So I'm currently playing a warforged abjuration wizard with a dip in artificer with the armorer spec. I was mapping my feats and planning on doing the eldritch adept feat to do the armor of shadows arcane ward recharge. There is a problem I overlooked, however. First, mage armor can only target someone who's not wearing armor. I thought I could bypass this by casting it on my familiar, but I also overlooked the fact that the armor of shadows invocation says you can cast mage armor on yourself. This is a problem because warforged race has integrated protection, which states it takes an hour to don or doff your armor. This defeats the purpose of this combo, I may as well ritual cast alarm.
But when looking in to ritual casting I encountered another problem. I heard that alarm isn't tagged as a ritual spell on the wizard spell list, and therefore the wizard can't ritual cast alarm without the ritual caster feat.
I'm wondering if I'm right about these and if I've missed something here.
Well, Alarm is actually a ritual spell- That's what the "R" next to the name stands for. Maybe you misread it? It's definitely a ritual spell in the physical copy of the Player's Handbook I own. If you want to get the most out of your Arcane Ward feature though, might I suggest getting the Shield spell instead? It's a 1st level Abjuration spell and never not useful to have, especially if you fear taking damage or just want to get that quick Arcane Ward recharge off whilst protecting yourself even more. Other "never not handy" Abjuration spells you have access to include Absorb Elements and Sanctuary. Sanctuary is immediately accessible to you thanks to your multiclass into Artificer, so that's a bonus! Hope this helps!
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ADHD Aussie (17M) with too many ideas and not enough time! Always up to chat!
Disclaimer: I'm not an optimizer. If I say something that's not fine-tuned to perfection, that's on purpose. D&D isn't an online tournament, it's a TTRPG where your imagination and the DM's compliance are the limits. I don't do "metas". If I can have fun with my thematically cool and still viable (both in and out of combat) concept, I'm happy. I'm not going for optimal stats; I'm going for optimal fun.
Well, Alarm is actually a ritual spell- That's what the "R" next to the name stands for. Maybe you misread it? It's definitely a ritual spell in the physical copy of the Player's Handbook I own. If you want to get the most out of your Arcane Ward feature though, might I suggest getting the Shield spell instead? It's a 1st level Abjuration spell and never not useful to have, especially if you fear taking damage or just want to get that quick Arcane Ward recharge off whilst protecting yourself even more. Other "never not handy" Abjuration spells you have access to include Absorb Elements and Sanctuary. Sanctuary is immediately accessible to you thanks to your multiclass into Artificer, so that's a bonus! Hope this helps!
In chapter 11 of the PHB it lists the wizard spells, and it doesn't have a ritual tag for alarm on that list. Although I notice now none of the spells on the list have that tag. And when I turn the page to see descriptions, alarm has ritual listed after "1st level Abjuration," so maybe that's what the tag is.
I do have both shield and absorb elements, but I was looking at potential a free full recharge option like what you would get with armor of shadows. But maybe I don't need that. I do have splint armor (base 17ac) with a shield (+2ac), enhanced defense infusion on the shield (+1ac), and my racial constructed resilience (+1ac) which puts me at 21ac and I'm only level 5. The Shield spell would give me 26ac for a turn, and I have armor of agethys (also an Abjuration spell) thanks to my rune carver background.
Well, Alarm is actually a ritual spell- That's what the "R" next to the name stands for. Maybe you misread it? It's definitely a ritual spell in the physical copy of the Player's Handbook I own. If you want to get the most out of your Arcane Ward feature though, might I suggest getting the Shield spell instead? It's a 1st level Abjuration spell and never not useful to have, especially if you fear taking damage or just want to get that quick Arcane Ward recharge off whilst protecting yourself even more. Other "never not handy" Abjuration spells you have access to include Absorb Elements and Sanctuary. Sanctuary is immediately accessible to you thanks to your multiclass into Artificer, so that's a bonus! Hope this helps!
In chapter 11 of the PHB it lists the wizard spells, and it doesn't have a ritual tag for alarm on that list. Although I notice now none of the spells on the list have that tag. And when I turn the page to see descriptions, alarm has ritual listed after "1st level Abjuration," so maybe that's what the tag is.
I do have both shield and absorb elements, but I was looking at potential a free full recharge option like what you would get with armor of shadows. But maybe I don't need that. I do have splint armor (base 17ac) with a shield (+2ac), enhanced defense infusion on the shield (+1ac), and my racial constructed resilience (+1ac) which puts me at 21ac and I'm only level 5. The Shield spell would give me 26ac for a turn, and I have armor of agethys (also an Abjuration spell) thanks to my rune carver background.
the individual spell descriptions of chapter 11, starting on page 211, has alarm being the 3rd spell description and states “1st-level abjuration (ritual)”.
the class spell lists in the beginning of chapter 11 starting on page 207 don't identify any other information about the spell beyond name, spell level, and class.
RAW, the devs have closed the loophole to block players from spending an hour of downtime ritualcasting Alarm over and over, or casting Mage Armor via Armor of Shadows, by the spell requiring the use of a spellslot vs the spell being 1st level or higher.
It makes it a lot harder to get the Ward up and running without using resources, but rather than a feat, having a 1 level dip into 2024 Warlock gives the Armor of Shadows invocation, but also the Armor of Agathys spell. Spending your turn casting AoA at your highest level will not only give you the THP but also Ward Points (WP) equal to twice the spell level.
The 2024 Abjurer also allows you to recharge it by naturally expending spell slots, so you can recharge it by expending the pact magic slot(s) each short rest.
Yes, they've changed a few things for Arcane Ward. They made it so resistances and vulnerabilities (and presumably immunities) apply before deducting from the ward. It used to be those don't apply since it's not your HP. They allow you to spend a spell slot as a bonus action to replenish the ward instead of casting a spell.
So they closed that option, but also added more to it.
RAW, the devs have closed the loophole to block players from spending an hour of downtime ritualcasting Alarm over and over, or casting Mage Armor via Armor of Shadows, by the spell requiring the use of a spellslot vs the spell being 1st level or higher.
It makes it a lot harder to get the Ward up and running without using resources, but rather than a feat, having a 1 level dip into 2024 Warlock gives the Armor of Shadows invocation, but also the Armor of Agathys spell. Spending your turn casting AoA at your highest level will not only give you the THP but also Ward Points (WP) equal to twice the spell level.
The 2024 Abjurer also allows you to recharge it by naturally expending spell slots, so you can recharge it by expending the pact magic slot(s) each short rest.
As a note, this topic was also about the 2014 ruleset, so your comment is talking about a different rule than they had in the thread you necro-posted in.
So I'm currently playing a warforged abjuration wizard with a dip in artificer with the armorer spec. I was mapping my feats and planning on doing the eldritch adept feat to do the armor of shadows arcane ward recharge. There is a problem I overlooked, however. First, mage armor can only target someone who's not wearing armor. I thought I could bypass this by casting it on my familiar, but I also overlooked the fact that the armor of shadows invocation says you can cast mage armor on yourself. This is a problem because warforged race has integrated protection, which states it takes an hour to don or doff your armor.
Combo aside, I fail to see the issue. First, Integrated Protection doesn't prevent you from casting Mage Armor on yourself when you are not wearing armor. Second, Arcane Armor allows you to don and doff your armor as an action and this overrides the restrictions of Integrated Protection.
So I'm currently playing a warforged abjuration wizard with a dip in artificer with the armorer spec. I was mapping my feats and planning on doing the eldritch adept feat to do the armor of shadows arcane ward recharge. There is a problem I overlooked, however. First, mage armor can only target someone who's not wearing armor. I thought I could bypass this by casting it on my familiar, but I also overlooked the fact that the armor of shadows invocation says you can cast mage armor on yourself. This is a problem because warforged race has integrated protection, which states it takes an hour to don or doff your armor.
Combo aside, I fail to see the issue. First, Integrated Protection doesn't prevent you from casting Mage Armor on yourself when you are not wearing armor. Second, Arcane Armor allows you to don and doff your armor as an action and this overrides the restrictions of Integrated Protection.
The issue was it would take 2 hours to do this because of integrated protection. Now, I had overlooked the ability of arcane armor to do this as an action. My friend had raised some skepticism about this interaction wondering whether arcane armor had priority to overrule integrated protection or if there was a middle ground for it, like taking a normal amount of 10 minutes instead.
But I think it's more plausible to rule arcane armor is the specific that beats the more general integrated protection.
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So I'm currently playing a warforged abjuration wizard with a dip in artificer with the armorer spec. I was mapping my feats and planning on doing the eldritch adept feat to do the armor of shadows arcane ward recharge. There is a problem I overlooked, however. First, mage armor can only target someone who's not wearing armor. I thought I could bypass this by casting it on my familiar, but I also overlooked the fact that the armor of shadows invocation says you can cast mage armor on yourself. This is a problem because warforged race has integrated protection, which states it takes an hour to don or doff your armor. This defeats the purpose of this combo, I may as well ritual cast alarm.
But when looking in to ritual casting I encountered another problem. I heard that alarm isn't tagged as a ritual spell on the wizard spell list, and therefore the wizard can't ritual cast alarm without the ritual caster feat.
I'm wondering if I'm right about these and if I've missed something here.
Well, Alarm is actually a ritual spell- That's what the "R" next to the name stands for. Maybe you misread it? It's definitely a ritual spell in the physical copy of the Player's Handbook I own. If you want to get the most out of your Arcane Ward feature though, might I suggest getting the Shield spell instead? It's a 1st level Abjuration spell and never not useful to have, especially if you fear taking damage or just want to get that quick Arcane Ward recharge off whilst protecting yourself even more. Other "never not handy" Abjuration spells you have access to include Absorb Elements and Sanctuary. Sanctuary is immediately accessible to you thanks to your multiclass into Artificer, so that's a bonus! Hope this helps!
ADHD Aussie (17M) with too many ideas and not enough time! Always up to chat!
Disclaimer: I'm not an optimizer. If I say something that's not fine-tuned to perfection, that's on purpose. D&D isn't an online tournament, it's a TTRPG where your imagination and the DM's compliance are the limits. I don't do "metas". If I can have fun with my thematically cool and still viable (both in and out of combat) concept, I'm happy. I'm not going for optimal stats; I'm going for optimal fun.
In chapter 11 of the PHB it lists the wizard spells, and it doesn't have a ritual tag for alarm on that list. Although I notice now none of the spells on the list have that tag. And when I turn the page to see descriptions, alarm has ritual listed after "1st level Abjuration," so maybe that's what the tag is.
I do have both shield and absorb elements, but I was looking at potential a free full recharge option like what you would get with armor of shadows. But maybe I don't need that. I do have splint armor (base 17ac) with a shield (+2ac), enhanced defense infusion on the shield (+1ac), and my racial constructed resilience (+1ac) which puts me at 21ac and I'm only level 5. The Shield spell would give me 26ac for a turn, and I have armor of agethys (also an Abjuration spell) thanks to my rune carver background.
the individual spell descriptions of chapter 11, starting on page 211, has alarm being the 3rd spell description and states “1st-level abjuration (ritual)”.
the class spell lists in the beginning of chapter 11 starting on page 207 don't identify any other information about the spell beyond name, spell level, and class.
RAW, the devs have closed the loophole to block players from spending an hour of downtime ritualcasting Alarm over and over, or casting Mage Armor via Armor of Shadows, by the spell requiring the use of a spellslot vs the spell being 1st level or higher.
It makes it a lot harder to get the Ward up and running without using resources, but rather than a feat, having a 1 level dip into 2024 Warlock gives the Armor of Shadows invocation, but also the Armor of Agathys spell. Spending your turn casting AoA at your highest level will not only give you the THP but also Ward Points (WP) equal to twice the spell level.
The 2024 Abjurer also allows you to recharge it by naturally expending spell slots, so you can recharge it by expending the pact magic slot(s) each short rest.
Yes, they've changed a few things for Arcane Ward. They made it so resistances and vulnerabilities (and presumably immunities) apply before deducting from the ward. It used to be those don't apply since it's not your HP. They allow you to spend a spell slot as a bonus action to replenish the ward instead of casting a spell.
So they closed that option, but also added more to it.
As a note, this topic was also about the 2014 ruleset, so your comment is talking about a different rule than they had in the thread you necro-posted in.
Combo aside, I fail to see the issue. First, Integrated Protection doesn't prevent you from casting Mage Armor on yourself when you are not wearing armor. Second, Arcane Armor allows you to don and doff your armor as an action and this overrides the restrictions of Integrated Protection.
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The issue was it would take 2 hours to do this because of integrated protection. Now, I had overlooked the ability of arcane armor to do this as an action. My friend had raised some skepticism about this interaction wondering whether arcane armor had priority to overrule integrated protection or if there was a middle ground for it, like taking a normal amount of 10 minutes instead.
But I think it's more plausible to rule arcane armor is the specific that beats the more general integrated protection.