Arcane Ward

Post/Author/DateTimePost
#1

ASilva91084

Sep 22, 2014 8:00:51

I have a question about the Arcane Ward feature for a level 2 Abjuration Wizard. The PHB states "While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell."

 

Does this gaining of hit points occur ONLY while the ward is at 0, or does it occur every time you cast an abjuration spell?

#2

eleran

Sep 22, 2014 8:20:53

ASilva91084 wrote:
#3

Sorxores

Sep 22, 2014 11:02:23

can you bring your ward higher then it's original value?

 

Original value = twice wizard lvl +int value. But in a multiclass build a EK18/Wizard2 would have a ward with the original value of 6HP but the EK could cast spell lvl4 (giving 8HP)

 

or even for a full wizard lvl 20 gaining a ward for 45 HP, if he cast a second abjuration spell lvl 5 does the ward go up to 55?

#4

Saelorn

Sep 22, 2014 11:11:22

Sorxores wrote:
#5

Lipfi

Sep 22, 2014 11:16:52

https://twitter.com/JeremyECrawford/status/513419141672230912

#6

Litania84it

Sep 22, 2014 14:58:56

Anybody can recharge it to max in between fights by spamming alarm as a ritual

#7

awaken_D_M_golem

Sep 22, 2014 15:11:26

Detect Magic should pick up the Ward even when it's zero.

Don't activate the ward, if the Abj Wiz wants to be sneaky vs Detect Magic.

 

Nice little hp buff, that doesn't need Concentration.

 

#8

ASilva91084

Sep 23, 2014 5:54:11

Thanks guys! SO basically any absjuration spell will recharge the ward, but it cannot go above its initial maxiumum.

#9

Saelorn

Sep 25, 2014 0:40:46

Litania84it wrote:
#10

2Chlorobutanal

Sep 25, 2014 0:44:32

It does technically work, but it requires 11 minutes of uninterrupted casting actions for every 2 hp put back into the Arcane Ward.  The time spent recharging the ward could just be used for a short rest for probably greater benefit.

 

I'd certainly not do it myself as a player because it does seem subversive and also not very powerful unless taken to extremes that are extremely subversive.

#11

FluffyBunbunKittens

Sep 25, 2014 2:21:02

Arcane Ward has twice Wizard level + Intmod max hp. So a lv10 Wizard would have 25 hp in that.

 

Which would take 13 x 11 minutes to recharge to full with Alarm spam, or a bit over two hours.

 

Also, it's not just the Wizard's own health in question, it rather adds to party health - because the 6th level Abjurer feature allows the Arcane Ward to absorb damage against someone else within 30 feet.

 

Goodbye a minute of buffing before a fight, welcome a few hours of buffing between fights!

#12

2Chlorobutanal

Sep 25, 2014 3:02:51

And the above scenario illustrates why it is both impractical and disruptive to actually implement this idea solely for a couple HD worth of "THP" before every encounter.