Fractured Online Wiki
Advertisement
Icon Round Abjuration.png

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
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.
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
Icon DispelMagic.png 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
Icon GlobeOfSpellProtection.png 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
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.
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
Icon DisruptingStrike.png 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
Icon ProtectionFromAcid.png 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
Icon ProtectionFromCold.png 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
Icon ProtectionFromElectricity.png 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
Icon Protection from Fire.png 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
Icon Protection from Poison.png 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
Icon ShatterWards.png 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


Advertisement