New Abjuration Spells


Homebrew and House Rules


IMO abjuration doesn't get the love it deserves. Let's come up with new spells for the defensive spellcaster in your party!

-Dispel Abj/Conj/Evoc/Ench/Ill/Necr/Div/Trans: a level 2 spell that functions as Dispel Magic, but only for magic of the school you prepare. Example: you can use Dispel Illusion to get rid of an illusory wall, but not to get rid of a necromantic curse. Great for scrolls.

-Anti-Scry: lasts in hours per level. When the subject of the spell gets targeted by a divination spell, the subject immediately knows it, the diviner needs to make a caster level check to get any information, and the diviner takes damage (like psychic needles in their mind). Lesser versions could have the damage without blocking the actual scrying.

-Glass Shield: the next time the target gets hit by an offensive spell of 3rd level or lower, that spell gets automatically countered. This spell lasts in minutes per level or until discharged. More powerful versions of the spell can counter higher levels.

-Guilt Trip: the next time you are hit by an attack, the attacker has to make a Will save every time they try to attack someone for the next minutes per level. Kinda gives everyone else Sanctuary.


I'd think guilt trip would just be something you put on a particular foe, and maybe it could be called something cooler like "Guilty Conscience"


Here's one:

Forbid
level: 1
casting time: one standard action
Components: V, S, M
Range: close
Duration: 1 round/level
Saving Throw: will negates; Spell Resistance: yes

Select one specific kind of action (appropriate examples include attacking with a weapon, casting a spell, or moving). The target cannot perform that kind of action for the duration of the spell. A target can attempt a second save as a standard action; if it succeeds the spell is negated. A target cannot be under the effect of two Forbid spells at the same time, and if it is targeted again the new spell takes precedence. The Forbid spell counters and dispels and is countered and dispelled by the Command spell.


Dasrak wrote:

Here's one:

Forbid
level: 1
casting time: one standard action
Components: V, S, M
Range: close
Duration: 1 round/level
Saving Throw: will negates; Spell Resistance: yes

Select one specific kind of action (appropriate examples include attacking with a weapon, casting a spell, or moving). The target cannot perform that kind of action for the duration of the spell. A target can attempt a second save as a standard action; if it succeeds the spell is negated. A target cannot be under the effect of two Forbid spells at the same time, and if it is targeted again the new spell takes precedence. The Forbid spell counters and dispels and is countered and dispelled by the Command spell.

Also 2 particular things came to mind...

1: guilt trip would literally double the amount of rolls you have to make on a creature's turn depending on who it is..

2: I have the slight issue with Forbid that that sounds more like an Enchantment effect, especially with it being the opposite of command


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Warriorking9001 wrote:
2: I have the slight issue with Forbid that that sounds more like an Enchantment effect, especially with it being the opposite of command

The idea is that Forbid makes the action physically impossible, hence it's not mind-affecting. Most schools end up stepping on each others' toes at least a little. Mage Armor being conjuration instead of abjuration is a good example.

So how about another:

Intractable Distance
level: 4
casting time: one standard action
components: V, S, M
range: medium
duration: 1 minute/level (D)
saving throw: reflex partial; spell resistance: no

Upon casting this spell you designate a 40 ft cube where distance and space are warped. Creatures moving through the area feel as if they are moving at their normal speed, but seem to be going nowhere. It is not possible to take a 5 ft step in this area, and creatures attempting to move through the area must attempt a reflex save; if they fail their movement stops after only 5 feet, and if they succeed they still only move half their regular movement speed. Flying creatures do not fall if this effect causes them to move less than half their maximum movement. Ranged attacks seem to stall in mid-air, giving a -4 penalty to all ranged attack rolls that pass through the affected area.


Mage armor conjures a physical force. Intractable distance, eh, I really don't see how it's abjuration. Seems more like transmutation.


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blahpers wrote:
Mage armor conjures a physical force. Intractable distance, eh, I really don't see how it's abjuration. Seems more like transmutation.

I guess that's the thing that caused Abjuration to get kinda canned, because some of the most major ones like Mage Armor get shoved under other schools.

Though here's a few more ideas.

Magnetic Shield
Level 1
gives the target a +6 bonus to AC but only against metal weaponry

Magnetic Draw
Level 1
opponent suffers a -4 to AC against metal weapons


blahpers wrote:

Mage armor conjures a physical force. Intractable distance, eh, I really don't see how it's abjuration.

Seems more like transmutation.

I'm aware of the logic behind Mage Armor, although if anything that should make it Evocation since that school tends to cover force effects. Conjuration is kinda eating other schools' lunches, stepping on the force effects of evocation and the defensive effects of abjuration all in one go.

Transmutation, though, is a school that spells tend to get assigned to by default, and I feel there is a very large number of transmutation spells that could - and probably should have been - reclassified under a different school. The defining characteristic of abjuration is something that prevents or negates something from working the way it should, and that's what it's doing here: creating an area where movement just doesn't work normally. Yes, you could easily pass this off as transmutation because it's changing the properties of an area, but that's the perspective that lead to transmutation having more spells than any two other schools combined.


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Dasrak wrote:


Transmutation, though, is a school that spells tend to get assigned to by default, and I feel there is a very large number of transmutation spells that could - and probably should have been - reclassified under a different school.

Like disintegrate? That one should probably be an evocation.

Also, here's one:

Litany of Vitality
School: abjuration
Level: Inquisitor 5, Paladin 4
Range: Personal
Target: Self
Casting time: 1 swift action
Components: V, S
Duration: Up to 1 round (see text)

You gain 5 temporary hit points per level (maximum 60 temporary hit points) and a +1 competence bonus on Fortitude saves. If the temporary hit points are depleted, the spell immediately ends.


SuperJedi224 wrote:
Dasrak wrote:


Transmutation, though, is a school that spells tend to get assigned to by default, and I feel there is a very large number of transmutation spells that could - and probably should have been - reclassified under a different school.

Like disintegrate? That one should probably be an evocation.

Also, here's one:

Litany of Vitality
School: abjuration
Level: Inquisitor 5, Paladin 4
Range: Personal
Target: Self
Casting time: 1 swift action
Components: V, S
Duration: Up to 1 round (see text)

You gain 5 temporary hit points per level (maximum 60 temporary hit points) and a +1 competence bonus on Fortitude saves. If the temporary hit points are depleted, the spell immediately ends.

This spell prevents 5 points of damage per level (maximum 60 hit points) and gives a +1 bonus on fort. saves due to weakening the source of that effect. Subdual damage will also deplete this spell.

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