Abjuration magic that provides armour bonus [Archive] - Wizards Community

Post/Author/DateTimePost
blindcynic

04-09-07, 03:25 PM
Hi all, I have been looking over PRC's in Complete mage and just now noticed that mage armour is a conjuration spell. That it doesn't work like the character in the book. I am going to check out the errata on wizards right away, but I wanted to post my quick fix. Two new home-brewed spells for tonight's game.

Arcane Defense
Abjuration
Level: Sor/wiz 1
Components: V, S, M
Casting Time: swift action
Range: Personal
Target: Self only
Duration: 2 rds + 1 rd/caster level
Saving Throw: Will negates
Spell Resistance: No

You can surround yourself with protective abjuration spell energy. This energy crackles faintly and gives a -2 penalty to move silently, listen and hide checks. (It also flares with miniature lightning a bit now and again). All of which is completely harmless. This spell provides a +2 armour bonus to the casters garb. Making it magical in nature for the duration of the spell.

Aura of Armour
Abjuration
Level: sor/wiz 2, Pal 1, Cleric 2
Components: V,S,M
Casting Time: 1 standard Action
Range: Close (25+5 ft per level)
Target: You and your allies
Duration: 1 round/2 caster levels
Saving Throw: Will Negates
Spell Resistance: No

You surround you and your allies with a protective aura of magical energy. Which coats the armour you and your allies are wearing with Eldritch power.

This spell provides a +2 armour bonus to existing armour. (In order to benefit from this spell you must already be wearing armour) To you and your allies within the spell's range. It effects only those who are wearing armour. The caster of this spell has to be wearing armour in order to benefit from this spell. If the caster is not wearing armour and casts this spell, then only his allies wearing armour can benefit from this spell. Note: Mage armour and any other spell which provides an armour bonus counts as armour for the purposes of this spell.
Thiez

04-09-07, 03:33 PM
Second one, you got the range of close wrong (it's +5 ft. per 2 levels).

Second one: You can't apply an armor bonus to an armor bonus. You can give an enhancement bonus, though. Or get a custom 'abjuration bonus' .
blindcynic

04-09-07, 09:38 PM
sorry will edit. But what do you think of the spells???
Mystic Theurge

04-09-07, 09:46 PM
I think the durations of your spells are way too short to be useful. I would suggest something along the lines of 1 minute/level or 10 minutes/level. Also, I don't see the "crackling energy" as being necessary for the 1st spell. You definitely need to "type" the bonus of the second spell. You could easily just say that the 1st spell grants an armor bonus. Is it a force effect like shield?

One more thing, you say that the spells include material components. What specifically are the components and why are they necessary?
D.A.Dervish

04-09-07, 11:25 PM
Both spell sounds like Transmutations because Magic Vestment is very close to these and that spell is a Transmutation.

As Thiez said, you can't add an armour bonus to an armour bonus, make it an enhancement bonus to the armour instead. Consider making the Aura of Armour spell 1 round/level instead, as 1/2 levels is a bit on the short side. I also think the target entry of the second spell should be altered to something along "Creatures, no two of which can be more than 30 ft. apart" or something along those lines.

As much as I like Abjurations and loathe Transmutations, I do believe that these spells would sadly be better suited as Transmutations.
NobodyRemembersThis

04-09-07, 11:40 PM
Arcane defense needs to be based off of Shield of Faith from the SRD, but with the divine influence removed. The other spell is just Magic Vestment as Dervish pointed out. How aboot this?

Arcane Defense
Abjuration
Level: Sor/Wiz 1
Components: V, M
Casting Time: 1 standard action
Range: 0
Target: Self
Duration:1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell creates a crackling field of energy around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every five levels you have (maximum +6 deflection bonus at 20th level).
Material Component: A small Copper brooch in the shape of a shield.
-------

There ya go. A nicely balanced Abjuration effect for Arcane casters. :cool:
unusualsuspect

04-10-07, 01:35 AM
Gotta love how people are suggesting changes to the spell that don't actually fulfill the OP's needs - specifically, keeping the spell abjuration and providing an armor bonus, to make sure it works with the Abjurant Champion from Complete Mage.

My recommendation? Ditch these spells, and either change Mage Armor to Abjuration or make it a dual-school spell ala PHB II, Abjuration/Conjuration.
ArcTan

04-10-07, 01:48 AM
Gotta love how people are suggesting changes to the spell that don't actually fulfill the OP's needs - specifically, keeping the spell abjuration and providing an armor bonus, to make sure it works with the Abjurant Champion from Complete Mage.

My recommendation? Ditch these spells, and either change Mage Armor to Abjuration or make it a dual-school spell ala PHB II, Abjuration/Conjuration.

I think the problem is that mage armor *not* being abjuration makes so little sense that most people just kind of assumed it was, including the writers of this PrC. So moving the spell hardly shifts the balance of the game around.
Vegepygmy

04-10-07, 02:17 AM
So moving the spell hardly shifts the balance of the game around.If maintaining balance is the goal, the best thing to do is simply leave everything as written. The Abjurant Champion prestige class is ridiculously good even if its Abjurant Armor ability doesn't work with mage armor.
Thiez

04-10-07, 06:13 AM
If maintaining balance is the goal, the best thing to do is simply leave everything as written. The Abjurant Champion prestige class is ridiculously good even if its Abjurant Armor ability doesn't work with mage armor.

The presence of errata more or less proves that the people at WoTC don't always get it right the first time. I think an experienced DM who knows his/her players may be just as good as, if not better than, WoTC at deciding what is balanced and what is not.
Vegepygmy

04-10-07, 12:13 PM
I completely agree with you, Thiez. I also stand by what I said.

The people at WotC obviously got it (the Abjurant Armor ability) wrong the first time. As written, it doesn't work the way they clearly intended it to work. However, in this case, their mistake was actually for the best, because the Abjurant Champion class itself is so unbalanced. Their mistake, while not enough to balance the class, at least nudges it a little closer to being balanced. An experienced DM who knows his/her players will likely realize this for himself, and see no need to correct WotC's error.