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Class record

Abjurer

Defender

Tier
2
Difficulty
3 / 5
Main role
Defender
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Arcane Barrier learned, must possess at least 1 spell that deals damage.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Athletics, Medicine, Magic, Religion, History, Flight, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Reason or Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Every initiate mage learns early on that the first fundamental of magic is defense. But for Abjurers, this lesson became their mantra. These Mages took their masters' teachings to heart and mastered the art of defensive magic.

Abjurers are incredibly durable, and they don't just keep that strength to themselves—they can extend it to their allies, making everyone around them tougher in battle. Their focus is unmatched, allowing them to control space and protect others, even without relying on weapons.

Despite their power, Abjurers are often underestimated. But when the heat of battle comes, they prove their worth, showing remarkable resilience under fire. It's this unshakeable defense that makes them indispensable in the chaos of war.

Tactical guidance

Playing Abjurer

Abjurer's are frontline spellcasters that oftentimes don't wear armor. To help with the durability, you have Mana Shield. Mana Shield gives you a small amount of temporary HP every turn. It's good for reducing a small amount of damage every turn, but will not protect from a large burst turn.

Mana Shield also lets you cast spells while engaged by enemies if they are challenged by you, which can be accomplished by the Spell Challenge key ability. AoE spells can be used to inflict Challenge on many enemies, though they won't apply it if they miss or are fully blocked as many of them do not target the enemy, but an area. Single target spells will always apply it however.

Your best tool for doing so when engaged by an enemy is Abjurer's Blast, which is a short range spell that can be used multiple times per turn, but doesn't provoke. This lets you set up challenge safely on enemies even if you lost the initiative. 

To protect your allies and disrupt enemies that go for them, you have Arcane Pull. Arcane Pull is effective in keeping your backline safe from melee enemies, but it can be useless if there's not enough distance between you and your allies.

Finally, Arcane Barrier II is a simple upgrade on the normal arcane barrier, letting you add your guard to the guard of the barrier.
 

Abjurer

Class features

Abilities unlocked

Complete rules for every ability granted by Abjurer.

Key ability

Spell Challenge

Class feature

Benefit 1

When targeting or damaging an enemy with a spell, you may choose to inflict Challenge on them until the end of your next turn.

Benefit 2

When an enemy that is Challenged by you provokes an attack of opportunity from you, you may instead use Abjurer's Blast against them. The heavy and precise version of this cost 1 RP, while the light version costs 0 RP.

1 AP
Range
10ft
Keywords
Rapid,Spell

You make a Light (1 AP), Heavy (2 AP) or Precise (2 AP) attack against the target that deals Arcane damage. This spell does not provoke attacks of opportunity.

No listed cost
Range
Self
Keywords
Encounter Start,Shield

You use your Encounter Start action to give yourself Mana Shield, which gives you Temporary HP equal to your Toughness + 3 or Focus + 3 (whichever is higher). 

Wearing armor reduces this to 2/3rd, 1/3rd or 0 if wearing Light, Medium or Heavy Armor respectively. While Mana Shield is active, you do not provoke attacks of opportunity from casting Spells from enemies that are Challenged by you.

Until the end of the encounter, at the start of your turn you may spend 1 mana to restore your Mana Shield to its maximum value. (With similarly reduced values for wearing armor)

If you did not use this as an encounter start, you may also spend 1 AP and 1 Mana to activate this.

1 RP1 MP
Range
Self
Keywords
Shield, Spell

You create a Magical Barrier that absorbs damage until it breaks. 

The barrier has HP equal to 15 + your Focus. The barrier has a Guard of 0 + your guard and any damage it takes is subtracted from the barrier’s HP. When the barrier breaks, any remaining damage is subtracted from your HP. The barrier otherwise lasts until the start of your next turn or until you take any action other than the Block action. If using the Block action while the barrier is active, the guard of the barrier also increases. 

This spell does not provoke attacks of opportunity and does not protect against true damage.

Requirements

You're about to take damage.

1 RP
Range
40ft
Keywords
Spell

You pull the target to an empty square next to you. This movement does not provoke attacks of opportunity. Your next Block or Dodge action against the target before the start of your next turn costs 0 RP. This Spell does not provoke attacks of opportunity.

Requirements

Target is challenged by you and attacking someone that isn't you.