I play a chronurgy wizard soon that will be hitting level 10 in a few weeks I wanted to ask how the Arcane Abeyance ability could be used properly?
"At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour." ... "A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes." ...
I'd love to hear what you guys have to say, do you have any experience with this wizard?
It's a way for your ally to maintain concentration so you can combine multiple spells that would not normally be combinable due to concentration. Such as overlaying multiple persistent AoE effects.
Hold Person + Sickening Radiance being a great example. By the time they break free, they'll be significantly damaged and may have multiple levels of exhaustion.
Then there's the usuals: Haste for an ally, which they maintain, and Greater Invisibility on them as well. Or Haste on an ally and Slow on an enemy.
It can also be a way to let you bring longer-casting-times spells into the action. Like a Glyph of Warding - condense it and if you enter into battle within the next hour you could place that glyph as an action.
You could condense a concentration spell, give it to your familiar, and then they can use it, then you can dismiss them to their pocket dimension for safety while they maintain concentration for you.
If you acquire Inflict Wounds from Shadow-Touched feat, you could condense a 4th level version, which is 6d10, and give it to the melee/tank. All the benefits of the Inflict Wounds, no downside of you, the squishy mage or even your also squishy familiar, needing to get into melee.
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If you want to get really screwy with it, make a bunch of "Summon ____" beads, and then have each creature summon the next. Choose something with a ranged attack to avoid unpleasant concentration checks. Be your own army.
Abeyance is once per short rest only. You only get one magic spell bead. Admittedly, still the sort of ability a clever rules goblin can break open, but you're a tenth-level wizard. By that point the DM should be expecting you to break things every few fights.
The main exploit with it is Leomunds tiny hut cast, then pop it as an impenetrable fortress in combat that you can move in and out of.
Dispel Magic
Readied attacks
Teleportation
And more.
It's not really that exploitable. An advantage, sure, but nothing a DM can't handle.
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The main exploit with it is Leomunds tiny hut cast, then pop it as an impenetrable fortress in combat that you can move in and out of.
Dispel Magic
Readied attacks
Teleportation
And more.
It's not really that exploitable. An advantage, sure, but nothing a DM can't handle.
Ok? It is still the main one I've seen as the primary use for the ability, which seems that's what OP was curious on. Plus if you're against a spell caster that can do those things and you pop it out then it probably should go pop XD. Still creates a strong limiter either way. Plus you can't teleport into the hut from how its wordeds. Only those in when the spell is created can move in and out/ have certain things enter and exit it.
The main exploit with it is Leomunds tiny hut cast, then pop it as an impenetrable fortress in combat that you can move in and out of.
Dispel Magic
Readied attacks
Teleportation
And more.
It's not really that exploitable. An advantage, sure, but nothing a DM can't handle.
Ok? It is still the main one I've seen as the primary use for the ability, which seems that's what OP was curious on. Plus if you're against a spell caster that can do those things and you pop it out then it probably should go pop XD. Still creates a strong limiter either way. Plus you can't teleport into the hut from how its wordeds. Only those in when the spell is created can move in and out/ have certain things enter and exit it.
Teleportation isn't "moving through" the barrier. The barrier prevents you or spells "passing through" but teleportation isn't "passing through" anything. So yes, you can teleport in. There are other spells like Private Sanctum which are designed to prevent teleportation.
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Teleportation doesn't "pass through" anything. You literally stop existing at one place and continue existing at another. You are not travelling there, you just disappear from the world, and reappear.
Even in the example you quote, Crawford, the rule designer, actually confirms you can, indeed, teleport inside. Spells like Misty Step, Teleport don't have the target be part of range. It's a range of "self" - the range of Teleport spell being 10 ft for targeting your allies. The actual destination isn't part of the range because you don't "pass through" to there - you literally leave the world and return at the point you choose.
You do you. But the wording says you can and so does the rules designer of D&D.
This isn't the thread for it.
My point was using the use of Arcane Abeyance for Tiny Hut is a good strategy but not really an "exploit" as you claim, as the spell is very fallible. (An exploit is more than just some advantage, but would be an OP abuse of rules for a massive benefit - this wouldn't be such).
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If you say so, everyone is entitled to their own playstyle and thoughts. misty step can bypass the pris wall but hut it couldnt from the outside since the hut is opaque from the outside so no sight in. Anyway you're correct, wrong thread for the discussion. Exploit is the main term I have seen used concerning it and I'd still agree with it ( I believe we both are saying similar, just expressing it in different terminology). Not perfect but still as stated a very strong strategy.
Btw loved the hold person + sickening radiance combo. Very nice.
There are several different exploits. It is a 1/short rest ability to solve the following problems:
1) Concentration. It lets someone else do the concentrating for you. Great if you got a non-caster hanging around.
2) Prep cast Casting Time. If you have some warning time (i.e. you are ambushing someone else), then you take a too long to cast in combat spell such as Teleport Circle or Leomund's tiny hut, and turn it into a much better combat spell.
3) Action Economy. Again, for an ambush, this lets you hand off one of your higher level spells to be used by someone else in the middle of combat. Particularly useful for letting others have a copy of a spell that you KNOW will be useful in combat but you are the only party member that can cast. Dispell Magic, for example.
Note, it also makes it easy for you to give a buddy a Familiar. You cast the spell, they get the familiar.
Highly abuseable. I think this should be a once per LONG rest, not short.
Oh, found an interesting exploit by combining it with Find Steed!
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
It's kind of silly, but this means that your mount can have two Concentration Self spells active simultaneously, which is normally not possible.
You are nearing 10th level, so this creates lots of fun options!
My first pointer would be long time casting spells. tiny hut, magic circle, etc. have long casting times, but great effects potentially useful in a tight situation. A glyph of warding that you can carry around and slap onto any surface can be fun. You could also drop a geas or a planar binding on some poor creature you wouldn't be able to catch otherwise. infernal calling works too. In short, abjuration and conjuration are key.
My second is pointing out that whoever releases the bead is the caster. This means that spells that usually have range of self can be applied to anyone! disguise self instead of seeming, shield for whoever needs it, alter self for the fighter who needs to blend in physically, detect thoughts for the high wis rogue instead of the int wizard, etc. The possibilities are almost endless for utility and service you can perform for the members of your party! There is a reason why Tenser’s Transformation is limited only to self. Giving that big buff to a melee class simply crashes the game.
My final pointer is that it makes for cinematic moments. Any spell put into that tiny ball of yours is gonna look cool when you shoot it out. Have fun with one of the coolest subclasses in the game!
The main exploit with it is Leomunds tiny hut cast, then pop it as an impenetrable fortress in combat that you can move in and out of.
As soon as the caster exits Leomond's Tiny Hut, the spell ends. So sure, they can make a pillbox, but then they're basically stuck inside it unable to do much else. Not really the most impressive thing that a 10th level wizard can do on a battlefield.
The main exploit with it is Leomunds tiny hut cast, then pop it as an impenetrable fortress in combat that you can move in and out of.
As soon as the caster exists Leomond's Tiny Hut, the spell ends. So sure, they can make a pillbox, but then they're basically stuck inside it unable to do much else. Not really the most impressive thing that a 10th level wizard can do on a battlefield.
Anything that is inside the hut *can* leave, give the mote to the archery rogue. The rogue then can't leave, but why should they? They are continuously unseen and have advantage on their attacks. The wizard can then pop in and out to cast spells.
Hey people!
I play a chronurgy wizard soon that will be hitting level 10 in a few weeks I wanted to ask how the Arcane Abeyance ability could be used properly?
"At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour." ... "A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes." ...
I'd love to hear what you guys have to say, do you have any experience with this wizard?
Tiny Servant or Animate Dead sounds like the go-to solution for firing your spellbeads.
It's a way for your ally to maintain concentration so you can combine multiple spells that would not normally be combinable due to concentration. Such as overlaying multiple persistent AoE effects.
Hold Person + Sickening Radiance being a great example. By the time they break free, they'll be significantly damaged and may have multiple levels of exhaustion.
Then there's the usuals: Haste for an ally, which they maintain, and Greater Invisibility on them as well. Or Haste on an ally and Slow on an enemy.
It can also be a way to let you bring longer-casting-times spells into the action. Like a Glyph of Warding - condense it and if you enter into battle within the next hour you could place that glyph as an action.
You could condense a concentration spell, give it to your familiar, and then they can use it, then you can dismiss them to their pocket dimension for safety while they maintain concentration for you.
If you acquire Inflict Wounds from Shadow-Touched feat, you could condense a 4th level version, which is 6d10, and give it to the melee/tank. All the benefits of the Inflict Wounds, no downside of you, the squishy mage or even your also squishy familiar, needing to get into melee.
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Oof that looks like a pretty exploitable ability.
If you want to get really screwy with it, make a bunch of "Summon ____" beads, and then have each creature summon the next. Choose something with a ranged attack to avoid unpleasant concentration checks. Be your own army.
Abeyance is once per short rest only. You only get one magic spell bead. Admittedly, still the sort of ability a clever rules goblin can break open, but you're a tenth-level wizard. By that point the DM should be expecting you to break things every few fights.
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Oh, phew. That's not so bad then.
With a Ring of Spell Storing, we can still get some interesting chaining, but that's manageable.
The main exploit with it is Leomunds tiny hut cast, then pop it as an impenetrable fortress in combat that you can move in and out of.
Dispel Magic
Readied attacks
Teleportation
And more.
It's not really that exploitable. An advantage, sure, but nothing a DM can't handle.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Ok? It is still the main one I've seen as the primary use for the ability, which seems that's what OP was curious on. Plus if you're against a spell caster that can do those things and you pop it out then it probably should go pop XD. Still creates a strong limiter either way. Plus you can't teleport into the hut from how its wordeds. Only those in when the spell is created can move in and out/ have certain things enter and exit it.
Teleportation isn't "moving through" the barrier. The barrier prevents you or spells "passing through" but teleportation isn't "passing through" anything. So yes, you can teleport in. There are other spells like Private Sanctum which are designed to prevent teleportation.
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"...Spells and other magical effects can’t extend through the dome or be cast through it..." I have always seen that this entails no spell nor ability allows to be passing through period. In addition to how crawford ruled the prismatic wall situation https://www.sageadvice.eu/2017/12/24/cast-dimension-door-inside-prismatic-wall-can-i-teleport-outside-all-layers-of-wall-because-isnt-forbidden/ . Perhaps I'm missunderstanding it? Do you have anything showing you can?
Teleportation doesn't "pass through" anything. You literally stop existing at one place and continue existing at another. You are not travelling there, you just disappear from the world, and reappear.
Even in the example you quote, Crawford, the rule designer, actually confirms you can, indeed, teleport inside. Spells like Misty Step, Teleport don't have the target be part of range. It's a range of "self" - the range of Teleport spell being 10 ft for targeting your allies. The actual destination isn't part of the range because you don't "pass through" to there - you literally leave the world and return at the point you choose.
You do you. But the wording says you can and so does the rules designer of D&D.
This isn't the thread for it.
My point was using the use of Arcane Abeyance for Tiny Hut is a good strategy but not really an "exploit" as you claim, as the spell is very fallible. (An exploit is more than just some advantage, but would be an OP abuse of rules for a massive benefit - this wouldn't be such).
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+1 for Cyb3rMind
It is sometimes unintuitive, but the issue of teleportation bypassing Tiny Hut is well played out.
If you say so, everyone is entitled to their own playstyle and thoughts. misty step can bypass the pris wall but hut it couldnt from the outside since the hut is opaque from the outside so no sight in. Anyway you're correct, wrong thread for the discussion. Exploit is the main term I have seen used concerning it and I'd still agree with it ( I believe we both are saying similar, just expressing it in different terminology). Not perfect but still as stated a very strong strategy.
Btw loved the hold person + sickening radiance combo. Very nice.
There are several different exploits. It is a 1/short rest ability to solve the following problems:
1) Concentration. It lets someone else do the concentrating for you. Great if you got a non-caster hanging around.
2) Prep cast Casting Time. If you have some warning time (i.e. you are ambushing someone else), then you take a too long to cast in combat spell such as Teleport Circle or Leomund's tiny hut, and turn it into a much better combat spell.
3) Action Economy. Again, for an ambush, this lets you hand off one of your higher level spells to be used by someone else in the middle of combat. Particularly useful for letting others have a copy of a spell that you KNOW will be useful in combat but you are the only party member that can cast. Dispell Magic, for example.
Note, it also makes it easy for you to give a buddy a Familiar. You cast the spell, they get the familiar.
Highly abuseable. I think this should be a once per LONG rest, not short.
Oh, found an interesting exploit by combining it with Find Steed!
It's kind of silly, but this means that your mount can have two Concentration Self spells active simultaneously, which is normally not possible.
I'm surprised no-one has said find familiar, yet.
Familiars for the whole party...
Edit: missed that Mog_Dracov already said it...
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You are nearing 10th level, so this creates lots of fun options!
My first pointer would be long time casting spells. tiny hut, magic circle, etc. have long casting times, but great effects potentially useful in a tight situation. A glyph of warding that you can carry around and slap onto any surface can be fun. You could also drop a geas or a planar binding on some poor creature you wouldn't be able to catch otherwise. infernal calling works too. In short, abjuration and conjuration are key.
My second is pointing out that whoever releases the bead is the caster. This means that spells that usually have range of self can be applied to anyone! disguise self instead of seeming, shield for whoever needs it, alter self for the fighter who needs to blend in physically, detect thoughts for the high wis rogue instead of the int wizard, etc. The possibilities are almost endless for utility and service you can perform for the members of your party! There is a reason why Tenser’s Transformation is limited only to self. Giving that big buff to a melee class simply crashes the game.
My final pointer is that it makes for cinematic moments. Any spell put into that tiny ball of yours is gonna look cool when you shoot it out. Have fun with one of the coolest subclasses in the game!
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
As soon as the caster exits Leomond's Tiny Hut, the spell ends. So sure, they can make a pillbox, but then they're basically stuck inside it unable to do much else. Not really the most impressive thing that a 10th level wizard can do on a battlefield.
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"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Anything that is inside the hut *can* leave, give the mote to the archery rogue. The rogue then can't leave, but why should they? They are continuously unseen and have advantage on their attacks. The wizard can then pop in and out to cast spells.
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