Abjuration School: Difference between revisions

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m (Readded context now that the note was moved to trivia. (remember the page is going to have more features later))
(Just realized we still need to mentioned Temp HP in the section proper because that is literally how the game does it right now. But I've left the context in Trivia.)
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** The ward has a maximum of <code>(2 × Wizard Level) + Intelligence Modifier <span style="color:mediumturquoise">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.  
** The ward has a maximum of <code>(2 × Wizard Level) + Intelligence Modifier <span style="color:mediumturquoise">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 <span style="color:mediumturquoise">Hit Points</span> equal to twice the level of the spell.
** Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of <span style="color:mediumturquoise">Hit Points</span> equal to twice the level of the spell.
** As of Patch 9 in Early Access, the additional <span style="color:mediumturquoise">Hit Points</span> given by '''Arcane Ward''' are granted via the [[Hit Points#Temporary Hit Points|<span style="color:#33cccc">Temporary Hit Points</span>]] Mechanic


== Notes and Trivia ==
== Notes and Trivia ==
* As of Patch 9 in Early Access, the additional <span style="color:mediumturquoise">Hit Points</span> given by '''Arcane Ward''' are granted via the [[Hit Points#Temporary Hit Points|<span style="color:#33cccc">Temporary Hit Points</span>]] Mechanic. As such, it functions [[D&D 5e Rule Changes|differently than from DnD 5E]]:<!-- Probably move this to its own trivia section If this rules change is reversed or otherwise modified in the full release -->
* 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 than of DnD 5E]]:
** 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 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.
** 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.

Revision as of 11:51, 30 July 2023

Abjuration spells summon wards, banish enemies, and nullify magic, suitable for those who wish to defend themselves and others.
Abjuration School Subclass Icon.png
Abjuration School is one of the 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.

Subclass Features

Level 2

  • Abjuration Savant: Halves the cost to learn Abjuration spells from Spell Scrolls. Learning these spells will only cost 25gp per spell level.
  • Arcane Ward Icon 64px.png 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 (2 × Wizard Level) + Intelligence Modifier hit points 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 equal to twice the level of the spell.
    • As of Patch 9 in Early Access, the additional Hit Points given by Arcane Ward are granted via the Temporary Hit Points Mechanic

Notes and Trivia

  • The implementation of Arcane Ward using the Temporary Hit Points Mechanic is different than of DnD 5E:
    • 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.