Game Rules

Abjurer

The magic school of Resisting.

Related Classes

Spells

Level
1

Resistance

Target gains temporary +1 on Spell Resist for rounds equal to half your intelligence. Can only be used once per target.

Endure Elements

Caster can exist comfortably in hot or cold regions.

Level
2

Lock

Locks a door or chest if lock exists. The lock can be picked or broken.

Level
3

Hold Portal

Holds door shut with magic energy for 1 minute per intelligence.

Obscure Object

Masks object against scrying.

Level
4

Projection from Arrows

Target suffers -5 to attack rolls when using a ranged attack. This lasts for 1d4 round. Can only be used once per combat session.

Dispel Magic

Dispels one lesser magical spell or effect.

Level
5

Resist Energy

Ignores first 10 points of spell damage for 1 round or one hour outside combat. Can only be used once per day.

Level
6

Darkness

Caster creates a 1d20 + intelligence foot radius of supernatural shadow. Anyone inside of the shadow suffers -15 to their attack rolls as long as they remain inside of the shadow. Caster is able to see.

Magic Circle against Chaos

Target is unable to enter a 3 square radius circle if their alignment is Chaos. Target can perform a wisdom check to break into the circle. Spell can be channeled.

Level
7

Nondetection

Hides target from scrying. Lasts the entire day. Can only be cast once per day.

Dimensional Anchor

Prevents teleportation or portal movement in a radius equal to your intelligence.

Level
8

Silence

Prevents target from casting spells for 1 round. Target can perform a wisdom check to break through the silence. The spell weakens when repeated on the same target.

Break Enchantment

Frees target from enchantment.

Level
9

Shout

Deafens all within a radius equal to your intelligence and deals 1d6 damage. Targets are deafened for 1 round. Can only be used once per combat session.

Magic Circle against Good

Target is unable to enter a 3 square radius circle if their alignment is Good. Target can perform a wisdom check to break into the circle. Spell can be channeled.

Level
10

Dismiss

Forces target to return to its native plane. Target can perform a wisdom check to resist.

Mage's Private Sanctum

Prevents anyone from viewing or scrying a small area for 24 hours. Can only be cast once per day.

Level
11

Dispel Magic, Greater

As dispel magic, but with multiple targets.

Repulsion

Living things can't approach you without your permission. This lasts for rounds equal to half your intelligence. Targets may perform a wisdom check to break through. This can only be used once per day.

Level
12

Banishment

Banishes target to its native plane and prevents them from returning. Target can perform a wisdom check to resist.

Sequester

Subject is invisible to sight and scrying for 1 minute per intelligence. Attacking will break invisibility. Abjurer must wait one hour before casting again.

Level
13

Mind Blank

Subject is immune to all successful charisma checks for rounds equal to intelligence. Can only be used once per day.

Protection from Spells

Caster gains +1 Spell Resist + intelligence for 1d4 rounds.

Level
14

Spell Turning

Reflect 1d4 spell damage back at caster. This lasts for rounds equal to your intelligence. Can only be used on one target at a time.

Dimensional Lock

Teleportation and interplanar travel blocked in your area for 24 hours. Can only be cast once per day.

Level
15

Freedom

Releases all targets from imprisonment in 1 square radius + intelligence. This includes magical and physical barriers. Can only be used once per day.

Mage's Disjunction

Disenchants a magic item. Can only be used once per day.

Prismatic Sphere

Magic barrier surrounds on all sides preventing damage for as long as the mage channels it.

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