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Abjuration School: Difference between revisions

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| 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:Class Wizard Abjuration Badge Icon.png|150px|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 [[:Category:Abjuration Spells|Abjuration spells]] from [[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]] '''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, 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 ===
; {{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_ProjectedWard.png|64x64|frameless|upright=0.1|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 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_ImprovedAbjuration.png|64x64|frameless|upright=0.1|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 ==
{{notelist}}


== Notes and Trivia ==
{{WizardNavbox}}
* This implementation of '''Arcane Ward''' is [[D&D 5e Rule Changes|different from that of DnD 5E]]:
[[Category:Subclasses]]
** In 5E, the ward has a pool of its own [[Hit Points]] that blocks damage, with any overflow going to the protected target.
*Arcane Ward gains charges from ''any'' Abjuration spell
**Cleric 1 (War) gives access to both Shield of Faith and Sanctuary, neither of which require Attack Rolls or allow Saving throws, meaning that you can dump stat Wisdom and still get the full benefit.
**Spells cast from Scrolls also add to the intensity of the ward.

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.