I'm almost done my first playthrough (lot of OT at work), and I thought it time to give some feedback. First let me say, that for an early access this game performs well. Beautiful graphics, good character creation options. I like the interactions between the player and companions. The story is vast for just Act 1, and I can't wait to play the full game. Now for the Abjurer Wizard.

The Good: A wide selection of spells. Most are implemented well. But for some reason, Shadowheart can't hit the broad side of a barn with a Guiding Bolt. Is Dexterity being used instead of Wisdom? But that has nothing to do with an Abjurer. The visuals on the spells are nice, and will only get better I'd imagine. Love the chants.

The Bad: Arcane Ward, the premiere ability for an Abjurer. I don't know if it is bugged or meant to operate like this. But to be blunt, as implemented it's a useless ability. From the Players Handbook:

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier.

My Abjurer at 2nd level had a 16 Intelligence, which is a +3 modifier. So I should of had a 7 point Ward at 2nd level. My Wizard had 3 points, his whole career. Also from the PHB:

Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. 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.

Once you create the ward, you can’t create it again until you finish a long rest.


In game it says that the ward is a barrier that protects the player's hitpoints. Ok so it is not temporary hitpoints added to the character. It's a barrier that protects the player's hitpoint. So why doesn't work while using False Life? Or Armor of Agathys? The latter spell is an Abjuration, so it should raise the ward or replenish it. With no Shield spell implemented yet, we have Mage Armor and Protection of Good/ Evil. Mage Armor at 1st or 2nd level, is a good spell. But most Abjurer builds will take a race that gives them Medium Armor proficiency, or multiclass into a class that does. Let me see ... 5 or 10 temp hp with False Life, 5 or 10 temp hp and 5 or 10 damage to enemies who hit me with Armor of Agathys, or I could use my 3 hp Ward. The choice seems obvious. Like I said, useless ability.


Last edited by Merlex; 14/10/20 05:50 PM.