Pathfinder Wizard Conjuration School Review
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- Опубликовано: 19 авг 2024
- Welcome to D6damage. Today I’m reviewing the Conjuration Wizard School and its associated sub schools: Creation and Teleportation. I'll be looking at the school's passive ability, minor power and major power and giving a score on how well I believe this school specialization will serve you.
Tags: Pathfinder, wizard, conjuration school, review, sub schools, creation, teleportation, dungeons and dragons, d&d, rpg, tabletop role playing games, game, video,
Dude, the teleportation subschool is amazing! That's 3 + int mod's worth of get-out-of-jail-free cards. Seriously, if you're a wizard, and you end up in someone's face, under normal circumstances, you're completely fucked. Here? Nah, *Shift*, and you're out of their AoO field. It even gets better range with levels. It's a superior 5-foot step.
I must have missed something amazing, if this is just a 4/5 for you.
If you DO get to level 20, have invested in Summon Good Monster and make your permanent summon be a group of Movanic Deva. Great movement, ton of useful SLAs and immunities, and at-will invisibility means you can take them anywhere. Great choice for discreet bodyguards and/or spies, and you can have 7 of them at once with Empowered Spell and Superior Summoning. Stick one of them in a Summoners Kimono and get that movement and a bunch of resistances permanently.
Unrelated: Excellent use of Fate/Stay night for the thumbnail.
I had that Dimensional Step ability as my cleric, and mine was a move action. I used it a lot. It was so great. It never got old being able to teleport away from danger.
Would have liked to see more of a breakdown of the different types of spells and hypothesis about when they can be especially effective.
For example, pits tend to work great in battles with large numbers of foes because they deal damage and offer battle field control. Fogs are a great defense, especially if you need to shield different allies from spells and ranged attacks.
You could probably dedicate an entire video to the tactics and etiquette of summoning monsters, if you get into the tactical decisions on when numbers are more important than power of the monster, favorites by level on each list, and advice on group tactics for maximum efficiency.
I totally agree on that. This would be by far more interesting than summarizing the Players Handbook which I can read by myself.
Shift and Dimensional step are really great ways to tell Grapplers "No" from level 1 and level 8 respectively. They are also handy for getting yourself out of battlefield control spells (grease, entangle, black tentacles, solid fog, ect) or range/LoS/LoE of enemy spells/attacks.
Creation subschool is the weakest of the Conjuration subschools, but the abilities are incredibly good. Create Gear, may have been intended for creating weapons, but say hello to masterwork tools. most are under 1lb and don't have moving parts. Same can be said for battering rams, air bladders, pistons, hammers, ROPE. The ability is basically "create situational gear you forgot to buy in town but wish you had".
Having Minor/Major Creation as a SLA gets you around the long casting time and requirement of needing raw materials. As soon as you get it, you can create over 400 doses of any Poison in the game as a standard action that will last long enough for their full duration to run out. If the enemy is Poison Immune, just make a drug like Opium to use on them instead. You could make several barrels worth of gunpowder and just blow the enemy to the Abyss. About to fight an enemy with deadly poison? Just make more antidote doses than you could ever need. Need a certain special material to get around an enemy's DR? Just create a few weapons made of it. Need to tunnel through a wall? Just make some Adamantine pick axes. This ability basically, "spend a standard action and have any non-magical item at your fingertips"
Acid Dart is actually pretty decent at the low levels. It is alot more reliable that a crossbow/bow to deliver acceptable damage to an enemy. 1d6+1 (avg 4.5) vs 1d8(avg 4.5) so same damage, but as a touch attack. You are right in that it doesn't scale well, and will be used for cutting ropes, destroying locks/chain links, and other things by level 5 or so.
I do feel that Conjuration (Teleportation) is the second strongest school that a Wizard can specialize in.
ahem, you can't create complex chemicals with major/minor creation, so no poison, no gunpowder and no antidotes
If you look really close at how you have to travel and adventure and hike to get from town to dungeon through wilderness etc. a lot of the creation spells make sense. When the party needs to camp, a lvl 4 or higher can make a cozy cottage out of nowhere for a minimum of 8 hours (It lasts 2 hours per level) and at level 7 he can create a mansion through a dimensional door that will last for 14 hours. (2 hours/level)
Also, the creation minor that makes vegetable matter could be used to start fires and such, and the creation major spell could be used to turn a precious metal in a higher quantity of such precious metals, and then you can take that into a metropolis and sell it for a shit ton. The shop owner would have no idea that the spell wears off in 20 min. Per level, since it’s level 5 that’s a minimum of an hour and 20 minutes. Gems would last 50 minutes. You’d get totally loaded and be gone by the time the quantity went back to normal.
Maybe I’d run a game differently. I like to read the book pretty thoroughly and make use of all the Knick knacks and details.
I also play all alone lol.
You certainly have good ideas for magical con-artistry. ;-) When it comes to utility spells a lot of it depends on the style of game you're playing. For some DMs who care a lot about things like travel time, utility spells are great. Other DMs may not care that much.
If you DO get to level 20, have invested in Summon Good Monster and make your permanent summon be a group of Movanic Deva. Great movement, ton of useful SLAs and immunities, and at-will invisibility means you can take them anywhere. Great choice for discreet bodyguards and/or spies, and you can have 7 of them at once with Empowered Spell and Superior Summoning. Stick one of them in a Summoners Kimono and get that movement and a bunch of resistances permanently.
Always look forward to your videos. Keep 'em coming. ;)
I'll do just that. Thank you.
This channel is amazing, Im loving these reviews! :)
Thanks.
Awesome video. Please keep them coming.
Will do, thanks.
maybe would be great to let the text stay in form of a compact list when u speak about a certain themeblock. sometimes its hard to remember while hearing new (sometimes more complex) information.
If you're looking for ideas for build videos. I think you should explore the thunder and fang fighter/barbarian, sawtooth sabre two weapon fighting ranger, rondolero fighter, and a trident and net fighter . Or whatever classes best suit the concept I'm not familiar with every class, and these builds are feat intensive just to start needing 3 or 4 feats just to qualify in some cases.
love your videos, keep up the good work, sir.
I'll keep them coming ;-)
Oh, but there is a way to make Conjuration...or at least the Summon Monster spells just...monstrously overpowered.
Take a Cleric. Take the Dark Tapestry subdomain. One of the monsters you summon is going to have the advanced creature template. Then take Augmented Summoning. Have fun watching your twisted, Dark Tapestry-mutated monsters rip through your enemies.
a school that I love so much ahh the meta game with Conjuration
nothe that the delayed fireball thing works with rune spell, or a sepia snake sygil
These are so useful
Can you do one of theses for illusion please. Theses are really good
I've been meaning to finish up this series. i will revisit it at some point.
conjuration, especially teleportation subschool, is one of the best school. The power are great, and the spell list is the best in the game. Great at low levels, but divination is better at mid to high level.
smile444 I also like Transmuters just because of how stupidly good Annihilation Spectacles are when you can afford them. Change out any prepped Transmutation spell for another of equal or lower level? Yes please!
maybe but you are not forced to be a transmuter to have 1 transmutation spell prepard at every level (a.k.a you now have prepared any transmutation spells you know, and it is easy to find good transmutation spells at any level). Just avoid to take transmutation as opposition school.
these spectacle are even more awsome for arcanists.
I think there a similar item for necromancy spells, but i can't remember the name, if someon know what i am talking about please answer
smile444 "A transmuter can use these spectacles to spontaneously convert any prepared wizard transmutation spell into any other wizard transmutation spell he knows; the desired spell must be of the same level or lower than the prepared spell. "
They only work for Transmutation specialist wizards. That is what is meant by "Transmuter". Just as an Evoker is an Evocation specialist Wizard.
You might be able to wiggle it past your DM that a School Savant Arcanist that chooses Transmutation as his school could use them. It isn't RAW, but RAI I could see some letting it fly.
ah so they do precise "for transmuter only...." sorry, my bad. Well you can still umd (and at the level you get them it shouldn't be hard to have enough umd to make them work. It is not the only thing than make a wizard want umd too. Neve heard of the umd familliar trick ?
third favorite school. woot
But what about infernal binder school type?
I bet the paladin in the party would love that school. lol
D6Damage yeap lol
Where is the intro of the video taken from? Great vid btw
The first Hellboy movie and the Lake Troll episode of Metalocalypse, And thanks.
What about the sin magic specialist schools
I haven't looked into those that much. I might look into them later.