Abjuration School: Difference between revisions

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(War domain is not a requirement per se)
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** In 5E, the ward has a pool of its own [[Hit Points]] that blocks damage, with any overflow going to the protected target.
** 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
*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.
**Cleric 1 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.
**Spells cast from Scrolls also add to the intensity of the ward.

Revision as of 04:01, 1 September 2023

Abjuration spells summon wards, banish enemies, and nullify magic, suitable for those who wish to defend themselves and others.
Class Wizard Abjuration Badge 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 Scrolls. Learning these spells will only cost 25gp 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, 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 and Trivia

  • This implementation of Arcane Ward is different from that of DnD 5E:
    • 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 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.