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
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou 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.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Fitness, Reason or Awareness.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus, Agility or Toughness.
- 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.

