D&D 5E Survivor: Schools of Wizard'ing - UPDATE- ILLUSION WINS!!!

  • Thread starter Thread starter lowkey13
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Abjuration 14
Conjuration 11
Divination 22
Enchantment 12
Illusion 19
Transmutation 10

Because wizards are tanky enough without Arcane Ward, and because Malleable Illusion + Disguise Self/Seeming + Project Image is sheer shapeshifting teleporting awesomesauce for any meddling wizard.
 
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I will be content only if either Conjuration or Enchantment is voted off the island before Transmutation.


#teamIllusion

Was that some kind of reverse psychology designed to have Transmutation voted off the island, or do you think that the supporters of both Conjuration and Enchantment are too weak to respond to your declaration of war?

:D
 


Abjuration 14
Conjuration 9
Divination 22
Enchantment 10
Illusion 18
Transmutation 12

Making things actually be different from what they are is cooler than just pretending things are different from what they actually are.
 



You don't need to dispel it - if you fall under the effect of a spell while already being under the effect of the spell, the more powerful effect overwrites the weaker one. On average it takes 24 seconds of in-game time to get yourself a full strength False Life active.

Right, I don't deny that you can cast the spell as you like to get the 8 THP version. What I'm saying is that if you do that and then lose those 8 THP, you are still under the effect of the maximum-strength spell for the one-hour duration. I will admit that there is a bit of a gray area as to whether you can overwrite a spell with one of equal potency, but I wouldn't allow it if I were DMing. I would rule that the refresh takes effect once the original 8-THP casting ends; otherwise, fiendish vigor would effectively provide a healing cantrip.

[COLOR=#00FF0]Abjuration 15[/COLOR]
[COLOR=#FF000]Conjuration [COLOR=#FF000]7[/COLOR][/COLOR]
Divination 22
Enchantment 10
Illusion 18
Transmutation 12

I just don't like how conjuration is implemented.
 

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