Abjuration Subschools (Pathfinder Alternate Class Feature)

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Envy Subschool[edit]

You follow in the traditions of the ancient and powerful wizards associated with the sin of envy, practicing potent abjurations which allow you to remain safe from all those whose abilities you desire, admire or despise.

Class: Any class with the Abjuration arcane school.

Replaces: The following school powers replace all of the normal powers of the abjuration school.

Envious Ward (Sp): You can use the magic of the ancient traditions of envy to protect yourself against a single potent enemy. As a standard action, you can ward yourself against a single creature you can see. You gain a +2 bonus to AC against attacks by that creature and a +2 bonus on saving throws against spells cast by that creature. These bonuses last for a number of rounds equal to 3 + your wizard level. At 11th level, this bonus increases to +4, and at 20th level, it increases to +6. You may use this ability a number of times each day equal to 3 + your Intelligence modifier.

Strip Power (Sp): You can use a touch to dispel the magical effects of another creature, stripping them of their abilities. To use this ability, you must attempt a melee touch attack against an opponent. If the touch attack is successful, you may make a caster level check in order to dispel all spells affecting the target of a level equal to or lower than the highest-level spell you can cast. The DC for this check is equal to 11 + the caster level of the highest-level spell or effect. You can use this ability once per day at 1st level, plus an additional time per day at 9th and 17th levels.

'Steal Spell (Sp): At 6th level, you gain an amount of spell resistance equal to 5 + your wizard level. Whenever this spell resistance stops a spell from affecting you, you may expend an unexpended spell slot of a level equal to the level of the spell that was stopped. If you do, you may cast that spell once as a spell-like ability. Your caster level for this effect is equal to your wizard level, and the saving throw DC is Intelligence-based. You must use this ability within a number of rounds equal to your Intelligence modifier after resisting the spell. Each day, you may cast a number of spell-like abilities granted by this ability whose total spell levels do not exceed twice your wizard level.


Source Weekly Wonders: Archetypes of Sin I (Envy) from Necromancers of the Northwest




Protection Subschool[edit]

The River Styx erases the memory of those foolish enough to imbibe or touch its water; this school draws power and inspiration from its power.

Class: Any class with the Abjuration arcane school.

Replaces: The following school power replaces the energy absorption power of the abjuration school.

Force Bubble (Su): At 6th level, as a standard action, you can conjure a dome of force around one or more creatures. This dome is 10 feet tall and has a 10-ft. radius. It functions as a wall of force, except that it can be negated by dispel magic. Creatures who would be caught in the area of the dome can make a Reflex save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to escape, and creatures adjacent to the dome can make the same Reflex save to get inside before it finishes forming. You can have this dome active a number of rounds per day equal to your wizard level.


Source Advanced Arcana I from Necromancers of the Northwest



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