February 25, 2004, 19:53
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#61
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I have given all the standard spells in the first 3 levels
I am sorta a power gamer also, but you don't need tons of different types of damage dealing spells, you can just have some and than use other spells for for none damage dealing
I could even see dropping envoc if I was convinced that it wasn't the best direct damage dealing (Necro seems to have some direct damage, but also some summoning which illusion and conjuration also have)
basically I do want to be able to direct damage, and to summon creatures, but I don't see why I need multiple schools to do all thses things
Jon Miller
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February 25, 2004, 23:57
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#62
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Deity
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Quote:
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Originally posted by Jon Miller
if you specialize (if I understand that right) than you have to drop two other schools completely (unless you specialize in divination in which case you only have to drop one other school), I don't want to do that twice (anyways you can only do it twice if you become a wizard of thay or an incantrix)
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I don't think so. It depends on what you specialise it, there's a list you can choose from.
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February 26, 2004, 02:40
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#63
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you are somewhat correct
if you specialize in divination you only have to drop one other
but (at least in 3.5) for all the others you have to drop two schools (with neither of the droped schools being divination)
Jon Miller
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February 26, 2004, 03:03
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#64
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I don't know about 3.5. In 3, there's a list. I remember my character only needed to drop 1 school to specialise in SnowFire's campaign.
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(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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February 26, 2004, 05:52
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#65
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Just drop what seems most appropriate for what you want to specialise in. Or least appropriate for your specialisation, whichever way you want to word it. 
Basically, this should be a role-playing decision. Talk over with your GM which spells your character would be likely to keep, and which to drop. If you have any idea of how your character will behave, then the choice of what to keep and what to drop will be easy.
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February 26, 2004, 12:25
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#66
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For a rules clarification: in 3.0, you could sacrifice as many as 3 schools (if you were an Evoker and got rid of Diviniation, Necro, & something else) or as few as one (Diviners, Necromancers, most other schools if they sacrificed something on a similar power level).
As for what you should skip, JM... depends on the character. Enchantment can be rather horrid, if you think about it- messing with people & enchanting them can be rather evil. Some characters might have an aversion to that. Same with Necro. Illusion, well, it depends on your GM. Do you get into situations where you can have fun with illusions? If not, drop it.
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February 26, 2004, 13:04
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#67
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I always found that the different schools had one or two spells I really liked. I'd be just about to ditch one then discover it was the only way of casting dispel magic or something core like that.
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February 26, 2004, 13:17
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#68
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yah, but 3.5 makes things simpler
my focus will be in abjuration
I sort of want a wizard
and for me that means conjuration, transmutation, divination, and abjuration
that leaves enchantment, illusion, necromancy and evocation
I don't think that necromancy suits well with my character, and I think that evocation does
so it basically comers down to illusion or enchantment, which I think of as being fairly similiar schools
Jon Miller
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February 26, 2004, 13:17
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#69
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yah, but 3.5 makes things simpler
my focus will be in abjuration
I sort of want a wizard
and for me that means conjuration, transmutation, divination, and abjuration
that leaves enchantment, illusion, necromancy and evocation
I don't think that necromancy suits well with my character, and I think that evocation does
so it basically comers down to illusion or enchantment, which I think of as being fairly similiar schools
Jon Miller
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February 26, 2004, 18:14
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#70
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Like I said before - drop enchantment. Charm spells suck arse anyway, and they ALWAYS cause arguments with the GM. (No, that would be against his nature...) Illusion has some great defensive spells (MI, Invis etc, that are THE reason to take a wizard and not a sorc.)
-Jam
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February 26, 2004, 20:14
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#71
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ok
what feats would you use?
I think that I am going to drop necromancy and enchantment, they were what I was leaning towards initially
Jon Miller
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February 26, 2004, 23:54
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#72
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Illisions are great. I loved the first edition illusionists, but they got shafted when Dieties and Demigods came out
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(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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February 27, 2004, 00:49
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#73
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King
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How about magic, anybodu here play magic at all eitehr? OOh! What about htose little "Heroclix" things that they have out? You know the little superheros, and you can fight w/ them? I hear they are giving out a 16in high galactus model at conventions!
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February 27, 2004, 02:47
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#74
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yes, there have been many threads on it
it is another simple game like axis and allies that I use to stick my noes up at, but that I started playing because that is what my freinds wanted to play and have sense found enjoyable
Jon Miller
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February 29, 2004, 03:59
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#75
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King
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Ya, that's why I began to play it to. I haven't bought any decks yet, but I'm really close now. I play it with my friend all of the time. Although, we are playing Heroclix a lot more now. Heroclix rule! I however; suck at them.
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Kalonike: Only we women? Poor Greece!
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