wayfare
2011-01-01, 10:41 PM
This is my attempt to create a Tier 3 Abjurer.
The class has become a competent mage killer.
Sigil Knight
{table=head]Level|Base Attack Bonus|Ref Save|Fort Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+2|
+2|Spellward Glyph +5, Armored Mage (light)|3|3
2nd|
+1|
+0|
+3|
+3|Mage Hunter|3|4|-
3rd|
+2|
+1|
+3|
+3||3|5|-|-
4th|
+3|
+1|
+4|
+4|Mark of Judgment +1/2d4|4|6|3|-|-|-
5th|
+3|
+1|
+4|
+4|Spellward Glyph +10|6|6|4|-|-|-
6th|
+4|
+2|
+5|
+5|Arcane Strike|4|6|5|3|-|-|-
7th|
+5|
+2|
+5|
+5||4|6|6|4|-|-|-|-
8th|
+6|
+2|
+6|
+6|Mark of Judgment +2/2d6|4|6|6|5|3|-|-|-|-|-
9th|
+6|
+2|
+6|
+6|Armored Mage (Heavy Shield)|4|6|6|6|4|-|-|-|-|-
10th|
+7|
+3|
+7|
+7|Spellward Glyph +15|4|6|6|6|5|3|-|-|-|-
11th|
+8|
+3|
+7|
+7|Swift Dispel|4|6|6|6|6|4|-|-|-|-
12th|
+9|
+4|
+8|
+8|Mark of Judgment +3/2d8|4|6|6|6|6|5|3|-|-|-
13th|
+9|
+4|
+8|
+8||4|6|6|6|6|6|4|-|-|-
14th|
+10|
+4|
+9|
+9|Dispel Master +2|4|6|6|6|6|6|5|3|-|-
15th|
+11|
+5|
+9|
+9|Spellward Glyph +20|4|6|6|6|6|6|6|4|-|-
16th|
+12|
+5|
+10|
+10|Mark of Judgment +4/2d10|4|6|6|6|6|6|6|5|3|-
17th|
+12|
+5|
+10|
+10||4|6|6|6|6|6|6|6|4|-
18th|
+13|
+6|
+11|
+11|Dispel Master +4|4|6|6|6|6|6|6|6|5|3
19th|
+14|
+6|
+11|
+11|Instant Counterspell|4|6|6|6|6|6|6|6|6|4
20th|
+15|
+6|
+12|
+12|Mark of Judgment +5/2d12, Spellward Glyph +25|4|6|6|6|6|6|6|6|6|5[/table]
Hit Die: d8
Skill List: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency: The Sigil Knight is proficient in all Simple weapons, Light armor and Light shields.
Spellward Glyph: At 1st level, the Sigil Knight can inscribe a potent glyph upon his shield. As a move action, the Sigil Knight can cause a glyph to appear upon his shield, Granting him +5 spell resistance for 1 min/level. This spell resistance stacks with any equipment or spell that grants spell resistance.
At 5th, 10th, 15th and 20th level the Spellward Glyph grants an additional +5 spell resistance.
A successful Dispel Magic dispels the glyph, though the Sigil Knight can take another move action to restore it. If the shield upon which the glyph is inscribed is damaged or sundered, the Spellward Glyph is dispelled.
Armored Mage: At 1st level, the Sigil Knight gains specialized training allowing the character to cast arcane spells while wearing light armor and using a light shield. At 10th level, the Sigil Knight can use Heavy shields without a chance of spell casting failure.
Arcane Caster: The Sigil Knight can cast arcane spells from the Sigil Knight spell list without preparation. The Sigil Knight knows all spells on this list without need for research -- they are simply part of its training.
The Sigil Knight focuses on Spells of the Abjuration School, though Defensive conjurations are also present.
Mage Hunter: The Sigil Knight is particularly adept at using his attacks to interrupt spellcasting. A spellcaster cannot cast defensively while the Sigil Knight attacks him. The caster is aware of the threat possessed by the Sigil Knight.
Mark of Judgment: At level 4, the Sigil Knight learns how to curse his enemies with a Glyph of power. Once per round, as a full action, the Sigil Knight can mar a single opponent with a damaging glyph -- a successful Will save DC (10 + ½ level + Intelligence Modifier) negates this effect.
On a failure, the target rakes 2d4 force damage. In addition, the sigil knight gains +1 to hit the opponent while the glyph is active.
At 8th level, the Mark of Judgment inflicts 2d6 damage, and the Sigil Knight gains +2 to hit against a marked opponent.
At 12th level, the Mark of Judgment inflicts 2d8 damage, and the Sigil Knight gains +3 to hit against a marked opponent.
At 16th level, the Mark of Judgment inflicts 2d10 damage, and the Sigil Knight gains +4 to hit against a marked opponent.
At 20th level, the Mark of Judgment inflicts 2d12 damage, and the Sigil Knight gains +5 to hit against a marked opponent.
A Mark of Judgment lasts for 1 min/level. A successful Dispel Magic dispels the mark.
The Sigil Knight may only have 1 Mark of Judgment active at a time.
Arcane Strike: At 6th level, the Sigil Knight gains Arcane strike as a bonus feat, even if the character does not meet the prerequisites
Swift Dispel: At 11th level, the Sigil Knight can cast dispel magic as a swift action.
Dispel Master: At 14th level, the Sigil Knight gains a +2 bonus to Dispel Magic Checks. This bonus increases to +4 at level 18.
Instant Counterspell: The Sigil Knight has learned to counter spells with expert fluidity. The Sigil Knight may attempt to counter a spell as an immediate action, provided he expends 2 equivalent level spell slots to do so. For example, a Sigil Knight attempting to use Greater Dispel Magic to counter a spell can do so as an instant action if he sacrifices two 6th level spell slots in the attempt.
The Sigil Knight may expend a higher level spell slot if he does not have 2 equivalent spell slots. In the above example, a Sigil Kinght with only one available 6th level spell slot could expend one 6th level spell slot and 1 8th level spell slot to manifest Instant Counterspell.
The Sigil Knight may only use Instant Counterspell once per round.
Spell List
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.
Design Notes/My Logic
My hope was to create a tier 3 abjurer that could function as a combatant. I didn't want to give this class the good attack bonus (15/10/5), as none of the other tier 3 mages break from the mage attack progression.
The Mark of Judgment class feature allows the Sigil knight to gain a bonus when attacking certain targets -- this effectively turns the sigil knight into a decent combatant. Since most Abjurations lack a real offensive component, Arcane Strike allows the sigil knight to deliver highly accurate attacks with a high damage component.
Spellward Glyph makes the Sigil Knight nearly immune to direct effect magic, particularly when combined with any SR items. At this point, the Sigil Knight becomes a spellcasters nightmare, particularly those who rely upon buffs.
Any criticism is welcome!
The class has become a competent mage killer.
Sigil Knight
{table=head]Level|Base Attack Bonus|Ref Save|Fort Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+2|
+2|Spellward Glyph +5, Armored Mage (light)|3|3
2nd|
+1|
+0|
+3|
+3|Mage Hunter|3|4|-
3rd|
+2|
+1|
+3|
+3||3|5|-|-
4th|
+3|
+1|
+4|
+4|Mark of Judgment +1/2d4|4|6|3|-|-|-
5th|
+3|
+1|
+4|
+4|Spellward Glyph +10|6|6|4|-|-|-
6th|
+4|
+2|
+5|
+5|Arcane Strike|4|6|5|3|-|-|-
7th|
+5|
+2|
+5|
+5||4|6|6|4|-|-|-|-
8th|
+6|
+2|
+6|
+6|Mark of Judgment +2/2d6|4|6|6|5|3|-|-|-|-|-
9th|
+6|
+2|
+6|
+6|Armored Mage (Heavy Shield)|4|6|6|6|4|-|-|-|-|-
10th|
+7|
+3|
+7|
+7|Spellward Glyph +15|4|6|6|6|5|3|-|-|-|-
11th|
+8|
+3|
+7|
+7|Swift Dispel|4|6|6|6|6|4|-|-|-|-
12th|
+9|
+4|
+8|
+8|Mark of Judgment +3/2d8|4|6|6|6|6|5|3|-|-|-
13th|
+9|
+4|
+8|
+8||4|6|6|6|6|6|4|-|-|-
14th|
+10|
+4|
+9|
+9|Dispel Master +2|4|6|6|6|6|6|5|3|-|-
15th|
+11|
+5|
+9|
+9|Spellward Glyph +20|4|6|6|6|6|6|6|4|-|-
16th|
+12|
+5|
+10|
+10|Mark of Judgment +4/2d10|4|6|6|6|6|6|6|5|3|-
17th|
+12|
+5|
+10|
+10||4|6|6|6|6|6|6|6|4|-
18th|
+13|
+6|
+11|
+11|Dispel Master +4|4|6|6|6|6|6|6|6|5|3
19th|
+14|
+6|
+11|
+11|Instant Counterspell|4|6|6|6|6|6|6|6|6|4
20th|
+15|
+6|
+12|
+12|Mark of Judgment +5/2d12, Spellward Glyph +25|4|6|6|6|6|6|6|6|6|5[/table]
Hit Die: d8
Skill List: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency: The Sigil Knight is proficient in all Simple weapons, Light armor and Light shields.
Spellward Glyph: At 1st level, the Sigil Knight can inscribe a potent glyph upon his shield. As a move action, the Sigil Knight can cause a glyph to appear upon his shield, Granting him +5 spell resistance for 1 min/level. This spell resistance stacks with any equipment or spell that grants spell resistance.
At 5th, 10th, 15th and 20th level the Spellward Glyph grants an additional +5 spell resistance.
A successful Dispel Magic dispels the glyph, though the Sigil Knight can take another move action to restore it. If the shield upon which the glyph is inscribed is damaged or sundered, the Spellward Glyph is dispelled.
Armored Mage: At 1st level, the Sigil Knight gains specialized training allowing the character to cast arcane spells while wearing light armor and using a light shield. At 10th level, the Sigil Knight can use Heavy shields without a chance of spell casting failure.
Arcane Caster: The Sigil Knight can cast arcane spells from the Sigil Knight spell list without preparation. The Sigil Knight knows all spells on this list without need for research -- they are simply part of its training.
The Sigil Knight focuses on Spells of the Abjuration School, though Defensive conjurations are also present.
Mage Hunter: The Sigil Knight is particularly adept at using his attacks to interrupt spellcasting. A spellcaster cannot cast defensively while the Sigil Knight attacks him. The caster is aware of the threat possessed by the Sigil Knight.
Mark of Judgment: At level 4, the Sigil Knight learns how to curse his enemies with a Glyph of power. Once per round, as a full action, the Sigil Knight can mar a single opponent with a damaging glyph -- a successful Will save DC (10 + ½ level + Intelligence Modifier) negates this effect.
On a failure, the target rakes 2d4 force damage. In addition, the sigil knight gains +1 to hit the opponent while the glyph is active.
At 8th level, the Mark of Judgment inflicts 2d6 damage, and the Sigil Knight gains +2 to hit against a marked opponent.
At 12th level, the Mark of Judgment inflicts 2d8 damage, and the Sigil Knight gains +3 to hit against a marked opponent.
At 16th level, the Mark of Judgment inflicts 2d10 damage, and the Sigil Knight gains +4 to hit against a marked opponent.
At 20th level, the Mark of Judgment inflicts 2d12 damage, and the Sigil Knight gains +5 to hit against a marked opponent.
A Mark of Judgment lasts for 1 min/level. A successful Dispel Magic dispels the mark.
The Sigil Knight may only have 1 Mark of Judgment active at a time.
Arcane Strike: At 6th level, the Sigil Knight gains Arcane strike as a bonus feat, even if the character does not meet the prerequisites
Swift Dispel: At 11th level, the Sigil Knight can cast dispel magic as a swift action.
Dispel Master: At 14th level, the Sigil Knight gains a +2 bonus to Dispel Magic Checks. This bonus increases to +4 at level 18.
Instant Counterspell: The Sigil Knight has learned to counter spells with expert fluidity. The Sigil Knight may attempt to counter a spell as an immediate action, provided he expends 2 equivalent level spell slots to do so. For example, a Sigil Knight attempting to use Greater Dispel Magic to counter a spell can do so as an instant action if he sacrifices two 6th level spell slots in the attempt.
The Sigil Knight may expend a higher level spell slot if he does not have 2 equivalent spell slots. In the above example, a Sigil Kinght with only one available 6th level spell slot could expend one 6th level spell slot and 1 8th level spell slot to manifest Instant Counterspell.
The Sigil Knight may only use Instant Counterspell once per round.
Spell List
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.
Design Notes/My Logic
My hope was to create a tier 3 abjurer that could function as a combatant. I didn't want to give this class the good attack bonus (15/10/5), as none of the other tier 3 mages break from the mage attack progression.
The Mark of Judgment class feature allows the Sigil knight to gain a bonus when attacking certain targets -- this effectively turns the sigil knight into a decent combatant. Since most Abjurations lack a real offensive component, Arcane Strike allows the sigil knight to deliver highly accurate attacks with a high damage component.
Spellward Glyph makes the Sigil Knight nearly immune to direct effect magic, particularly when combined with any SR items. At this point, the Sigil Knight becomes a spellcasters nightmare, particularly those who rely upon buffs.
Any criticism is welcome!