My main point was that Inured from Death doesn’t allow infinite maximum HP increases because you can’t stack Aid. At most, you can get 40 additional max HP(!) from a 9th level Aid.
That might last indefinitely because of Inured from Death, but probably doesn’t because of Aid’s duration.
I may be wrong, but I think Quin is saying that you would cast Aid, say at 2nd level to get the 5 point increase. After 8 hours, Aid falls off and is no longer in effect, but Inured from Death would prevent the maximum increase from disappearing after the spell is no longer in effect. Then you would cast Aid again to increase the maximum by another 5 points. There is no overlap of duration between the spells since the first Aid spell is not what is giving you the 5 point increase now even if it was what originally provided the increase.
A 10th level wizard with a +1 constitution modifier and no other means of HP increase would have 52 HP on average. Aid would push that to 57 and Inured from Death would prevent that from reverting after 8 hours had elapsed. The next time Aid was cast after the 8 hours were up would make that 62 and so forth. If Aid were cast again during the window, then there would be overlap and only an upcast Aid would give additional benefit.
Consider the following:
Combining Magical Effects
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
Once the 8 hour duration is finished, the combining magical effects rule is no longer applicable because Inured from Death is providing the increase after that point. This is what my reading of RAW is and I suspect what Quindraco is referencing.
That said, I'm not going to argue with my DM if they rule that Inured from Death essentially creates a permanent duration for Aid or other effects that increase HP maximums. It's still ends up being a nice boon, especially if the spell is upcast on one occasion, particularly if there are more than three party members. It just seems to me that it is nerfing the ability, which is often effectively the capstone for necromancers since many campaigns don't go much higher than 10th level anyway.
I just recently played a Hobgoblin Necromancer straight from level 1 to 9.
I pretty much followed the “Wizard Basics” from levels 1 to 5, completely ignoring Grim Harvest and Necromancy spells, besides some rituals and Blindness/Deafness. I think you know the essentials Wizard kit at low-levels: Absorb Elements, Find Familiar, Mage Armor, Shield, Sleep, Misty Step and Web. Overall good defense, mobility and amazing battlefield control.
After level 6, when I finally got the signature feature from this sub-class, Undead Thralls, I obviously prepared both Animate Dead in order to carefully build my skeleton army of archers and Summon Undead to boost my firepower with the Ghostly Spirit, which also provides free frighten-inducing combo. A very good spell that I leveraged a lot to increase the effectiveness of my skeleton army was Slow.
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I may be wrong, but I think Quin is saying that you would cast Aid, say at 2nd level to get the 5 point increase. After 8 hours, Aid falls off and is no longer in effect, but Inured from Death would prevent the maximum increase from disappearing after the spell is no longer in effect. Then you would cast Aid again to increase the maximum by another 5 points. There is no overlap of duration between the spells since the first Aid spell is not what is giving you the 5 point increase now even if it was what originally provided the increase.
A 10th level wizard with a +1 constitution modifier and no other means of HP increase would have 52 HP on average. Aid would push that to 57 and Inured from Death would prevent that from reverting after 8 hours had elapsed. The next time Aid was cast after the 8 hours were up would make that 62 and so forth. If Aid were cast again during the window, then there would be overlap and only an upcast Aid would give additional benefit.
Consider the following:
Combining Magical Effects
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
Once the 8 hour duration is finished, the combining magical effects rule is no longer applicable because Inured from Death is providing the increase after that point. This is what my reading of RAW is and I suspect what Quindraco is referencing.
That said, I'm not going to argue with my DM if they rule that Inured from Death essentially creates a permanent duration for Aid or other effects that increase HP maximums. It's still ends up being a nice boon, especially if the spell is upcast on one occasion, particularly if there are more than three party members. It just seems to me that it is nerfing the ability, which is often effectively the capstone for necromancers since many campaigns don't go much higher than 10th level anyway.
I just recently played a Hobgoblin Necromancer straight from level 1 to 9.
I pretty much followed the “Wizard Basics” from levels 1 to 5, completely ignoring Grim Harvest and Necromancy spells, besides some rituals and Blindness/Deafness. I think you know the essentials Wizard kit at low-levels: Absorb Elements, Find Familiar, Mage Armor, Shield, Sleep, Misty Step and Web. Overall good defense, mobility and amazing battlefield control.
After level 6, when I finally got the signature feature from this sub-class, Undead Thralls, I obviously prepared both Animate Dead in order to carefully build my skeleton army of archers and Summon Undead to boost my firepower with the Ghostly Spirit, which also provides free frighten-inducing combo. A very good spell that I leveraged a lot to increase the effectiveness of my skeleton army was Slow.