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submitted 1 year ago* (last edited 1 year ago) by troyunrau@lemmy.ca to c/dndnext@ttrpg.network

Hi folks, hit me with your best wizard shenanigans. I'm playing a near-zero-damage chronugist control wizaard and just hit level 7. Starting to thing about picking up the right spells for level 10 when Arcane Abeyance kicks in.

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[-] troyunrau@lemmy.ca 3 points 1 year ago

Some examples.

The obvious thing is to give everyone in the party familiars. Then you can break the concentration economy by having familiars concentrate on spells for you.

Most broken idea: Assuming you have catnap prepared, you can take a short rest at the cost of a level 3 spell slot -- and that short rest lasts only ten minutes. Then you can have multiple Arcane Abeyance beads prepared at once. Assuming you have the spell slots to burn (on catnap and the spells), you could theoretically store up to five concentration spells in beads, which you can have a bunch of party members launch simultaneously. Now, obviously this requires a lot of planning and careful timing, but assuming you also cast one spell normally, you could open combat with a surprise 6x save-or-sucks and burn all legendary resistance quite easily. Obviously, if other party members are casters with their own save-or-sucks, then this becomes easier to set up and you can burn fewer spell slots/catnaps. What's the optimal spell here? I don't think you could stack 6x sickening radiance on a square, for six saves per round, but maybe...

And there's the classic wizard microwave combos that would normally require two wizards to pull off: wall of force plus sickening radiance or something (have your familiar concentrate on one of them). I've seen suggestions that Mordenkainen's Private Sanctum in combo with Wall of Force is a good choice, since it also prevents them from teleporting out. Any other good microwave combos?

And there's combat casting of spells that would normally not be combat castable: leomund's tiny hut, hallucinatory terrain, conjure minor elementals, etc. What're the best out of combat L4 or lower wizard spells that could be even more powerful if used in combat?

Hell, giving a shadow blade to party members in general. What wizard spells would other party members really benefit from having?

Anyone play in a party with two wizards? What combos worked well?

[-] corcaroli@ttrpg.network 4 points 11 months ago

As a DM, I cringed at this. Alright, you broke the game, overshadowed your martials and blew past the encounter your DM spent so much time carefully crafting. And your game session ended two hours earlier. Thanks everyone, see you next week I guess.

[-] troyunrau@lemmy.ca 3 points 11 months ago

People play D&D for different reasons. Our campaign is very much power-fantasy.

My DM and my party are on board to the point where they're actively encouraging the shenanigans. Our four hour sessions tend to have lots of RP and politics, then One Big Combat, then everyone long rests. The DM is intentionally breaking the power curve by offering the party major boons and magic items on a regular basis, then hitting us with insane monster grouping for the major combat encounter.

Example boon which we got at the last session (several like this have been handed out as rewards): everyone in the party gets +10 HP, +1 to one skill, +1 proficiency (skill, language, or tool), +1 uncommon magic item of their choice (with approval). He also casually dropped the Staff of the Woodlands and waived the class requirement to attune...

So you may groan about what it would do to your table, but it's super fun at ours :)

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this post was submitted on 28 Nov 2023
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