WIZARD - SORCERER Abjurer Kit Description: The Abjurer commands magical energies that provide various forms of protection to him- or herself and any companions. Though their primary spells do not generally directly inflict damage, their defensive prowess is unparalleled among wizards, concentrating on eliminating or negating sources of potential harm. They are also extremely effective against enemy spellcasters and creatures from other planes. Concerned first of all with protection, Abjurers tend to have a deep reverence for life and duty to others, and they tend to be attracted to philosophies stressing close relationships with others and effectively working as part of a group, often (but not always) mixed with compassion and selflessness. They may be noble-hearted defenders of righteousness, mercenary magical guardians for hire, or toadies of intimidating warlords who retain their services to protect themselves from harm. Abjurers tend to be thoughtful, gentle-natured, and soft-spoken, going out of their way not to attract attention, and of all Sorcerers they tend to maintain the strongest family ties, enjoying the companionship and security of lasting relationships (and often producing offspring to carry on the family legacy). Owing to their mastery of protective forces and their generally cautious and careful attitudes, it is not at all unusual to find Abjurers living (and even adventuring) to a ripe old age. Requirements: Abjurers can be of any alignment, though they tend toward lawful. Abjurers must be humans, aasimar, or half-elves, and they must have scores of at least 12 in Intelligence, Wisdom, Dexterity, and Constitution. Weapons & Armor: As a standard Sorcerer. Special Benefits: Abjurers are expert in all manner of protective magics and counter-spells, and they gain the following special abilities. Abjuration Mastery: Abjurers are able to learn Abjuration spells from any Realm of Magic as if they were within their Primary FOS. They also gain a +10% bonus to their chance to know such spells, regardless of the Realm of Magic from which they are drawn. In addition, because of their Abjuration Mastery an Abjurer who researches a new Abjuration spell should consider the spell as if it was one level lower than its actual level for determining cost, chance of success, and so on. Because of their universal skill in protection and negation magic, an Abjurer can use any magical item that makes use of Abjuration magic (or priestly Protection magic) regardless of normal class restrictions, save that they cannot use priest spell scrolls. Dispelling: Abjurers are immensely skilled at negating other magics and are automatically considered to have Spell Specialization with dispel magic upon reaching 5th level, without needing to study or roll for success, and they are automatically successful in their chance to learn the spell. An Abjurer is also sufficiently skilled with Dispelling that he or she can always choose to exclude any of his or her own spells from the effect of one of his or her dispel magic spells; thus, an Abjurer can dispel enemy magic without worrying about disrupting spells he or she has already cast. In addition to this skill when casting dispel magic, an Abjurer of 10th level or above gains the ability to dispel magic by a simple act of will (no components required, 'casting time' of 0) once per day. This special power can even be activated 'reflexively' when the Abjurer is targeted with a magical attack, and this can occur even if the Abjurer has already cast a spell that round. Magical Defense: As a standard Sorcerer, but an Abjurer gains a +1 bonus to his or her Armor Class from all sides for every five levels of experience versus attacks of all types. In addition, they gain a +1 bonus to all saving throws for every ten levels of experience (rounding up). Finally, an Abjurer of 10th level becomes immune to paralysis (including hold spells). Progressive Mastery: As a standard Sorcerer, although an Abjurer suffers a -20% penalty to his or her chance to know all non-Abjuration spells from outside the Realm of Sorcery, including all forms of read magic. Spell Specialization: As a standard Sorcerer, but an Abjurer can only specialize in Abjuration spells. An Abjurer suffers no penalty when specializing in an Abjuration spell from another Realm of Magic. Special Hindrances: Abjurers specialize very intently on the use of magic for protection and negation, and many of their special abilities are limited to use with Abjuration spells. They also focus on defensive tactics to the exclusion of gaining the Magical Attack skills of other Sorcerers. Abjurers suffer a variety of hindrances when working with other fields of magic. They cannot research spells or create magical items save for those that draw upon the school of Abjuration. In addition, they suffer a -10% penalty when learning other spells from the Realm of Sorcery, doubled to -20% for non- Abjuration spells from other Realms of Magic. Bonus Proficiencies: Alertness Required Proficiencies: Reading/Writing, Spellcraft Preferred Proficiencies: Archaeology, Awareness, Battle Magic, Celestology, Demonology, Direction Sense, Endurance, Etiquette, Language (Modern), Lightning Reflexes, Magery, Monster Lore, Planology, Reading Lips, Tactics, Teaching, Time Sense ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >