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The school of Abjuration includes a vast array of powerful protection spells, coupled with several ways to negate or modify the effects of other magical or physical abilities.

Knowledge of Abjuration allows the caster to grant immunity to magical and physical attacks, absorb or reflect hostile magic, and generate auras that negate the adverse effects of the elements. A typical user of this school is also good at disrupting the magical defenses of the opponents, leaving enemy sorcerers helpless and turning them into easy targets. Some Abjuration spells even allow the caster to banish items and beings out of existence for a limited time and to trap foes into alternate dimensions.

The power of most abilities belonging to this school depends on the Intelligence of the caster.

Abilities[]

Absorb ElementsToggle Group: Major Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 300 + (30/s)
Icon Absorb.png
You surround yourself with a magical protection that absorbs [INT*2]% of all the Fire/Ice/Shock damage you receive, half of which is then converted into Mana.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Dispel MagicFriendly Fire: Yes
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Mana Cost: 400
Icon DispelMagic.png
You attemp to dispel all magical buffs, debuffs and protections from all the creatures within a 3-meter radius area of your choice. For each effect, you have a [INT*3]% chance to dispel it, but the recipient is allowed a Willpower Save to keep it if it was a buff or a protection.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Any
Globe of Spell ProtectionToggle Group: Major Protection
Effect Group: Magical Buff
Memory Cost: 1
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 300 + (30/s)
Icon GlobeOfSpellProtection.png
This globe completely blocks the effects of any single-targeted spell.Cooldown: 10
School: Abjuration
Allowed Weapons: Unarmed Spell ChannelingAllowed Armor: Any
Mage ArmorToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Mana Cost: 200 + (10/s)
Icon MageArmor.png
This spell grants [INT*15] Armor and Magic Resistance. The Armor bonus doesn't stack with the armor gained from equipment, the magic resistance does.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Protection from AcidToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200 + (10/s)
Icon ProtectionFromAcid.png
This spell grants [INT*50] Acid Resistance and immunity to the Corrosion effect.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Protection from ColdToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200 + (10/s)
Icon ProtectionFromCold.png
This spell grants [INT*50] Ice Resistance and immunity to the Chilled and Frozen effects.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Protection from ElectricityToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200 + (10/s)
Icon ProtectionFromElectricity.png
This spell grants [INT*50] Shock Resistance and immunity to the Shocked effect.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Protection from FireToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200 + (10/s)
Icon Protection from Fire.png
This spell grants [INT*50] Fire Resistance and immunity to the Warm and Burning effects.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
Protection from PoisonToggle Group: Damage Protection
Effect Group: Magical Protection
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Mana Cost: 200 + (10/s)
Icon Protection from Poison.png
This spell grants [INT*50] Poison Resistance and immunity to the Poisoned effect.Cooldown: 10
School: Abjuration
Allowed Weapons: Spell ChannelingAllowed Armor: Light
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