For most wizard subclasses, I see a strategy in there that can be used. Necromancers can have an undead army, evokers can do big blasts without worrying about allies, abjurers have their ward, conjurers have summons. I know about mind spike and expert divination, but is there anything else I can do to improve my divination wizard strategy? He is level 8. I have the lucky feat already.
I think you strategize on how to use your portent, and your plentiful divination spells. Also, your spells aren't restricted by what subclass you are, you can easily use fireball or have an undead army(even if it is smaller than what a necromancer would have). You could also strategize on how to collect information from your spells or use them to your benefit in clever ways.
Using Portent is what makes the Divination wizard special. If you roll high, you can use it to automatically hit with an important to hit spell like Chromatic Orb or Scorching Ray. If you roll low, use it on a spell that requires a save like Hold Person or Cause Fear. If you get a 20 for your portent roll, use it on your rogue for one of their attacks or on some high damage spell that requires an attack roll.
You also have a lot of spells that will give you information and it'll be important to use it for information gathering. Scrying is a good one for this and you can use portent to force the target to fail the throw.
You also have a lot of spells that will give you information and it'll be important to use it for information gathering. Scrying is a good one for this and you can use portent to force the target to fail the throw.
I've been curious about this myself. Portents specifically states that it is a roll made by a creature that you can currently *see*, so would that not exclude a scrying target?
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Current PC's: Alantha Seradorr - Half-Drow Bardlock Titus Conrad - Human Tempest Cleric, servant of Valkur Melissa MacFarland - Kalashtar Knowledge Cleric Randolph the Red - Nomadic Firbolg Druid Retired PC's: Gene Erros - Human Know. Cleric, Div. Wizard of Oghma Barrik Boulderbrow - Dwarven Abjuration Fighter Veldrin Xorlarrin - Renegade Drow Hexblade Hrolf Hammerhand - Dwarven Forge Cleric of Moradin
You also have a lot of spells that will give you information and it'll be important to use it for information gathering. Scrying is a good one for this and you can use portent to force the target to fail the throw.
I've been curious about this myself. Portents specifically states that it is a roll made by a creature that you can currently *see*, so would that not exclude a scrying target?
That's a good point. I suppose you don't see the scrying target until after the save is failed so it wouldn't work.
Pretty sure this has been posted elsewhere, or maybe Reddit. Or both.
But, if your div wiz is 6+:
Expert Divination
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
Turns into a potent long-term, damage output with minimal spell slots lost. Admittedly, you do not make full use of the concentration added effects, but the sheer damage output is notable.
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Current PC's: Alantha Seradorr - Half-Drow Bardlock Titus Conrad - Human Tempest Cleric, servant of Valkur Melissa MacFarland - Kalashtar Knowledge Cleric Randolph the Red - Nomadic Firbolg Druid Retired PC's: Gene Erros - Human Know. Cleric, Div. Wizard of Oghma Barrik Boulderbrow - Dwarven Abjuration Fighter Veldrin Xorlarrin - Renegade Drow Hexblade Hrolf Hammerhand - Dwarven Forge Cleric of Moradin
Turns into a potent long-term, damage output with minimal spell slots lost. Admittedly, you do not make full use of the concentration added effects, but the sheer damage output is notable.
Mind Spike is good but like you said - it's concentration - which means if you are concentrating on another spell - casting Mind Spike will force you to stop concentrating on it immediately. So that Barbarian you hasted is now stunned for a round. Or that enemy you banished has suddenly returned. Etc..
It's handy for minimising spell slot loss but it's disruptive.
Magic Jar is a lot more safe to use than any other wizard if you can portent high enough at the start of the day.
Other wizards have to freak out and try and make a CHA save if their vessel dies. Its just an irritation for a divination wizard. Something to look into.
Problem is - a Divination Wizard using ALL their spell slots on Mind Spike and Magic Missiles is a pretty useless Divination Wizard. They should be casting Divination spells to scout and collect information - not purely for damage - especially after getting Expert Divination for spell slot recovery.
Yea I mentioned that in reply 9. It's probably the single biggest issue with Mind Spike. The Concentration effect is hyper-situational and useless at all other times - but you can't choose not to concentrate on it.
One thing Portent seems good for is summoning, whether Summon Greater Demon or Planar Binding.
In fact, I could easily imagine a mad divination wizard who looked behind the curtain of reality and found a great hoary eyeball looking back. He'd cast a lot of planar manipulation spells like Banishment and Summon Greater Demon and drool often. *
Yes, this steps on the Great Old One Warlock a little bit, but he'll get over it.
* One thing that is absolutely important is that the GM always tell you the results of your divinations PRIVATELY. That way, you can roleplay how you share that information with the rest of the party. Maybe you speak in rhyme. Maybe you speak making heavy use of symbollism. The GM should pass you blank notes from time to time and you can pass him notes telling him when you are casting different spells.
Another thing, people are always talking about how awesome Portent is. I agree that Portent is awesome. But, so is your ability to cast Divination spells at very little cost. Arcane Eye can win the encounter before the initiative is even rolled. That spell just by itself is worth its weight in gold. And it costs you very little to cast.
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
So a 'no' on Cantrips.
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For most wizard subclasses, I see a strategy in there that can be used. Necromancers can have an undead army, evokers can do big blasts without worrying about allies, abjurers have their ward, conjurers have summons. I know about mind spike and expert divination, but is there anything else I can do to improve my divination wizard strategy? He is level 8. I have the lucky feat already.
https://www.youtube.com/watch?v=ZDUkKqlaIcw&t=768s .This just came out the other day. I like these guys I am not sure how much of this info you my know already. cheers
I think you strategize on how to use your portent, and your plentiful divination spells. Also, your spells aren't restricted by what subclass you are, you can easily use fireball or have an undead army(even if it is smaller than what a necromancer would have). You could also strategize on how to collect information from your spells or use them to your benefit in clever ways.
Using Portent is what makes the Divination wizard special. If you roll high, you can use it to automatically hit with an important to hit spell like Chromatic Orb or Scorching Ray. If you roll low, use it on a spell that requires a save like Hold Person or Cause Fear. If you get a 20 for your portent roll, use it on your rogue for one of their attacks or on some high damage spell that requires an attack roll.
You also have a lot of spells that will give you information and it'll be important to use it for information gathering. Scrying is a good one for this and you can use portent to force the target to fail the throw.
I've been curious about this myself. Portents specifically states that it is a roll made by a creature that you can currently *see*, so would that not exclude a scrying target?
Current PC's:
Alantha Seradorr - Half-Drow Bardlock
Titus Conrad - Human Tempest Cleric, servant of Valkur
Melissa MacFarland - Kalashtar Knowledge Cleric
Randolph the Red - Nomadic Firbolg Druid
Retired PC's:
Gene Erros - Human Know. Cleric, Div. Wizard of Oghma
Barrik Boulderbrow - Dwarven Abjuration Fighter
Veldrin Xorlarrin - Renegade Drow Hexblade
Hrolf Hammerhand - Dwarven Forge Cleric of Moradin
That's a good point. I suppose you don't see the scrying target until after the save is failed so it wouldn't work.
Suggestion + a low Portent die = taking any one bad guy out of the fight.
"Do 782 pushups"
"Walk to the next town and get me an ale."
"Go plant a garden"
"Count to 13 million slowly"
"Hunt me up a rabbit and cook it for me"
Suggestion > Fear& Hold Person ---> No later saving throw, no one minute timer
Pretty sure this has been posted elsewhere, or maybe Reddit. Or both.
But, if your div wiz is 6+:
PLUS: Mind Spike
Turns into a potent long-term, damage output with minimal spell slots lost. Admittedly, you do not make full use of the concentration added effects, but the sheer damage output is notable.
Current PC's:
Alantha Seradorr - Half-Drow Bardlock
Titus Conrad - Human Tempest Cleric, servant of Valkur
Melissa MacFarland - Kalashtar Knowledge Cleric
Randolph the Red - Nomadic Firbolg Druid
Retired PC's:
Gene Erros - Human Know. Cleric, Div. Wizard of Oghma
Barrik Boulderbrow - Dwarven Abjuration Fighter
Veldrin Xorlarrin - Renegade Drow Hexblade
Hrolf Hammerhand - Dwarven Forge Cleric of Moradin
Mind Spike is good but like you said - it's concentration - which means if you are concentrating on another spell - casting Mind Spike will force you to stop concentrating on it immediately. So that Barbarian you hasted is now stunned for a round. Or that enemy you banished has suddenly returned. Etc..
It's handy for minimising spell slot loss but it's disruptive.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Magic Jar is a lot more safe to use than any other wizard if you can portent high enough at the start of the day.
Other wizards have to freak out and try and make a CHA save if their vessel dies. Its just an irritation for a divination wizard. Something to look into.
I have to admit that I've never seen the value of casting mind spike over and over again. DPR is what matters, not just max damage.
At 6th level, a non-Divination Wizard can cast 11 spells per day.
Utilizing Mind Spike a 6 level Divination Wizard can cast 22 spells per day.
While not a DPR increase, in a long fight OR in a situation where a Long Rest is not available, you are in the fight for more rounds.
If you play in a game of "medium length fight" ---> Long Rest on a consistent basis, then it would not be beneficial.
btw: Great walk through the math of it all here.
Problem is - a Divination Wizard using ALL their spell slots on Mind Spike and Magic Missiles is a pretty useless Divination Wizard. They should be casting Divination spells to scout and collect information - not purely for damage - especially after getting Expert Divination for spell slot recovery.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
^Well not just that but you aren't concentrating on a Hypnotic Pattern or Web etc if you're doing Mind Spike cheese, not good.
Yea I mentioned that in reply 9. It's probably the single biggest issue with Mind Spike. The Concentration effect is hyper-situational and useless at all other times - but you can't choose not to concentrate on it.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Wouldn't cantrips work well? They are after all, at no cost.
Banishment is great, just instantly make an extraplanar creature be gone.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
One thing Portent seems good for is summoning, whether Summon Greater Demon or Planar Binding.
In fact, I could easily imagine a mad divination wizard who looked behind the curtain of reality and found a great hoary eyeball looking back. He'd cast a lot of planar manipulation spells like Banishment and Summon Greater Demon and drool often. *
Yes, this steps on the Great Old One Warlock a little bit, but he'll get over it.
* One thing that is absolutely important is that the GM always tell you the results of your divinations PRIVATELY. That way, you can roleplay how you share that information with the rest of the party. Maybe you speak in rhyme. Maybe you speak making heavy use of symbollism. The GM should pass you blank notes from time to time and you can pass him notes telling him when you are casting different spells.
Another thing, people are always talking about how awesome Portent is. I agree that Portent is awesome. But, so is your ability to cast Divination spells at very little cost. Arcane Eye can win the encounter before the initiative is even rolled. That spell just by itself is worth its weight in gold. And it costs you very little to cast.
The definition states:
Expert Divination
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
So a 'no' on Cantrips.