Common Challenges with Magic Aire Coils and How Replacement Can Solve Them

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Playing a Tiefling Wizard, through Hoard Of The Dragon Queen. Which I have several less-than-complimentary thoughts about, but that's another matter.

I dutifully pored over the material I was sent in the months leading up to the game, outlining the fictional world, the design and mechanics, my character s personal history and goals, and mundane logistics like travel and scheduling. I liked the idea of the teleportation with Conjuration, but since that s not available, I m trying to get myself to be more enthused about Divination.

Divination schools near me

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[5e] Sell me on Divination Wizards (1 Viewer)

Playing a Tiefling Wizard, through Hoard Of The Dragon Queen. Which I have several less-than-complimentary thoughts about, but that's another matter.

We just hit level two, which means I had to choose a spell school. I had been very interested in Conjuration, but the DM effectively vetoed that, because he did not want to have to keep making rulings on Minor Conjuration. (To be fair to him, he didn't veto it outright, but he made a lot of pained faces and serious-sounding "it would be a good idea not to" that to pick Conjuration anyway would be rude.)

So I picked Divination for its Portent ability, which is kind of nice, but I notice the 6th-level ability requires me to cast a Divination spell to get its benefits, and frankly there don't seem to be very many of those. And those which are available are either easily-castable as Ritual, or don't seem worth the spell slot in a combat-heavy module campaign like HotDQ has been thus far.

And the 10th-level ability seems to make other Divination spells redundant. Which would be useful in other circumstances, but kind of runs into issues with the 6th-level ability. Besides, most of the interesting-looking spells in the Wizard spell list are Conjuration or Evocation.

So the School of Divination seems to be effective mainly for Portent. Is that it? I liked the idea of the teleportation with Conjuration, but since that's not available, I'm trying to get myself to be more enthused about Divination.

Also, when is it a good idea to use a Portent roll? I used both of mine within the first encounter after levelling up, for relatively good reasons (first to save myself from going into negative HP, the second to help the Warlock wipe out the rest of the enemies so they don't target me). Which means the Divination School is no longer of use to me until the next Long Rest, unlike the at-will Minor Conjuration (or Hypnotic Gaze from Enchantment).

A problem is that the group is nine people, including three newbies, and the DM is also learning how to run 5e. So I think it's best not to bother him with too many questions. A part of my issue with the HotDQ module is that the NPCs and fights are all very game-y, in that the NPCs seem not to have any personality or dialogue beyond what the DM is obviously reading out from the module itself. I don't really blame him for this, because this is often the only way he can impart any information through the table chatter.

It does mean that my utility spells like Disguise Self and Tenser's Floating Disk have gone unused, since everything is all combat all the time, and the party is too impatient to do tricksiness.

This is actually worse then the Guidance Orison, which I used as the basis for the following.
Diviner's Guidance (Su) This spell imbues the subject, which the Diviner can communicate with, with a touch of divined guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. As a diviner increases in level the bonus increases by +1 every three levels (to a maximum of +5 at level 15).
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Reviews for "The Impact of Magic Aire Replacement Coils on Energy Consumption"

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