Description
Abjurers are specialist mages who concentrate their studies towards the mastery of protective magic. So adept have they become that they automatically gain every known abjuration spell when they gain levels, including spells which only the abjurer may master.
Although the Abjurer will not have the benefit of Enchantment spells,
they are still formidible foes. Their protective magic lasts much longer
than that of other mages, and they still have access to many of the most
dangerous spells.
Prime Statistic | Intelligence |
Qualifications | Intelligence 9+ |
Practices | 6 plus (Wisdom/4)+4 per level after first |
Training Points | 3 plus 1 per level after first |
Hit Points | 20 at first, plus (Constitution/6)+1d5 per level thereafter |
Mana | 100 plus (Intelligence/2)+1d6 per level after first |
Movement | 100 plus ((Strength/18)*8) per level after first |
Attack Skill | (Intelligence/6) per level after first |
Damage Bonus | An extra point of damage per 10 level(s) |
Max-Stat Bonus | Intelligence (25) |
Other Bonuses | At 5th level, receives 2%/lvl bonus damage from Abjuration. At 10th level, receives double duration on your Abjuration magic, and half duration from malicious Abjuration magic. |
Weapons | Must use daggers, staves, or natural weapons. |
Armor | Must wear cloth, vegetation, or paper based armor. |
Other Limitations | Unable to cast Enchantment/charm spells. Receives 2%/lvl penalty damage from Enchantment/charm. Receives double duration from malicious Enchantment/charm magic, half duration on other Enchantment/charm effects. |
Starting Equipment | a wooden quarterstaff |
Languages | Qualifying Races | |||||
Common | Fey | Draconian | Nuerese | Good | Nuetral | Pure Evil |
Drowish | Gigantic | Human | Nurvarie | Race1 | Race5 | Race9 |
Dwarven | Gnomish | Ignan | Orcish | Race2 | Race6 | Race10 |
Elvish | Goblinese | Krurian | Ravazian | Race3 | Race7 | Race11 |
Daerian | Goblinese | Krurian | Race4 | Race8 | Race12 | |