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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 Elements | ||
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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. | |
Toggle 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 | ||
Greater Woodland Wisp | ||
Allowed Weapons: Spell Channeling Allowed Armor: Light Mana Cost: 300 + (30/s) | ||
Cooldown: 10 | ||
School: Abjuration |
Dispel Magic | ||
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You have a [INT*3]% chance to dispel each magical buff, debuffs and protection active on all the creatures within a 3-meter radius area from a location of your choice. This spell can hurt yourself and your allies in PvP. | |
Friendly Fire: Yes
Memory Cost: 2 Spell Group: Targeted Offensive Activation Type: Default Target Type: Location Targeting Range: 12 Casting Range: 15 Check LOS: True | ||
Allowed Weapons: Spell Channeling Mana Cost: 400 | ||
Cooldown: 10 | ||
School: Abjuration |
Globe of Spell Protection | ||
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This globe completely blocks the effects of any single-targeted spell. | |
Toggle 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 | ||
Archmage Outcast | ||
Allowed Weapons: Spell Channeling Allowed Armor: Light/Medium Mana Cost: 300 + (30/s) | ||
Cooldown: 10 | ||
School: Abjuration |
Mage Armor | ||
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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. | |
Toggle 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 | ||
Allowed Weapons: Spell Channeling Mana Cost: 200 + (10/s) | ||
Cooldown: 10 | ||
School: Abjuration |
Pierce Magic | ||
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You instantly remove every magical protection active on your target. If at least one protection was removed, the target takes [INT*24] Magic damage, else he only takes [INT*8] Magic damage. | |
Memory Cost: 3
Spell Group: Targeted Offensive Activation Type: Default Target Type: Entity Targeting Range: 12 Casting Range: 15 Check LOS: True | ||
Allowed Weapons: Spell Channeling Allowed Armor: Light Mana Cost: 500 | ||
Cooldown: 20 | ||
School: Abjuration |
Protection From Acid | ||
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This spell grants [INT*50] Acid Resistance and immunity to the Corrosion effect. | |
Toggle 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 | ||
Skeletal Mage | ||
Allowed Weapons: Spell Channeling Mana Cost: 200 + (10/s) | ||
Cooldown: 10 | ||
School: Abjuration |
Protection From Cold | ||
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This spell grants [INT*50] Ice Resistance and immunity to the Chilled and Frozen effects. | |
Toggle 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 | ||
Crazy Pyromancer Goblin Frost Shaman | ||
Allowed Weapons: Spell Channeling Mana Cost: 200 + (10/s) | ||
Cooldown: 10 | ||
School: Abjuration |
Protection From Electricity | ||
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This spell grants [INT*50] Shock Resistance and immunity to the Shocked effect. | |
Toggle 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 | ||
Crazy Aeromancer Goblin Storm Shaman | ||
Allowed Weapons: Spell Channeling Mana Cost: 200 + (10/s) | ||
Cooldown: 10 | ||
School: Abjuration |
Protection From Fire | ||
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This spell grants [INT*50] Fire Resistance and immunity to the Warm and Burning effects. | |
Toggle 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 | ||
Goblin Fire Shaman Crazy Pyromancer | ||
Allowed Weapons: Spell Channeling Allowed Armor: Light Mana Cost: 200 + (10/s) | ||
Cooldown: 10 | ||
School: Abjuration |
Protection From Poison | ||
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This spell grants [INT*50] Poison Resistance and immunity to the Poisoned effect. | |
Toggle 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 | ||
Allowed Weapons: Spell Channeling Allowed Armor: Light Mana Cost: 200 + (10/s) | ||
Cooldown: 10 | ||
School: Abjuration |
Shatter Wards | ||
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Your target rolls a Willpower Save for each Magical Protection active on itself. For each failed throw, it takes [INT*10] Magical damage and loses that protection. | |
Memory Cost: 2
Spell Group: Targeted Offensive Activation Type: Default Target Type: Entity Targeting Range: 12 Casting Range: 15 Check LOS: True | ||
Skeletal Priest Crystal Primeling | ||
Allowed Weapons: Spell Channeling Allowed Armor: Light|Medium Mana Cost: 200 | ||
Cooldown: 10 | ||
School: Abjuration |
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