I'm quite new to D&D and want to play Chronurgy in my next campaign (first time playing wizard). I want my party role to focus on utility and crowd control spells. What would be your advice on choosing spells and how to play a Chronurgy Wizard while leveling up, good uses of arcane abeyance or momentary stasis, when to use Convergent future and general tips about the subclass. Maybe stats prioritizing and good feats?
I actually replied this thread when posted in the General sub-forum, but here we go again:
I have never played a Chronurgist, but I have played several battlefield control Wizards from the Divination school, so I think I can help.
First and foremost: invest heavily in “save or suck” spells in order to leverage Chronal Shift as much as possible. Things like Tasha’s Hideous Laugher from 1st level spells. 2nd level spells like Hold Person, Levitate and Web are really good. Once you get access to 3rd level spells and starts throwing some Hypnotic Pattern and Slow against your enemies, you’ll really change the game.
Another piece of advise that I can share is somehow situational, but can make the difference. One of the biggest issues with good AoE blast spells available to Wizards is the friendly-fire possibility. All your brute melee allies already engaged with your opponents and now a Fireball could ruin everything. If you are not an Evoker capable of sculpt your spells, there’s only one way to avoid those situation: win initiative and act first before everyone. That’s why Alert is so good to Wizards. But as a Chronurgist you can add INT to initiative, so you’ll probably go first more often, so keep your lethal AoE arsenal ready whenever you have the chance. Things like Sleep and Thunderwave as 1st level spells and then more heavy gun spells like Shatter, Fireball and Hypnotic Pattern.
Chronurgy is the best Wizard school at the moment, without question.
I actually replied this thread when posted in the General sub-forum, but here we go again:
I have never played a Chronurgist, but I have played several battlefield control Wizards from the Divination school, so I think I can help.
First and foremost: invest heavily in “save or suck” spells in order to leverage Chronal Shift as much as possible. Things like Tasha’s Hideous Laugher from 1st level spells. 2nd level spells like Hold Person, Levitate and Web are really good. Once you get access to 3rd level spells and starts throwing some Hypnotic Pattern and Slow against your enemies, you’ll really change the game.
Another piece of advise that I can share is somehow situational, but can make the difference. One of the biggest issues with good AoE blast spells available to Wizards is the friendly-fire possibility. All your brute melee allies already engaged with your opponents and now a Fireball could ruin everything. If you are not an Evoker capable of sculpt your spells, there’s only one way to avoid those situation: win initiative and act first before everyone. That’s why Alert is so good to Wizards. But as a Chronurgist you can add INT to initiative, so you’ll probably go first more often, so keep your lethal AoE arsenal ready whenever you have the chance. Things like Sleep and Thunderwave as 1st level spells and then more heavy gun spells like Shatter, Fireball and Hypnotic Pattern.
Chronurgy is the best Wizard school at the moment, without question.
Yep! I moved the post because of your suggestion! Also, thank you much for your reply! Well, both them actually haha
Another thing to keep in mind is to choose a variety of control spells. By that, I mean you A) want them to target different saving throw weaknesses and B) you want some that affect large numbers of mooks and one or two to pull out when dealing with really powerful ones.
One more note: pay attention to and speak with your party members. Their subclass choices and spell choices should inform your decision about which control spells to take.
Another thing to keep in mind is to choose a variety of control spells. By that, I mean you A) want them to target different saving throw weaknesses and B) you want some that affect large numbers of mooks and one or two to pull out when dealing with really powerful ones.
One more note: pay attention to and speak with your party members. Their subclass choices and spell choices should inform your decision about which control spells to take.
I totally agree with your recommendation about diversify the saves in general, but this is actually a lesser problem for a Chronurgist (and Diviner), because you have consistent ways to ensure your enemies will fail. That’s why spells like Levitate and Blindness/Deafness are no-brainers. Both target CON, a fairly common strong save among creatures, but if you make the Dire Troll fail in your Levitate spell, you’ll have 10 rounds to kill it at range without worries.
Don't be stupid with it. The best way to use it is to cast rituals that would be great during combat beforehand, and then activating the mote. The best use at the level you get this ability is to cast leomund's tiny hut before a fight, and then casting it during combat with abeyance for an instant defensive position.
I made the mistake of glossing over the ability and only used it once to give my party's fighter fireball when we were splitting apart. DO NOT REPEAT AFTER ME.
Don't give it to anyone. Be selfish. Keep it to yourself. Your party will thank you.
Hello everyone!
I'm quite new to D&D and want to play Chronurgy in my next campaign (first time playing wizard). I want my party role to focus on utility and crowd control spells. What would be your advice on choosing spells and how to play a Chronurgy Wizard while leveling up, good uses of arcane abeyance or momentary stasis, when to use Convergent future and general tips about the subclass. Maybe stats prioritizing and good feats?
Thank you!
I actually replied this thread when posted in the General sub-forum, but here we go again:
I have never played a Chronurgist, but I have played several battlefield control Wizards from the Divination school, so I think I can help.
First and foremost: invest heavily in “save or suck” spells in order to leverage Chronal Shift as much as possible. Things like Tasha’s Hideous Laugher from 1st level spells. 2nd level spells like Hold Person, Levitate and Web are really good. Once you get access to 3rd level spells and starts throwing some Hypnotic Pattern and Slow against your enemies, you’ll really change the game.
Another piece of advise that I can share is somehow situational, but can make the difference. One of the biggest issues with good AoE blast spells available to Wizards is the friendly-fire possibility. All your brute melee allies already engaged with your opponents and now a Fireball could ruin everything. If you are not an Evoker capable of sculpt your spells, there’s only one way to avoid those situation: win initiative and act first before everyone. That’s why Alert is so good to Wizards. But as a Chronurgist you can add INT to initiative, so you’ll probably go first more often, so keep your lethal AoE arsenal ready whenever you have the chance. Things like Sleep and Thunderwave as 1st level spells and then more heavy gun spells like Shatter, Fireball and Hypnotic Pattern.
Chronurgy is the best Wizard school at the moment, without question.
Yep! I moved the post because of your suggestion! Also, thank you much for your reply! Well, both them actually haha
Another thing to keep in mind is to choose a variety of control spells. By that, I mean you A) want them to target different saving throw weaknesses and B) you want some that affect large numbers of mooks and one or two to pull out when dealing with really powerful ones.
One more note: pay attention to and speak with your party members. Their subclass choices and spell choices should inform your decision about which control spells to take.
I totally agree with your recommendation about diversify the saves in general, but this is actually a lesser problem for a Chronurgist (and Diviner), because you have consistent ways to ensure your enemies will fail. That’s why spells like Levitate and Blindness/Deafness are no-brainers. Both target CON, a fairly common strong save among creatures, but if you make the Dire Troll fail in your Levitate spell, you’ll have 10 rounds to kill it at range without worries.
This is the only thing you need to know:
ABUSE ARCANE ABEYANCE TO THE ABSOLUTE MAXIMUM.
Don't be stupid with it. The best way to use it is to cast rituals that would be great during combat beforehand, and then activating the mote. The best use at the level you get this ability is to cast leomund's tiny hut before a fight, and then casting it during combat with abeyance for an instant defensive position.
I made the mistake of glossing over the ability and only used it once to give my party's fighter fireball when we were splitting apart. DO NOT REPEAT AFTER ME.
Don't give it to anyone. Be selfish. Keep it to yourself. Your party will thank you.
Alternatively, stick a save or suck into the mote and give it to someone (which can be your familiar, btw) to double up on concentration spells.