Abjuration Specialist - Ultimate Magic - not helpful


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Maybe some mechanics that allow to counter SLA and supernatural abilities.


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I totally agree that abjuration needs some love! It's particularly restrictive at low levels, where Protection from Alignment is pretty much in a class of its own. Having some good low-level fodder would go a long ways to livening up abjuration. There are some aspect of abjuration that hasn't been explored very thoroughly. For instance: "Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities"; having abjuration spells that negate or impede physical abilities would round out the school nicely; there are very few of these currently.

As for counter-spelling, there's no real way to solve it without a fundamental rule revision which just isn't happening. I totally agree with those suggesting new feats to help it. Too bad we're stuck with improved counterspell as a pretty obnoxious feat tax. Counterspelling is impractical primarily for three reasons (spending the onerous readied action, correctly predicting the target's intentions to cast a spell, and correctly identifying/matching the spell [or alternatively, succeeding on a dispel check]) and I need to spend a feat to partially alleviate one of those limitations?


Sean K Reynolds wrote:
Ssalarn wrote:
Sean K Reynolds wrote:
Ssalarn wrote:
I'm not Christopher, but I'd like to see more accessible (see: lower level) versions of spells like Spell Turning.

Okay, so something like spell turning, but maybe it only turns back 1d2 spell levels worth of spells?

That'd be great, yeah.

Okay, so two things about that.

1) Even a 1-spell-level hypothetical lesser spell turning would be better than counterspelling. Counterspelling has a chance of failure and requires you to ready an action; lesser spell turning would automatically turn a level 1 incoming spell targeted at you and doesn't require you to ready at action.

2) Lesser spell turning as a 1st-level spell would probably be better than protection from evil, which is another 1st-level spell. Protection from evil lasts against multiple spells over its duration, but only gives a +2 save bonus and only against evil spells. Lesser spell turning would completely negate 1 targeted spell (which is better than a save bonus) and works on non-evil spells. If lesser spell resistance is a 1st-level spell, it would be slightly stronger than protection from evil. True, protection from evil works on non-targeted spells, so perhaps that's a balancing factor. But also remember that lesser spell turning isn't just negating the incoming spell, it's turning it back on its caster, which is a more powerful result than any other 1st-level abjuration. And honestly, I think the idea of "I expend a 1st-level spell to negate your 1st-level spell cast at me" is more like my ideal concept of how counterspelling should work rather than a specific spell you'd have to prepare.

3) Lesser spell turning as a 2nd-level spell (but only turning 1 spell level) might situationally be more useful that resist energy, but overall I think it would be a weaker spell than other 2nd-level abjurations. So we're between a rock and a hard place with a spell...

What if you treated it like the Cleric ability to convert a slot to a healing spell. The caster could simply drop one of their other spells and cast the turning spell of that level.


I love the abjuration school, a lot. It's my favorite kind of wizard to play as the support caster with the saying a pound of prevention is worth a pound of cure. My first abjurer was in the 3.5 Expedition to Castle Ravenloft and I had to scour the books for enough spells to fill my spellbook with... until I found the spell compendium and one nifty little trick I found in the miniatures book. The only thing I heard before going in was that Strahd was a wizard, so I decided to play the counter wizard. It worked beautifully. Now I look over the Abjurer for Pathfinder and it looks like some of the spells that made abjuration so appealing to me, like forceward and the lvl 2 discordant chant, just aren't there. There is no way to preemptively stop a caster without using your turn for counterspells or be in melee with the step up feats. It may not be the flavor that Golarion has but a mage slayer option for classes other than inquisitor and barbarian might be fun. Like a rogue that can lose sneak attack dice for concentration penalties (like the thug rogue with penalties instead of intimidate bonuses). Maybe a specialty school option for abjurers where you get like a buzzing bee SLA 3+int mod timer per day with a concentration penalty of -1/2 caster level (min 1). Sure the counterspell school exists but a melee touch from one wizard to another... please shoot me.


The Abjuration specialist is almost everyone's least favorite, and there's a reason for that. (Yes, there are people who like it, and more people who've had lots of fun with it. But I think there's a pretty strong consensus that it's the weakest of the specialty schools.

The big reason for this is, yes, lack of useful spells. Let's take a look at the low-level spell list for abjurers.

Abjuration spells, levels 1-4:

1
Abjuring Step
Alarm
Endure Elements
Hold Portal
Protection from X
Peacebond
Shield
Shock Shield

2

Arcane Lock
Book Ward
Endure Elements, Communal
Miserable Pity
Protection from Arrows
Protection from X, Communal
Resist Energy
Warding Weapon

3

Ablative Sphere
Cloak of Winds
Dispel Magic
Explosive Runes
Magic Circle against X
Nondetection
Resist Energy, Communal
Protection from Energy

4

Curse of Magic Negation
Dimension Anchor
Fire Trap
Globe of Invulnerability, Lesser
Protection from Energy, communal
Remove Curse
Stoneskin
Suppress Primal Magic
True Form
Ward Shield

Two things pretty much jump out about this list. One, there are not actually that many abjuration spells. At first level, there are eight. This compares to 14 first level conjuration spells, 12 first level illusion spells, and a whopping 39 (!) first level transmutation spells. Even the diviners get more first level spells than the abjurers. And this holds true at the next three levels as well. At second level, it's Abjuration 10, Illusion 13, Evocation 22, and Transmutation a whopping 47 (!!). At all four levels, Abjuration is either the school with the fewest spells, or the school with the second fewest.

Two, most of these spells are not that great. Yes, the list includes several popular, versatile, and high-utility spells, particularly Protection from X and Dispel Magic. But *as a whole* this list is quite weak. Fully half the spells on it are highly situational (Hold Portal, Peacebond, Suppress Primal Magic, True Form), are weakish compared to comparable spells (Shock Shield, Miserable Pity), or are designed to protect your stuff (Alarm, Book Ward, Arcane Lock, Fire Trap, Explosive Runes).

Here's a general observation: most abjuration spells are either buffs, traps (including locks and alarms), or ways to reverse some baleful effect. The game is full of buffs, so the ones on this list aren't actually all that necessary. (Useful sometimes, sure.) Traps and curse-removal are nice, but secondary.

What's almost entirely missing from this list? Debuffs and negations. The definition of abjuration is "create physical or magical barriers, negate magical or physical abilities." That latter should include things that make it difficult or impossible to do certain things to you. Spitballing, you could see things like this:

Low level spell: Add a large bonus to your CMD. Gain a bonus to save against gaze effects. Gain a bonus to saves against language-dependent spells and effects. Mid level spell: It is impossible to grapple you. You are immune to gaze effects. You are immune to language-dependent spells and effects. High level spell: You cannot be physically touched. You reflect gazes and language-dependent spells and effects back, ignoring immunities.

-- and so forth. It should also be possible to have aggressive abjurations that cause an enemy to become repulsive and unpopular; cause held items, including weapons, to fly away; or that "protect" him or her from friendly buffs (like Dispel Magic, but lingering).

Again, just thinking out loud here. But I really think the key points are that the abjuration list is not very long, and the spells on it are not, taken as a whole, all that great.

Doug M.


One other thought: not only are a lot of abjuration spells buffs, but a lot of them are minutes/level buffs. So, if you're playing an abjuration specialist, you're probably looking at the classic 15 Minute Adventuring Day.

Doug M.

Scarab Sages

Douglas Muir 406 wrote:

One other thought: not only are a lot of abjuration spells buffs, but a lot of them are minutes/level buffs. So, if you're playing an abjuration specialist, you're probably looking at the classic 15 Minute Adventuring Day.

Doug M.

This is true. You aren't exactly waiting for the exact moment to spring your Shield spell and suddenly change the tide of combat. Being buff focused and a squishy wizard kind of ups the ante on you needing to be prepared and you're actually more likely to leap to putting up your buffs as soon as you think you'll need them. A defensive focus should either be good at being well-prepared or good at reacting quickly to a threat, and the abjuration school and abjuration specialists aren't terribly good at either.

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