wayfare
2010-12-27, 02:34 AM
So, I'm working on tier 3 versions of the base magic using classes. I'm trying to create a Class that focuses heavily on Abjuration with a minor focus on defensive conjuration magics. This is my attempt to create a counterpart to the Beguiler and Dread Necromancer classes.
Ideas I have so far
1) Abjurations are of course defensive. I feel that to compensate for this, the class should have the good attack progression (15/10/5).
2) The class only has minor access to conjurations -- things like wall of stone, obscuring mist, etc. Essentially, conjurations that are used defensively.
3) An innate bonus to spell resistance may be in order.
4) Ability to sacrifice a spell to cast Dispel Magic as a counterspell.
The effect is a caster who is exceptionally capable of countering spellcasters.
Here is the spell list i'm thinking of
1ST-LEVEL SORCERER/WIZARD SPELLS
Abjur
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
2ND-LEVEL SORCERER/WIZARD SPELLS
Abjur
Arcane Lock M: Magically locks a portal or chest.
Arcane Turmoil: Targeted dispel magic on one subject, and subject loses one spell.
Attentive Alarm: As alarm, plus learn type and number of creatures that triggered alarm.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
3RD-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Repelling Shield: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers
Sign of Sealing: Magic sigil protects door or chest, deals 1d4/level damage if opened
Tenacious Dispelling: As targeted dispel magic, but second consecutive casting is more potent.
Conj
Bands of Steel: Metallic bands immobilize or entangle target for 1 round/level
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
4TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Anchor: Bars extradimensional movement.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Otiluke’s Dispelling Screen: Targeted dispel magic on any creatures or unattended items, max +10 on caster level check.
Otiluke's Suppressing Field: Spells of a designated school or subtype are suppressed.
Remove Curse: Frees object or person from curse.
Resist Energy, Mass: Targeted creatures resist energy of a particular type
Stoneskin M: Ignore 10 points of damage per attack.
Conj
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Resilient Sphere: Force globe protects but traps one subject.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
5TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Duel Ward: +4 on Spellcraft checks, counterspell as an immediate action
Dismissal: Forces a creature to return to native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Reciprical Gyre: Creature or object takes 1d6 damage/level of spell affecting it
Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area
Conj
Freezing Fog: Fog slows creatures, obscures vision, hinders movement
Mage’s Faithful Hound: Phantom dog can guard, attack.
Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will
Wall of Stone: Creates a stone wall that can be shaped.
Wall of Force: Wall is immune to damage.
6TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Karmic Retribution: Any creature damaging you becomes stunned for 1 round.
Prismatic Aura: Shield of colors offers concealment and damages your attackers.
Repulsion: Creatures can’t approach you.
Conj
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Steal Summoning: Take control of another caster's summoned monster.
7TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Instant Summons M: Prepared object appears in your hand.
8TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Energy Absorption: Target gains resistance 10 to energy; can turn one energy attack into healing.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead.
Otiluke’s Dispelling Screen, Greater: As Dispelling Screen, but +20 on check
Prismatic Wall: Wall’s colors have array of effects.
Protection from Spells M F: Confers +8 resistance bonus.
Conj
Maze: Traps subject in extradimensional maze.
9TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Absorption: You absorb targeted spell energy to power spells of your own
Freedom: Releases creature from imprisonment.
Genius LociM: Create a guardian spirit for a specific location.
Imprisonment: Entombs subject beneath the earth.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself
Conj
Refuge M: Alters item to transport its possessor to you.
It needs some serious filler.
As always, any help is appreciated
Many Thanks
--Wayfare
Ideas I have so far
1) Abjurations are of course defensive. I feel that to compensate for this, the class should have the good attack progression (15/10/5).
2) The class only has minor access to conjurations -- things like wall of stone, obscuring mist, etc. Essentially, conjurations that are used defensively.
3) An innate bonus to spell resistance may be in order.
4) Ability to sacrifice a spell to cast Dispel Magic as a counterspell.
The effect is a caster who is exceptionally capable of countering spellcasters.
Here is the spell list i'm thinking of
1ST-LEVEL SORCERER/WIZARD SPELLS
Abjur
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
2ND-LEVEL SORCERER/WIZARD SPELLS
Abjur
Arcane Lock M: Magically locks a portal or chest.
Arcane Turmoil: Targeted dispel magic on one subject, and subject loses one spell.
Attentive Alarm: As alarm, plus learn type and number of creatures that triggered alarm.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
3RD-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Repelling Shield: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers
Sign of Sealing: Magic sigil protects door or chest, deals 1d4/level damage if opened
Tenacious Dispelling: As targeted dispel magic, but second consecutive casting is more potent.
Conj
Bands of Steel: Metallic bands immobilize or entangle target for 1 round/level
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
4TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Anchor: Bars extradimensional movement.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Otiluke’s Dispelling Screen: Targeted dispel magic on any creatures or unattended items, max +10 on caster level check.
Otiluke's Suppressing Field: Spells of a designated school or subtype are suppressed.
Remove Curse: Frees object or person from curse.
Resist Energy, Mass: Targeted creatures resist energy of a particular type
Stoneskin M: Ignore 10 points of damage per attack.
Conj
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Resilient Sphere: Force globe protects but traps one subject.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
5TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Duel Ward: +4 on Spellcraft checks, counterspell as an immediate action
Dismissal: Forces a creature to return to native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Reciprical Gyre: Creature or object takes 1d6 damage/level of spell affecting it
Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area
Conj
Freezing Fog: Fog slows creatures, obscures vision, hinders movement
Mage’s Faithful Hound: Phantom dog can guard, attack.
Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will
Wall of Stone: Creates a stone wall that can be shaped.
Wall of Force: Wall is immune to damage.
6TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Karmic Retribution: Any creature damaging you becomes stunned for 1 round.
Prismatic Aura: Shield of colors offers concealment and damages your attackers.
Repulsion: Creatures can’t approach you.
Conj
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Steal Summoning: Take control of another caster's summoned monster.
7TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Instant Summons M: Prepared object appears in your hand.
8TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Energy Absorption: Target gains resistance 10 to energy; can turn one energy attack into healing.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead.
Otiluke’s Dispelling Screen, Greater: As Dispelling Screen, but +20 on check
Prismatic Wall: Wall’s colors have array of effects.
Protection from Spells M F: Confers +8 resistance bonus.
Conj
Maze: Traps subject in extradimensional maze.
9TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Absorption: You absorb targeted spell energy to power spells of your own
Freedom: Releases creature from imprisonment.
Genius LociM: Create a guardian spirit for a specific location.
Imprisonment: Entombs subject beneath the earth.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself
Conj
Refuge M: Alters item to transport its possessor to you.
It needs some serious filler.
As always, any help is appreciated
Many Thanks
--Wayfare