I'm wanting to play a wizard themed around the occult (think John Constantine from Hellblazer, or I guess Harry Dresden?) Kind of leaning on that whole "dark or strange rituals" thing without necessarily being necromancy. Also with kind of a detective sort of feel. What school would work best to achieve this build?
EDIT: Forgot to mention, but I specifically want someone who can be morally grey but not evil, and I chose Wizard over Warlock because I like the thematic aspect of having learned all your magic yourself.
Abjuration seems fun, as does conjuration. I say abjuration, because if you summon something, it's nice to protect you and your friends. Conjunction is obvious in reasons. However, illusion and enchantment could be fun, as you can mess with people's minds. I would say conjuration is your best bet.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
You can definitely re-skin lots of different spells like this, not limited to any one spell school, though probably more one theme than another.
An example of this is a wizard who has learned to speak to the spirits of the deceased without purely necromancy spells, and cause them to manifest in the environment in different ways. A spirit of a deer that died in a forest fire could be called back with the flaming sphere spell to charge through the enemies, hampering them when near. A forest that was flooded could be a torrent of water-logged vines and roots sweeping through the enemies in the form of a tidal wave. Speaking to the tortured dead of a slaughtered army, you might cast any divination spell like clairvoyance to learn how to beat their killers.
Looking at this, maybe the best method is just to look at the context of the world around you in-game, and then connect it back to your spellcasting theme.
I've always viewed & pictured Divination Wizards as being the ideal "occult" wizards...
These are the wizards who see things other wizards can't...maybe they looked too closely at an eldritch truth, and it rendered their minds a bit...off, which is how they are able to bend reality to suit their need ("Portents").
The additional benefits they get to "see" things are also just really useful to have when you need them.
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I'm wanting to play a wizard themed around the occult (think John Constantine from Hellblazer, or I guess Harry Dresden?) Kind of leaning on that whole "dark or strange rituals" thing without necessarily being necromancy. Also with kind of a detective sort of feel. What school would work best to achieve this build?
EDIT: Forgot to mention, but I specifically want someone who can be morally grey but not evil, and I chose Wizard over Warlock because I like the thematic aspect of having learned all your magic yourself.
Abjuration seems fun, as does conjuration. I say abjuration, because if you summon something, it's nice to protect you and your friends. Conjunction is obvious in reasons. However, illusion and enchantment could be fun, as you can mess with people's minds. I would say conjuration is your best bet.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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You can definitely re-skin lots of different spells like this, not limited to any one spell school, though probably more one theme than another.
An example of this is a wizard who has learned to speak to the spirits of the deceased without purely necromancy spells, and cause them to manifest in the environment in different ways. A spirit of a deer that died in a forest fire could be called back with the flaming sphere spell to charge through the enemies, hampering them when near. A forest that was flooded could be a torrent of water-logged vines and roots sweeping through the enemies in the form of a tidal wave. Speaking to the tortured dead of a slaughtered army, you might cast any divination spell like clairvoyance to learn how to beat their killers.
Looking at this, maybe the best method is just to look at the context of the world around you in-game, and then connect it back to your spellcasting theme.
I've always viewed & pictured Divination Wizards as being the ideal "occult" wizards...
These are the wizards who see things other wizards can't...maybe they looked too closely at an eldritch truth, and it rendered their minds a bit...off, which is how they are able to bend reality to suit their need ("Portents").
The additional benefits they get to "see" things are also just really useful to have when you need them.