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

  • Thread starter Thread starter lowkey13
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I really don't understand the appeal of Abjuration. The improved Counterspell is pretty amazing when it is useful but it rarely ever is. Arcane Ward just gives you comparable equivalent hit points to a Warlock using the Fiendish Vigor Invocation.

Um . . . is this a troll? It sure feels like a troll, and I don't want to respond to a troll, but . . .

Fiendish vigor lets you cast false life as a first-level spell. False life as a first-level spell delivers 5-8 temporary HP. Arcane ward provides twice your wizard level, plus your Int mod. At second level, it therefore gives you 5-9 HP, assuming you have a positive mod. And it increases by two HP per wizard level thereafter. Go all-out to 20th? 41-45 HP just for putting on your mage armor in the morning. With +2 HP per level, it averages out the same as rolling a d10 instead of a d6 at level up. And you can share it with allies at 6th level, and you can heal it by casting other spells. Abjurer multiclasses well with cleric, too.
 

Um . . . is this a troll? It sure feels like a troll, and I don't want to respond to a troll, but . . .

Fiendish vigor lets you cast false life as a first-level spell. False life as a first-level spell delivers 5-8 temporary HP. Arcane ward provides twice your wizard level, plus your Int mod. At second level, it therefore gives you 5-9 HP, assuming you have a positive mod. And it increases by two HP per wizard level thereafter. Go all-out to 20th? 41-45 HP just for putting on your mage armor in the morning. With +2 HP per level, it averages out the same as rolling a d10 instead of a d6 at level up. And you can share it with allies at 6th level, and you can heal it by casting other spells. Abjurer multiclasses well with cleric, too.

Not a troll.
With an hour long duration and infinite casts, a Warlock can be sure to have False Life up and at its max value (8 hit points) prior to the beginning of every encounter.
With 6-8 encounters per day, that is 48-64 extra hit points available to the Warlock beginning at level 2.
 

That's assuming that the DM actually runs 6-8 discrete combat encounters, all at least an hour apart. (Or else the warlock doesn't mind spending a spell slot to dispel the effect between encounters.)

I can't speak to other tables, but I've never seen that at mine. I'd rather have the higher HP of the ward at the jump (which can also stack with temporary hit points), be able to at least partially restore it throughout the day, and not stunt my spellcasting by taking levels in warlock. Not to say that there's anything wrong with your way of doing it; just my preference.

Anyway, to get back to the business at hand . . .

[color=#00FF0]Abjuration 24[/color]
[color=#FF000]Conjuration 10[/color]
Divination 25
Enchantment 12
Illusion 20
Transmutation 14
 

Not to mention, defensive magic as a whole is a pretty standard trope. From Harry Potter's entire classes in Defense Against the Dark Arts in recent times, to classic protective runes and wards in fiction, all the way back to the historic use of charms and tokens to defend against evil spirits, the fey, and much more. The ability to harness magic specifically as a means of defending yourself has an ancient and storied history, and one that, imho, is worthy of a school all its own.
 



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