Ad placeholder

Abjuration School: Difference between revisions

Jump to navigation Jump to search
860 bytes removed ,  4 August 2023
no edit summary
mNo edit summary
No edit summary
Line 12: Line 12:


* '''Abjuration Savant:''' Halves the cost to learn [[:Category:Abjuration Spells|Abjuration spells]] from [[Scrolls]]. Learning these spells will only cost <code>25gp</code> per spell level.
* '''Abjuration Savant:''' Halves the cost to learn [[:Category:Abjuration Spells|Abjuration spells]] from [[Scrolls]]. Learning these spells will only cost <code>25gp</code> per spell level.
* [[File:Arcane Ward Icon 64px.png|frameless|upright=0.1|Arcane Ward]] '''Arcane Ward:''' Once per day, when you cast an Abjuration spell of 1st level or higher, you can use a strand of the Spell's magic to create a magical ward that lasts until your next [[Long Rest]].
* [[File:Arcane Ward Icon 64px.png|frameless|upright=0.1|Arcane Ward]] '''Arcane Ward:''' The residual magic of your spells forms a ward around you that protects you from harm. Each time you cast an Abjuration spell, the intensity of the ward increases by the amount of the spell's Level. Each time you take damage, the ward blocks an amount of damage equal to its intensity, and its intensity decreases by 1. After each [[Long Rest]], the ward's intensity resets, and becomes the same as your Wizard level.
** The ward has a maximum of <code>(2 × Wizard Level) + Intelligence Modifier [[Hit Points#Temporary Hit Points|<span style="color:mediumturquoise">Temporary Hit Points</span>]]</code> and absorbs all damage done to you. When it is reduced to 0 [[Hit Points]], you take the remaining damage, but the magic remains.
** Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of [[Hit Points#Temporary Hit Points|<span style="color:mediumturquoise">Temporary Hit Points</span>]] equal to twice the level of the spell.


=== Level 6 ===
=== Level 6 ===
Line 25: Line 23:


== Notes and Trivia ==
== Notes and Trivia ==
* The implementation of '''Arcane Ward''' using the [[Hit Points#Temporary Hit Points|<span style="color:#33cccc">Temporary Hit Points</span>]] Mechanic is [[D&D 5e Rule Changes|different from that of DnD 5E]]:
* This implementation of '''Arcane Ward''' is [[D&D 5e Rule Changes|different from that of DnD 5E]]:
** In 5E, the HP provided by arcane ward is considered it's own HP pool, and does not interfere with Temporary Hit Points. Meaning, A wizard could, for example, cast False Life, before or after gaining Arcane Ward. And benefit from both effects.
** In 5E, the ward has a pool of its own [[Hit Points]] that blocks damage, with any overflow going to the protected target.
** In 5E, the fact that Arcane Ward is its own HP pool also means the wizard would not need to do a saving throw to maintain concentration, if the ward absorbed all damage. In cases where the damage goes through, the challenge of such a saving throw is likewise diminished due to the reduced "actual" damage taken.
129
edits

Navigation menu