can be problematic if they're over-eager to set up flanking. Working with the more unambiguous spells (Hideous Laughter, Hold Person, Dominate Person) is less GM-dependent, but kicks in a little later in levels.īiggest weakness is fighting mindless creatures, and there's actually quite a lot of those.Ĭonjuration rocks at any level Mage Armor is something you want to cast every day, and Glitterdust is one of the best attack spells at level 2 (blinded is a very severe condition). * AoE: trickier until level 5, by which time everything should be falling into place (Spell Focus, Spell Specialization, Preferred Spell, Magical Lineage, Rime Spell, Fireball.)Ĭharm-style enchantment can be difficult, depending on how the GM handles charmed creatures (how cooperative are they?). This build should also look at expanding towards Eldritch Knight for the BAB at some point. * RAYS: Point Blank Shot at level 1, Precise Shot at level 3 you start out with Ray of Frost for 1d3+2 at level 1, but all day, and at level 3 you add Scorching Ray with good to-hit. ![]() Definitely hard until level 3 (Scorching Ray) by then your dice-per-level spells from level 1 have gotten better too, and your overall number of spell slots is good enough for more than one fight in a day. I think Evocation has problems at low levels you can easily run out of damaging spells before killing everyone that's trying to kill you. But in the end you depend on the GM's readiness to let enemies believe in illusions so you can use them to lay ambushes, circumvent guards etcetera, because you just can't do enough damage with them. Illusion still has Color Spray, and since we're talking low level, that's a pretty good spell. So I would want to talk to my GM and clear up some things before I'd play either in that GM's campaign. So, to summarize, both can be powerful, but they are perhaps the two schools that can be most easily neutralized by GM fiat with very little recourse by the player. Certain spell outcomes are highly dependent on GM fiat. Using many spells outside of combat may be viewed as socially inappropriate behavior in some GM worlds. Does not provide much actual damage or protection. Powerful interrogation or manipulation options.Ĭon: Very dependent on defeating will saves. ![]() Provides potential for avoiding combat or greatly reducing combat. Pro: Very solid options to control individuals or groups. Most importantly, determining the outcome of many spells is totally GM fiat, and if the GM and player don't agree how illusions work, the character can be neutralized with little player recourse. Offers perhaps the best outlet for individual player creativity.Ĭon: Very dependent on defeating will saves. I am sure a detailed and exhaustive response to your question could be (and probably will be) given, but at a high level here is how I see it: PD: I think the universal school should have extra cantrips slots and bonuses instead of hand of the apprentice! My intention so far is to control and let others do the heavy damage! Is that wrong? what is the best way for a wizard to do damage at such low levels? Could you elaborate on pros and cons of the illusion and enchantments schools at levels 1-3 please? I am particularly considering those two schools given they "control" spells like sleep and color spray. ![]()
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