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Maerok
2007-05-23, 06:22 PM
Abjuration Abounds!!! (In the Works)

Abstract
Well I've been looking over abjuration now, especially that Initiate of the Sevenfold Veil (still trying to get a hold of the 3.5 Incantatrix and the Master Specialist). So I was inspired to come up with some stuff for abjuration as it seems to get lost among conjurers, evokers, and other specialists. These are the guys who deal with the interaction of spells after all, so they should have some cool stuff to use. It's a work in progress but take a look.

Feats
Advanced Dispel Studies
You've become a master in negating spells.
Prerequisite: Dispel Studies, can cast greater dispel magic.
Benefit: You gain a +4 bonus to dispel checks (overlaps Dispel Studies).

Dispel Studies
You are adept at dispelling the magics of others.
Prerequisite: Can cast dispel magic.
Benefit: You gain a +2 bonus to dispel checks.

Greater Counterspelling
Deflecting the magics of others has become an easier task for you.
Prerequisite: Improved Counterspelling
Benefit: You may use a spell of any school that is at least one level higher instead of a spell of the same school in order to counterspell.

Spell Battler
By offering up a little bit of spell power, you can turn the tide between another caster and yourself.
Prerequisite: Caster level 5
Benefit: When making an opposed caster level check, you may expend one of your spells for the day to gain a bonus equal to the spell's level.

Spell Spear [Metamagic]
With great focus, you're able to employ spells that resist abjurative affects and counterspelling.
Benefit: When Spell Spear is applied to a spell, it cannot be countered and it ignores effects such as spell turning; saving throws and spell resistance still affect it though. If it is has a duration longer than Instantaneous, the spell cannot be dispelled for one round per original spell level. A Spell Spear spell takes up a slot four levels higher.

Spell Resistance
Your frequent interactions with magic have given you minor immunities against it.
Prerequisite: Caster level 5
Benefit: You gain spell resistance equal to 10 + your caster level (to a maximum of 25).

Quickened Counter
In a snap, you can repel the magical assaults of others.
Prerequisite: Improved Counterspelling
Benefit: A number of times per day equal to your spellcasting attribute's modifier, you may counter a spell as an immediate action without having to ready for it.

Variants
Armored Abjurer (Specialist Variant)
Gain: Armored Mage (Light) at 5th level, Armored Mage (Medium) at 10th level, Armored Mage (Light or Heavy Shields), and Armor Mage (Heavy) at 20th level.
Lose: Receiving a bonus feat every five Wizard levels.

Spells
Contain Blast
Abjuration [Force]
Level: Sor/Wiz 3, Warmage 2
Components: S, M
Casting Time: 1 full-round action
Range: Medium (100 ft. + 10 ft./level)
Target: 20-ft.-radius spread
Duration: 1 round/level

This spell creates an invisible mesh sphere around the affected area. Any effect with an area that occurs within this area is contained so that only the area within the sphere is affect. If an exterior area effect enters this sphere from the outside, the effect's area does not include the area within the sphere. In effect, it keeps effects with an area of effect from entering or exiting.

Material Component: A hollow silver sphere worth 15 gp which is stabbed with a gold needle worth 10 gp.

Spellbound Chaos
Abjuration [Chaos]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: 60-ft. burst
Target: One creature per two levels, chosen at random
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Whenever a subject of this spell is struck by a targeted spell, that spell is transferred to another subject instead, at random; it may end up affecting the same subject. While under this effect, each subject glows softly with a rainbow of colors.

Spell Magnet
Abjuration
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 full-round action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One spell magnet
Duration: 1 round/level

This spell creates a gray sphere about one foot in diameter. Whenever a spell is cast within 5 feet of the spell magnet per caster level, that caster must make a DC 15+spell level caster check or the effect is centered on the sphere; targeted spells, such as rays or touch spells, have no effect on the spell magnet, but disintegrate will destroy it. Even the creator is affected by the spell magnet's influence.

Any magic object that strikes the magnet (AC 15) has its magical properties automatically suppressed for 1d4+1 rounds.

Material Component: A magnet.

TheGrimace
2007-05-23, 07:02 PM
I like it man. I've always been a firm believer that dispel is the single greatest spell in the game (except for greater dispel, or mordenkainen's disjunction) and I love the idea that you're giving them some extra sheen.

I'll add a feat

Spell Sheild
Prerequisites: Caster level 3+
Whenever you cast an abjuration spell, you gain an armor bonus (as mage armor) equal to the level of the spell cast for 1 round

I was gonna add a spell, but can't remember what it was... you'll probably see it later.

Maerok
2007-05-24, 09:49 AM
(((Reserved)))

TheGrimace
2007-05-24, 07:31 PM
(((Reserved)))

I'm not sure whether you are reserving the slot to say something, or if you are saying mine should be a reserve feat.

I thought about making mine a reserve, but it didn't seem appropriate, because it's not usable at will

Gralamin
2007-05-24, 08:00 PM
(He's saying he's reserving that area for more stuff)

I'm confused by Spellbound Chaos. Does it pick a random target within 60 feet who gains the benefits of it? Or does everyone in 60 feet gain it's benefits?