This post is a prelude to what I called Spellmageddon 3.0, but I wanted to get this part out because I will likely never finish reviewing every single spell for updates to finish my dissertation on the state of Sorcerer/Wizard in general. That and if I post a super large thread with a ton of content it's going to be ignored by everyone anyway.
Reference: https://wiki.nwnarelith.com/Wizard#Specialists
Thread about feedback on Wiz & Sorc in general: viewtopic.php?f=37&t=42909
I will be assuming ESF in the chosen school is taken for balance suggestions. In alphabetical order:
Review As They Are For Context
Abjuration
Passive Bonus: Tacking on -1 to spells breached on you because the CL bonus is rendered irrelevant as a pure class feels tacked on. It doesn’t feel impactful at all and may as well not even be there. Having to wait until level 20 to even see part of the passive when every other passive has it much earlier is absurd.
GSF/ESF Bonuses: Nothing to say here, both are nice.
Signature Spells: Globe of Invulnerability only lasts rounds/level, so your average 27/3 will have it wear off before they can cast EITHER Globe again OR Greater Dispel.
Shield spell Force DR: ESF already grants effective immunity to IGMS, so the extra 4 reduction only applies to five spells, two of which are solely from one class:
Bigby’s Clenched Fist, which is already reduced to 1d7 before Spec
Bigby’s Crushing Hand, which is already reduced to 2d6 before Spec
Elemental Annihilation averages 124 damage (assuming min 70% focus).
Elemental Hammer averages 60 damage (assuming min 50% focus).
Epic Spell: Elemental Meteor (Earth only), averages 30 for the force component.
Conjuration
Passive Bonus: Nothing negative to say here. Most people take GSF: Conj early if they are going to at all, so the innate increase means you could put it off a little bit if you wanted to. With the sequencer change the extra stats might feel more impactful since most people will grab Arcane to get the concealment.
GSF Bonus: No chance of hostile summons nullifies needing to worry about the vs. Alignment spells. This conversation totally depends on how good the different alignment streams of the Planar spells are - presently the Deva is absurdly strong with its out-the-gate WoF so evil specialist wizards might care. The innate spell resistance is nice, scales well, 27/3 will end up with 28 which is enough to make a difference sometimes.
ESF Bonus: Auto-Haste is a huge deal. This is the reason you go Conj Spec. The RNG chances of Mono Elementals or double T6 Conduits is cool but RNG dictating whether or not your capstone has a big effect feels bad.
Signature Spells: Acid Fog is certainly useful for the slow effect, Stinking Cloud at level 15 checking against a Fort save is likely hit-or-miss for usefulness against mobs in PvE, especially as a low circle spell.
Divination
Passive Bonus: Even an extra round is a big deal.
GSF Bonus: Longer duration is very useful, especially extended.
ESF Bonus: The discussion about Scry could go on for ages. A configurable duration depending on what you’re observing is impactful. Actually defining exactly what it means for your scry being harder to detect would be helpful here, the vagueness is frustrating. Premonition becoming +7 is a big deal, but the advent of weapons and class features that push even basic Rogue/Fighter builds to +7 makes this less and less relevant as time goes on (judging from the trend in development the last couple of years).
Signature Spell: TS on a 3 minute cooldown infinitely is pretty big. Feeblemind is potent against Arcane casters, but in a world of DCs being increasingly irrelevant this one is pretty niche.
Enchantment
Passive Bonus: This is hard to justify as it entirely depends on the quality of mobs you are dominating. This can make a meh mob into a good one but great mobs into powerhouses.
GSF Bonus: The duration increase is great for augmenting existing summon capability. They become summons at that point as long as you aren’t changing servers.
ESF Bonus: This is why Enchantment Spec is the best of all the choices and what makes it overwhelmingly popular. Giving everyone around you 2 AB is huge in a meta where shifts in AB and AC by 1 or 2 makes a big difference on how something feels and you do it on a 3 minute CD. +4 to skills on top of that is chefs kiss. If the ESF bonuses were all at this level they would certainly all feel impactful.
Signature Spells: Already mentioned Good Hope, Crushing Despair feels bad to use because it’s a cone with a low DC and mobs are usually chunked too quickly for it to be a big deal while bosses usually resist it.
Evocation
Passive Bonus: 1 extra missile per target adds up, especially when one of the spells affected is a signature spell. This is nice on paper but you’ll have to peep logs to tell if someone drops another missile in a volley of 20.
GSF Bonus: Extra to DCs is always appreciated, but DC spells are generally always saved against most opponents in PvP. Negligible at best.
ESF Bonus: This feels like it would be a big deal, and if you had the number of casts a Sorcerer did I feel like this would be a bigger deal. Wizard’s limited spell slots means this isn’t as impactful as it could be.
Signature Spells: Free IGMS or Bigby’s… sort of addresses the problem with ESF’s impact, every 3 minutes you have a source of free damage.
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Please see Pain(t)'s thread here for a more in-depth look. They did an excellent job breaking down the problem with Evo, especially contrasted to Invoker/Sorc.
Illusion
Passive Bonus: for a 27/3, a +9 to Bluff/Perform is useful if you’re disguising as you don’t get a big bonus from high CHA. Without other classes high bluff makes you a one-trick disguiser.
GSF Bonus: Everything else about illusionist basically forces you to invest in bluff/perform to make use of the features, so the free mimic is essentially worthless. A bonus to hidden skill checks you can never actually validate doesn’t feel impactful at all (the irony is not lost on me). Invis from 1 to 3 rounds/level is alright, but doesn’t impact the concealment duration of Imp. Invis so it’s very niche.
ESF Bonus: A longer invisibility duration again, same issue. The extra concealment percentage doesn’t feel impactful at all. Mathematically 5% feels like a big nothing burger.
Signature Spells: Nightmare makes non-sleeping targets unable to rest (for some amount of time). If they aren’t sleeping it does 0 damage. Phantasmal Killer at least can cause instant death but otherwise deals damage as a baseline.
Necromancy
Passive Bonus: +2 to UCL lets Necromancy Specialists come online earlier with some streams, but the fact it is completely irrelevant at 17 wizard (or somehow by 21 with Mummy Dust) feels bad. This and other aspects of Necromancy forcing Specialists to be UNDEAD ALL THE TIME ignores the non-summoning part of the Spell School.
GSF Bonus: Even better numbers added onto Undead summons than non-Spec. The larger body-count streams really make this one shine. That + spell resistance makes them viable.
ESF: As with Conj, RNG on a capstone ability feels bad even if it’s appreciably stronger.
Signature Spell: A strong save-or-die/guaranteed damage spell or an anti-undead clearing tool on 3 minute cooldown is pretty good.
Transmutation
Passive Bonus: auto-maxed zoo spells are pretty good. Saves a spellcast and some mid-level circle spell picks. The fact that mundane characters actively don’t want you casting on them because the dispel CL is lower makes this less useful.
GSF Bonus: Builds on the passive, useful. Same problem with the passive.
ESF Bonus: Tenser’s Transformation is a trap on a typical 27/3 wizard. I will refer to Paint's thread that goes into far more detail than I ever could. The fact none of the feedback has been taken into consideration after over a year is painful.
My FEEDBACK (not a suggestion) for adjusting each one:
The goal with these suggested improvements is to bring all of the School Specialists in line. The baseline I am drawing from is Enchantment, as it is above and beyond the best of all of the selections. These suggestions are focused solely on the Specialists themselves, not the mechanics they may modify or interact with. That will be its own section.
Abjuration
The passive bonus should improve the duration of Globes and Mantles, signaling their improved strength with a modified visual effect (combination frost shield-like effect on the outline of the mantle, cast them both to see what I mean).
This passive would make one of the signature spells much more impactful as a side effect.
Passively give the ESF bonus to the elemental damage shields, so that ESF makes the shield x2 the original amount.
A level 10 Wizard already gets AD: Abj for free, so they innately already get +2 CL vs Dispels. Reduce the number of breached effects by 2 at 20 instead of further increasing CL.
Additional spells using force that are more prevalent than very niche use cases would make the Force DR more impactful.
Make them permanently immune from being scried with ESF.
As with other spell schools, could greatly benefit from getting the Necro treatment in more options to pick from at every spell level.
Conjuration
They are a master of summons, this should be THE summoner archetype.
Remove the Mono RNG, make it 100%
Remove the Tier 6 RNG, make it 100%
Replace Stinking Cloud with Flame Arrow.
As with other spell schools, could greatly benefit from getting the Necro treatment in more options to pick from at every spell level.
Divination
The only real point of contention is Premonition, which gets devalued the more accessible +7 weapons become for classes. I think the balance team needs to revise weapons first before anything here should be looked at.
Perhaps immunity to Darkness? Perma See Invis? These I am less confident about, they begin to tread into Warlock territory too much.
As with other spell schools, could greatly benefit from getting the Necro treatment in more options to pick from at every spell level.
Enchantment
Prevent Crushing Despair from affecting allies.
Every spell in this book for W/S is save-or-suck. Less binary options for spell selections would work well here, similar to how Mind Fog still reduces saves by half on success.
Evocation
Automatically Empowering Evo spells with ESF would certainly make Evo Wizards very powerful (duh). Evo wizards trading summon power in the current meta to be more like Sorcerers at the cost of raw output of casts seems reasonable to me.
The bonus to DCs should be increased to +2, for a grand total of +3 passively.
Illusion
Replace Nightmare or make it affect people that are awake.
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(Greater maybe?) Shadow Conjuration or Shadow Evocation would be very flavorful, definitely would set Illusionists apart if they had multiple additional spells as a part of their signature options because of them.
Having those spells have different visuals would further set them apart.
Change the concealment portion of Imp Invis to also have the improved duration
Alternatively, provide them with the Greater Invisibility feature from Eldritch Veil.
Necromancy
Remove the RNG from Mummy Dust, make it a 100% chance
Overall I dislike the massive overdependence of being a corpse-animating character with this specialty. Presently there is an issue with Necro Spec wizard and heavy Pale Master investment that needs to be looked at, but Necro Spec should do more to differentiate itself from Pale Master.
This is a big one, but making negative energy spells change to entropy in the same way Path of the Defiler does could be very interesting, especially since there are several spells not on the Cleric list that would still benefit.
Transmutation
I defer to the thread I linked about Transmutation Spec.
Perhaps adding Barkskin as a spell option?
As with other spell schools, could greatly benefit from getting the Necro treatment in more options to pick from at every spell level.
Alright cool, the rest of my big google doc will come around eventually.