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Abjuration School: Difference between revisions

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| description = Abjuration School is a subclass of Wizard.
| description = Abjuration School is a subclass of Wizard.
| image = Abjuration School Subclass Icon.png
| image = Class Wizard Abjuration Badge Icon.png
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{{Quote|Abjuration spells summon wards, banish enemies, and nullify magic, suitable for those who wish to defend themselves and others.}}
'''Abjuration School''' is one of the [[Wizard#Level 2|Subclasses]] of [[Wizard]]. These Wizards are specialized in magic that can protect themselves and allies from harm. They also have the ability to reduce the amount of [[damage]] dealt to them on subsequent turns whenever they cast an [[Abjuration spells|Abjuration spell]].
[[Category:Subclasses]]
 
[[File:Abjuration School Subclass Icon.png|frameless|upright=1.5|left]] '''Abjuration School''' is one of the [[Wizard#Level 2|Subclasses]] of [[Wizard]]. These Wizards are specialized in magic that can protect themselves and allies from spell effects. They also have the ability to gain additional [[Hit Points]] whenever they cast an Abjuration spell.
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== Subclass Features ==
== Subclass features ==
{{SubclassNote|Wizard}}
 
{{Level header|2}}
 
; Abjuration Savant
: Halves the cost to learn [[Abjuration spells]] from [[Scrolls]]. Learning these spells will only cost '''{{gold|25}}''' per spell level.


=== Level 2 ===
; {{Pass|Arcane Ward|w=40}}
: The residual magic of your spells forms a [[Arcane Ward (Condition)|ward]] around you that protects you from harm.
: Each time you cast an [[Abjuration spells|Abjuration spell]], except  {{SAI|Shield}} {{note|Despite being an Abjuration spell and consuming a spell slot, {{SAI|Shield (spell)|Shield}} does not grant Arcane Ward charges.|name=Shield}}, the intensity of the ward increases by the amount of the spell's Level, up to a maximum of '''2x''' your [[Wizard]] level.
: Each time you take damage, the ward blocks an amount of damage equal to its intensity, and its intensity decreases by '''1'''.
: After each [[Long Rest]], the ward's intensity resets, and becomes the same as your [[Wizard]] level.


* '''Abjuration Savant:''' Halves the cost to learn Abjuration spells from Spell Scrolls. Learning these spells will only cost <code>25gp</code> per spell level.
{{Level header|6}}
* [[File:Arcane Ward Icon 64px.png|frameless|upright=0.1]] '''Arcane Ward:''' Once per day, when you cast an Abjuration spell of 1st level or higher, you can use a strand of the Spell's magic to create a magical ward that lasts until your next [[Long Rest]].
** The ward has a maximum of <code>(2 × Wizard Level) + Intelligence Modifier [[Hit Points#Temporary Hit Points|<span style="color:mediumturquoise">Temporary Hit Points</span>]]</code> and absorbs all damage done to you. When it is reduced to 0 [[Hit Points]], you take the remaining damage, but the magic remains.
** Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of [[Hit Points#Temporary Hit Points|<span style="color:mediumturquoise">Temporary Hit Points</span>]] equal to twice the level of the spell.


=== Level 6 ===
; {{SAI|Projected Ward|w=40}}
: As a {{Action|Reaction}}, when a nearby ally takes damage you can sacrifice your '''[[Arcane Ward]]''' to reduce the damage they take, and its intensity reduces by '''1'''.


* [[File:PassiveFeature_ProjectedWard64px.png|frameless|upright=0.1]] '''Projected Ward:''' As a reaction, when a nearby ally takes damage you can sacrifice your '''Arcane Ward''' to reduce the damage they take.
{{Level header|10}}


=== Level 10 ===
; {{Pass|Improved Abjuration|w=40}}
: Each time you take a [[Short Rest]] the intensity of your '''[[Arcane Ward]]''' increases by an amount equal to your [[Wizard]] level.


* [[File:PassiveFeature_ImprovedAbjuration64px.png|frameless|upright=0.1]] '''Improved Abjuration:''' Each time you take a [[Short Rest]] the intensity of your '''Arcane Ward''' increases by an amount equal to your Wizard level.
== Notes ==
{{notelist}}


== Notes and Trivia ==
{{WizardNavbox}}
* The implementation of '''Arcane Ward''' using the [[Hit Points#Temporary Hit Points|<span style="color:#33cccc">Temporary Hit Points</span>]] Mechanic is [[D&D 5e Rule Changes|different from that of DnD 5E]]:
[[Category:Subclasses]]
** In 5E, the HP provided by arcane ward is considered it's own HP pool, and does not interfere with Temporary Hit Points. Meaning, A wizard could, for example, cast False Life, before or after gaining Arcane Ward. And benefit from both effects.
** In 5E, the fact that Arcane Ward is its own HP pool also means the wizard would not need to do a saving throw to maintain concentration, if the ward absorbed all damage. In cases where the damage goes through, the challenge of such a saving throw is likewise diminished due to the reduced "actual" damage taken.

Latest revision as of 23:41, 24 October 2024

Abjuration School is one of the Subclasses of Wizard. These Wizards are specialized in magic that can protect themselves and allies from harm. They also have the ability to reduce the amount of damage dealt to them on subsequent turns whenever they cast an Abjuration spell.

Subclass features[edit | edit source]

This subclass obtains all the features from its base class, Wizard, in addition to its unique features outlined below.

Level 2

Abjuration Savant
Halves the cost to learn Abjuration spells from Scrolls. Learning these spells will only cost Gold Pile Single Item Image.png 25 gp per spell level.
Arcane Ward Arcane Ward
The residual magic of your spells forms a ward around you that protects you from harm.
Each time you cast an Abjuration spell, except Shield Shield [note 1], the intensity of the ward increases by the amount of the spell's Level, up to a maximum of 2x your Wizard level.
Each time you take damage, the ward blocks an amount of damage equal to its intensity, and its intensity decreases by 1.
After each Long Rest, the ward's intensity resets, and becomes the same as your Wizard level.

Level 6

Projected Ward Projected Ward
As a Reaction, when a nearby ally takes damage you can sacrifice your Arcane Ward to reduce the damage they take, and its intensity reduces by 1.

Level 10

Improved Abjuration Improved Abjuration
Each time you take a Short Rest the intensity of your Arcane Ward increases by an amount equal to your Wizard level.

Notes[edit | edit source]

  1. Despite being an Abjuration spell and consuming a spell slot, Shield Shield does not grant Arcane Ward charges.