1hp and one first level spell (did anyone pick something other than magic missile?). After that darts if you were smart enough to have gotten some.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
It could be pretty brutal. At high levels though, wizards were quite nice. 2e was hard mode though, it was a very unforgiving system.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Bladesong+blur makes low levels, a pretty solid wall. Then in doubt you have absorb elements, and shield if you gotta block a path. So you get all your normal spell abilities to be a wizard. Yet you don't need to concentrate on bladesong. Add in resilient con and you can easily make any concentration check you need. Green flame blade will be abused.
Later on, when you can cast 6th level spells. Tensor's transformation+bladesong means the wizard is now the barbarian. At least for a little while.
Divination is a lot of fun, both as a player and dm. As a player looking your dm in the eye and saying he rolled a 1 before he picks up the dice is just nice. For that reason, chronurgy is fast becoming beloved too. As a dm I have used diviners and seers many times as vital npcs, background characters, questgivers, elite minions and bbegs fairly often. My favourite was a Human known as Ikahn the Storm-seer. A powerful wizard from the deserts who travelled north to escape the Sorceror-kings of his homeland, and their quest to forever destroy arcane magic outside of their own bloodlines. He aided in the slaying of Acidbalragh, the Mud Wyrm, a young black dragoness that reigned over a swampy bay containing a portal to the plane of mud, the denizens of which she was controlling to wage war on the towns in the area. He foresaw the attempt to flatten Ildetstead and bade his companions to save the town from the landslide Acidbalragh was to cause.
...so yes; with these new Unearthed Arcana spells, the Conjuration Wizard has become quite amazing.
The Summon Spirits can now stand in as pseudo-fighters (better, with debuffs), taking their Attacks right after the Wizard's turn.
This can work in tandem with a Wizard's attacks, which is fun to work with...but this also pairs nicely with the Conjuration features: the Wizard can "Benign Transposition" as an Action, keeping out of danger on the battlefield, or swapping places with an ally...including your own summons.
And at 10th Level...concentration cannot he broken on Wizard conjuration spells, so these summons will not vanish until destroyed, or the Wizard goes down...thankfully you can teleport quite frequently!
The Conjuration capstone then beefs them up further with HP...and higher level spell slots increase their number of attacks...
...it just seems like the subclass got more interesting.
If the unearthed arcana spells make it into the game as is, then yeah the conjurer got a boost,. I think it needed it that style of spell needed a boost.
If the unearthed arcana spells make it into the game as is, then yeah the conjurer got a boost,. I think it needed it that style of spell needed a boost.
The conjurer needed this boost. I like it.
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Please check out my homebrew, I would appreciate feedback:
Unfortunately, a few more conjuration spells that all summon 1 more creature is rather lacking in a way. When I heard there were new conjuration spells I got my hopes up that there was at least 1 more spell that would summon multiple creatures like Conjure Minor Elementals so that their 14th level feature, Durable Summons, could really shine.
New spells are fun but how much of a boost are they, really? Please convince me in future posts on this thread, or a new one.
Their usefulness is that each "Summon X Spirit" spell offers 3 different variants of creature, and each one provides different kinds of utility / or debuffs, ranging from AOE damage effects, attacks from incredible ranges, performing basic commands, debuffs such as movement reduction or magical darkness, preventing healing, charming...there is so much variety, you essentially are getting two kinds of spells in one casting (and these effects, which are too numerous to list, have SO much potential). The spirits are generally quite sturdy, sharing your Spell Save rating as their AC, and they are capable of multiattacks, which scale with the spell slot you expend. Since they take their turn immediately following yours, your Wizard can cast a spell, do an action, and still provide a source of continuous damage.
While any class that can use these "Summon X Spirit" spells gets these benefits mentioned above...the Conjuration Wizard turns them into nightmares, because these creatures cannot vanish from combat just because the Wizard stubs their toe and loses concentration; they are a constant threat until the Wizard is knocked unconscious, attacking & imposing their special abilities and generally becoming a continuous source of danger.
And, the elephant in the room...Conjuration summoning spells are generally unpopular due to some of them creating multiple creatures, which becomes a hassle for DM's to keep track of. Having a single, powerful, reliable summon that just goes right after the wizard's turn makes it easier to manage for everyone.
FInally, the Conjuration Wizard lacked a good number of summoning-spells...now they can pull a wide variety of creature types from all over the universe, which really lends itself to roleplaying whatever summoner you might enjoy.
I could, for example, summon a pet aberrant Slaadi named Fido to use a monster as a chew toy...or a pissed-off pixie with commando-training to stab a giant between the eyes...or the ghost of a bandit I killed last week.
I always like the trickster archetype so Illusion school all the way. It may drag out some battles (from personal experience when you can't avoid them) but it sure does lead to some fun when tricking the enemy!
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One of the reasons I like abjuration Wizards. Also they take 1/2 spell damage and have lots of extra 'hit points' because of arcane ward.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses
Wizards used to have a d4 hit dice, right?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
1hp and one first level spell (did anyone pick something other than magic missile?). After that darts if you were smart enough to have gotten some.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Wow. I've only ever played 5e, that sounds like glass-cannon class for sure...
-Anders
They also leveled up slower than other classes.
I've heard tales of how squishy it was playing a wizard in previous editions.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It could be pretty brutal. At high levels though, wizards were quite nice. 2e was hard mode though, it was a very unforgiving system.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Same with sorcerers in AD&D and 3x. Maybe it's masochistic but I kinda miss the d4.
Bladesong+blur makes low levels, a pretty solid wall. Then in doubt you have absorb elements, and shield if you gotta block a path. So you get all your normal spell abilities to be a wizard. Yet you don't need to concentrate on bladesong. Add in resilient con and you can easily make any concentration check you need. Green flame blade will be abused.
Later on, when you can cast 6th level spells. Tensor's transformation+bladesong means the wizard is now the barbarian. At least for a little while.
Divination is a lot of fun, both as a player and dm. As a player looking your dm in the eye and saying he rolled a 1 before he picks up the dice is just nice. For that reason, chronurgy is fast becoming beloved too. As a dm I have used diviners and seers many times as vital npcs, background characters, questgivers, elite minions and bbegs fairly often. My favourite was a Human known as Ikahn the Storm-seer. A powerful wizard from the deserts who travelled north to escape the Sorceror-kings of his homeland, and their quest to forever destroy arcane magic outside of their own bloodlines. He aided in the slaying of Acidbalragh, the Mud Wyrm, a young black dragoness that reigned over a swampy bay containing a portal to the plane of mud, the denizens of which she was controlling to wage war on the towns in the area. He foresaw the attempt to flatten Ildetstead and bade his companions to save the town from the landslide Acidbalragh was to cause.
...so yes; with these new Unearthed Arcana spells, the Conjuration Wizard has become quite amazing.
The Summon Spirits can now stand in as pseudo-fighters (better, with debuffs), taking their Attacks right after the Wizard's turn.
This can work in tandem with a Wizard's attacks, which is fun to work with...but this also pairs nicely with the Conjuration features: the Wizard can "Benign Transposition" as an Action, keeping out of danger on the battlefield, or swapping places with an ally...including your own summons.
And at 10th Level...concentration cannot he broken on Wizard conjuration spells, so these summons will not vanish until destroyed, or the Wizard goes down...thankfully you can teleport quite frequently!
The Conjuration capstone then beefs them up further with HP...and higher level spell slots increase their number of attacks...
...it just seems like the subclass got more interesting.
If the unearthed arcana spells make it into the game as is, then yeah the conjurer got a boost,. I think it needed it that style of spell needed a boost.
The conjurer needed this boost. I like it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Their usefulness is that each "Summon X Spirit" spell offers 3 different variants of creature, and each one provides different kinds of utility / or debuffs, ranging from AOE damage effects, attacks from incredible ranges, performing basic commands, debuffs such as movement reduction or magical darkness, preventing healing, charming...there is so much variety, you essentially are getting two kinds of spells in one casting (and these effects, which are too numerous to list, have SO much potential). The spirits are generally quite sturdy, sharing your Spell Save rating as their AC, and they are capable of multiattacks, which scale with the spell slot you expend. Since they take their turn immediately following yours, your Wizard can cast a spell, do an action, and still provide a source of continuous damage.
While any class that can use these "Summon X Spirit" spells gets these benefits mentioned above...the Conjuration Wizard turns them into nightmares, because these creatures cannot vanish from combat just because the Wizard stubs their toe and loses concentration; they are a constant threat until the Wizard is knocked unconscious, attacking & imposing their special abilities and generally becoming a continuous source of danger.
And, the elephant in the room...Conjuration summoning spells are generally unpopular due to some of them creating multiple creatures, which becomes a hassle for DM's to keep track of. Having a single, powerful, reliable summon that just goes right after the wizard's turn makes it easier to manage for everyone.
FInally, the Conjuration Wizard lacked a good number of summoning-spells...now they can pull a wide variety of creature types from all over the universe, which really lends itself to roleplaying whatever summoner you might enjoy.
I could, for example, summon a pet aberrant Slaadi named Fido to use a monster as a chew toy...or a pissed-off pixie with commando-training to stab a giant between the eyes...or the ghost of a bandit I killed last week.
I always like the trickster archetype so Illusion school all the way. It may drag out some battles (from personal experience when you can't avoid them) but it sure does lead to some fun when tricking the enemy!