Abjuration School
The abjurer uses magic against itself, and masters the art of defensive and warding magics.
The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Resistance Level 1
You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward Level 1
As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Energy Absorption Level 6
At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
- Class
- Wizard
- Source
- Core Rulebook
- Publisher
- Paizo Inc.
- Contributor
- Core Rulebook
- License
- OGL-1.0a
Original content contributed by Core Rulebook, designated as Open Game Content under the OGL-1.0a.
-
Based on class: Wizard (Class)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
Loading references...