Abjurers were often hired by wealthy regents, nobles or other powerful individuals to grant various arcane boons. In some instances they were called upon to conceal or protect vast collections of wealthy, while at others requested to cast out malevolent, supernatural forces. On some occasions, abjurers were hired to perform arcane exorcisms or seal up portals to other planes of existence.
These specialty wizards learned how to create arcane wards around their own person, every time they utilized spells form the abjuration school. This magical barrier would absorb and nullify any harm inflicted upon them for a short duration. Over time, abjurers learned how to extend that ward onto other individuals.
Some of the spells commonly utilized by abjurers included blade ward, mage armor, shield, counterspell, banishment, globe of invulnerability, and teleport.
Masters of protective magic, abjurers can fill many roles in a campaign, from bodyguard to battlemage to adventurer. Although it lacks offensive options, the school of abjuration provides some of the most effective combat spells in the game. An evoker or transmuter might find it easier to bring down large groups of foes, but an abjurer is far more likely to bring herself and her companions through a fight alive.
In a campaign with a high degree of intrigue or political machinations, the protective abilities of an abjurer can guard against foes both obvious and unexpected, and rival groups of abjurers, all with slightly different powers, might vie for prom inence among each nation's schemers and courtiers. In combat-heavy campaigns, realms might employ abjuration specialists to protect against the battle magic of their rivals, and in any campaign, adventurers might come to rely on the skills of an abjurer to protect against the dangers of dungeon and wilderness.
Resistance to Energy (Su): Once per day, an abjurer using this variant can create a mystical shield that grants herself or any one creature that she touches limited protection against a chosen energy type (acid, cold, electricity, fire, or sonic). The affected creature gains resistance equal to 5 plus one-half the abjurer's class level against the chosen energy type. Activating this ability is a standard action. Once activated, the protection lasts for 1 hour. This protection overlaps with (and does not stack with) the effects of spells such as resist energy.
Aura of Protection (Ex): Once per day, a 5th-level abjurer using this variant can generate a protective aura that shields against both physical and magical attacks. When the abjurer generates this field, she gains a deflection bonus to her Armor Class and a resistance bonus on all saving throws equal to her Intelligence modifier. This ability requires a standard action to activate, and each use protects against only one attack or spell. Once activated, the protective aura lasts for 1 minute or until the abjurer is attacked or required to make a saving throw, whichever comes first.
Spontaneous Dispelling (Ex): At 5th level, an abjurer using this variant gains the ability to spontaneously cast the spell dispel magic. This ability is similar to the cleric's ability to spontaneously cast cure spells, with a few exceptions. The abjurer can "lose" four or more levels of prepared spells to cast dispel magic . The prepared spells can be of any level or combination of levels as long as the total spell levels add up to four or more (0-level spells don't count). For example, an abjurer using this variant could lose two 2nd-level spells or one 1st-level spell and one 3rd-level spell to cast dispel magic .
An abjurer is proficient with all 1-handed and ranged simple weapons, boar spears, light armor, and bucklers. He can cast wizard spells while wearing light armor or wielding a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an abjurer wearing medium armor, heavy armor, or shields other than bucklers incurs a chance of arcane spell failure if the spell in question has a somatic component.
An abjurer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Specialist Spells Per Day. In addition, he receives bonus spells per day if he has a high Intelligence score.
Cantrips: Abjurers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Specialist Spells Per Day. These spells are cast like any other spell, but they are not expended when cast and may be used again. An abjurer can learn and prepare a cantrip from any school, but cantrips not of the abjuration, conjuration, divination, or universal schools use up two of his available slots.
At 1st level, abjurers form a powerful bond with a buckler and begin play with one at no cost. The buckler is always masterwork quality and is not made of any special material. The buckler must be worn to have effect. If an abjurer attempts to cast a spell without his bonded buckler worn, he must make a concentration check or lose the spell.
If a bonded buckler is damaged, it is restored to full hit points the next time the abjurer prepares his spells. If it is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per abjurer level plus the cost of the masterwork buckler. This ritual takes 8 hours to complete. Bucklers replaced in this way do not possess any of the additional enchantments of the previous bonded buckler. An abjurer can designate an existing magic buckler as his arcane bond. This functions in the same way as replacing a lost or destroyed buckler, except that the new buckler retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
At 6th level, if the abjurer makes a successful Will or Fortitude save against a spell of ability that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping abjurer does not gain the benefits of mettle.
When an abjurer reaches 8th level, he gains an amount of energy absorption equal to 3 x his abjurer level, per day. Whenever he takes energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing the daily total by that amount. Any damage in excess of this absorption is applied to the abjurer normally.
At 10th level, the abjurer gains proficiency with medium armor and light shields, and can cast wizard spells while wearing medium armor or wielding a light shield without incurring the normal chance of spell failure. In addition, the abjurer may now choose a buckler or light shield as his arcane bond.
Beginning at 14th level, the abjurer gains proficiency with heavy armor and heavy shields, and can cast wizard spells while wearing heavy armor or wielding a heavy shield without incurring the normal chance of spell failure. In addition, the abjurer may now choose a buckler, light shield, or heavy shield as his arcane bond.
Starting at 16th level, whenever the abjurer confirms a critical hit against an opponent with either his shield or a spell, he may expend one of his 3rd level prepared spells as a free action that can be taken outside of his turn to affect the target with a targeted dispel magic effect. Alternatively, he may expend one of his 5th level prepared spells as an immediate action to affect the target with a targeted greater dispel magic.
The following favored class options are available to all characters of the listed race who have abjurer as their favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward. Favored class bonuses that grant a bonus spell always grant a spell from your class list of 1 level lower than the highest level spell you can cast (minimum 1st).
People do talk a lot about using Armor of Agyths on the Abjurer, but... well, its really not that much different from a Fiend Warlock. You get lots of temp HP (and ward in case of abjurer). You can add on more spells, like Fire Shield, so that if they hit you, the enemies will take lots of damage. Its a great combo- people really, really don't want to hit you, and if they do, you have a buffer, and its extra damage. Both Fiend and Abjurer have ways of boosting their effective HP throughout the day.
Edit: For reference, a cantrip is considered a Cast A Spell action. Although I do admit you still aren't a bad tank, your just not a amazing tank. You can certainly make a decent abjurer tank, but that's highly specialized and in the end you get a build that's ehh.
The abjurer is a full caster. He's not a martial. Don't confuse the ability to soak a hit or two with his ward as being a front liner. Do what wizards do best, stand in the back and do wizard things. If your positioning fails, you have your ward to help get you out of the bind.
The L10 Abjurer ability is really good on counterspell and dispel magic, but it just about never comes up for any other spell, and other classes can do the same thing but better - e.g. the multiclass reqs are a bit mad, but if the char was int 20 wis 20, abjurer 8 stars druid 2 would be better at those two abjuration spells than abjurer 10. 041b061a72