The Abjurer Guild
 


Sheenya has led the Abjurer Guild since Apr 16, 2024 6:49
Sheenya has championed the Abjurer Guild since Aug 3, 2010 14:06
No one has mentored the Abjurer Guild since Apr 16, 2024 6:49

The abjurer guild is dedicated towards protective magics. The members use spiritual energy in order to focus their magc into a number of forms. The abjurer studies hard and meditates on the world around them. The teachings contained within the abjurer magic set the abjurer on the path that the world is inherently a dangerous place and that adventurers need all the help they can get in order to survive. The various forms of abjurer magic allow the abjurer to lessen the effects of harmful situations in which adventurers may find themselves placed. Abjurers prefering to be indescript do not tend to call attention to themselves either by action, demeanor or dress. Abjurers prefer robes of dark green and brown, allowing themselves to blend in, but when appropriate they will follow local fashion styles to further blend in. The protective energies that the abjurer uses is a direct result of there deep reverence for life and the philosophies that stress compassion and selflessness. Abjurers tend to be thoughtful, orderly, gentle-natured, and soft-spoken, going out of their way by demeanor and dress code to avoid attention. Owing to their mastery of protective forces, abjurers tend to live to a ripe old age; it is not unusual to find abjurers well into old age still in adventuring parties. NOTE: Abjurers cannot wield weapons of any type after 15th level.

This guild uses Spiritual magic.
Hermetic Bulk: Minimal
Spiritual Bulk: Minimal

Guild choices for: Abjurer
Primary                 Secondary               Tertiary
-------                 ---------               --------
Alchemist>-----\                                
                \                               
Biomancer>-----\ \      +-Center chi master     
                \ \     +-Herbalist             
Druid>---------\ \ \    +-Mwanga                
                \ \ \   +-Ordo praeses          +-Tae shih
               <Abjurer-|                       +-Tae tzu
                / / /   +-Raindancer            +-Tae wu
Monk>----------/ / /    +-Shaman                
                / /     +-Shih                  
Psionicist>----/ /      +-Yamabushi             
                /                               
Sentinel>------/                                

Guild Abilities
Level
Skills
Spells
Bonuses/Restrictions
1 attack
consider humanoid
magic missile
spiritual light
spiritual darkness
 
2   see magic
ironskin
 
3 mana blessing
spirit eye
   
4 katsu
staff
stoneskin
 
5 dagger
infravision
sonic ball
 
6   shield of protection
shades
solidity
 
7 ceremony
palm smash
floating disc
 
8   blurred image
shelter
cold ball
 
9   minor asphyxiation resistance
minor poison resistance
minor fire resistance
minor cold resistance
minor electrical resistance
 
10   displacement
minor physical resistance
antidrain
polearm weapon restriction, axe weapon restriction, thin blade weapon restriction, broad blade weapon restriction, bludgeon weapon restriction, ancient weapon restriction, weaponbreaker weapon restriction and whip weapon restriction
11 meditation
ambidexterity
minor illusion resistance
 
12 chi casting
shadow armor
minor acid resistance
 
13   minor disintegration resistance
minor harm resistance
aura detection
 
14 incapacitate
airsteel
telemantic protection
damage wards
ember ball
 
15 aikido
spell parry
major asphyxiation resistance
major electrical resistance
dagger weapon restriction, staff weapon restriction, shield weapon restriction, bow weapon restriction, large_throwing weapon restriction, medium_throwing weapon restriction, small_throwing weapon restriction, net weapon restriction, thunderstick weapon restriction, crossbow weapon restriction and sling weapon restriction
16   iron will
major fire resistance
major cold resistance
 
17   major poison resistance
major illusion resistance
major sonic resistance
 
18   dispel magic
major disintegration resistance
major acid resistance
 
19   protection from holds
major harm resistance
asphyxiation ball
 
20   major physical resistance
acid ball
disintegration ball
static ball
mass shield
 

Stat Potentiallittle dexterity, little constitution, little agility, little intelligence and little wisdom
Point Max Potentiallittle endurance points, little hit points and average spell points
Regen Potentialaverage spell point regeneration, little hit point regeneration and little endurance point regeneration
Category Potentialtiny bonus to the unarmed combat skill category, tiny bonus to the religious skill category, small bonus to the abjuration spiritual spell category, tiny bonus to the fire spiritual spell category, tiny bonus to the earth spiritual spell category, tiny bonus to the water spiritual spell category, tiny bonus to the air spiritual spell category and tiny bonus to the physical spiritual spell category

Abjurer Race Suggestions

Criteria: .

Good: Arakun, Bloodworm, Dhampir, Gorgon, Human, Illex, Irrdu, Kuroa, Mummy, Papua, Selkie, Treant, Tywimn, Unicorn and Yaag-nesh.

Average: Anakim, Catfolk, Devil, Dwarf, Flynd, Gargoyle, Homarid, Kizanki, Minotaur, Muridan, Pudding, Shadow, Slaad, Titan, Uruk, Vipyr and Werewolf.

Abjurer Guild Help