Difference between revisions of "Abjurer(Mage)"

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=How to Play=
 
=How to Play=
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===Player Comments==
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*From my experience, abjurers excel at keeping their enemies away. Turn off automelee and cast spells to repel the enemy, such as repulse or wall of air. Then release ranged spells like fireball. Repeat until dead. -- Snarf
  
 
=Multi-Classing Options and Effectiveness=
 
=Multi-Classing Options and Effectiveness=

Revision as of 04:34, 12 May 2020

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=CoffeeMUD Player Information=
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==CoffeeMUD Classes==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Mage Classes===
Abjurer        Alterer        Conjurer        Diviner        Enchanter        Evoker        Illusionist        Mage        Transmuter       
===Abjurer===
Description: Abjurers are specialist mages who concentrate their studies towards the mastery of protective magic. So adept have they become that they automatically gain every known abjuration spell when they gain levels, including spells which only the abjurer may master.


Although the Abjurer will not have the benefit of Enchantment spells, they are still formidible foes. Their protective magic lasts much longer than that of other mages, and they still have access to many of the most dangerous spells.

Primary Stat: Intelligence
Qualifications: Intelligence 9+
Practices: 6 +[(Wisdom/6)+4 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number.
Trains: 3 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level".
Hit Points: 20 +[(Con/6)+(1d5) /lvl].
Mana: 100 +[(Int/3)+(1d4)/lvl].
Movement: 100 +[3X(Str/18) /lvl].
Attack: +(Int/18) per level.
Damage: +1 damage per 30 level(s).
Maximum Stat Values: Intelligence (25), Others (18)
Bonuses: At 5th level, receives bonus damage from Abjuration as levels advance. At 10th level, receives double duration on your Abjuration magic, and half duration from malicious Abjuration magic.
Weapons: Must use daggers, staves, or natural weapons.
Armor: Must wear cloth, vegetation, or paper based armor.
Limitations: Unable to cast Enchantment/charm spells. Receives penalty damage from Enchantment/charm as levels advance. Receives double duration from malicious Enchantment/charm magic, half duration on other Enchantment/charm effects.
Starting Equipment: a wooden quarterstaff
Races: Drow Elf Githyanki Gnome Half Elf Human Merfolk Mindflayer Orc Pixie Svirfneblin Tiefling
Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Write    Magic Missile    Iron Grip    Resist Magic Missiles    Scroll Scribing    Repairing Aura    Read Magic    Wands    Shield    Revoke    Anti Plant Shell    Recall    (Prestidigitation)    (Memorize)    (Play Instrument)    (Smoke Rings)    (Caravan Building)    (Erase Scroll)    (Magical Aura)    (Swim)    (Bandaging)    (Ventriloquate)    (Foraging)    (Herbology)    (Floristry)    (Fishing)    (Gem Digging)    (Drilling)    (Hunting)    (Shearing)    
2 Resist Poison    (Obscure Self)    (Clog Mouth)    (Detect Undead)    (Summon Steed)    (Blur)    (Animate Item)    (Light)    (Shrink)    (Enlarge Object)    (Infravision)    (Cooking)    (Wood Chopping)    (Butchering)    (Lacquering)    (Dyeing)    (Embroidering)    (Engraving)    
3 Summoning Ward    Song Shield    Fire Building    Resist Gas    (Summon Companion)    (Feather Fall)    (Grease)    (Dream)    (Floating Disc)    (Deafen)    (Wizard Lock)    (Knock)    (Detect Metal)    (Know Alignment)    (Blacksmithing)    (Carpentry)    (Leather Working)    (Tailoring)    
4 Resist Acid    Mage Armor    (Detect Poison)    (Burning Hands)    (Searching)    (Fake Spring)    (Water Breathing)    (Frost)    (Acid Arrow)    (Friends)    (Fake Food)    (Detect Water)    (Distilling)    (Mining)    (Sculpting)    (Pottery)    (Tanning)    (Costuming)    (Weaving)    
5 Resist Cold    Charm Ward    Resist Bludgeoning    (Lesser Mend)    (Weakness to Gas)    (Faerie Fire)    (Wall of Stone)    (Mystic Shine)    (Harden)    (Dispel Magic)    (Detect Magic)    (Detect Gold)    (Glass Blowing)    (Scrimshawing)    (Armorsmithing)    (Weaponsmithing)    (Paper Making)    (Food Prep)    (Fletching)    (Cobbling)    (Baking)    (Painting)    
6 Resist Electricity    (Weakness to Acid)    (Stinking Cloud)    (Meld)    (Grace Of The Cat)    (Detect Invisible)    (Shocking Grasp)    (Find Familiar)    (Illusory Wall)    (Augury)    (Find Home)    (Shepherding)    
7 Minor Mana Shield    Resist Fire    (Weakness to Cold)    (Pass Door)    (Refit)    (Fireball)    (Invisibility)    (Monster Summoning)    (Darkness)    (Ghost Sound)    (Detect Hidden)    (Meat Curing)    
8 Resist Disease    Teleportation Ward    (Faerie Fog)    (Spellcraft)    (Weakness to Electricity)    (Shatter)    (Elemental Storm)    (Wall of Darkness)    (Lightning Bolt)    (Identify Object)    (AutoSwim)    (AutoCrawl)    
9 Counterspell    (Flameshield)    (Daydream)    (Farsight)    (Mirage)    (Ice Sheet)    (Blind)    (Comprehend Languages)    (Magic Mouth)    (Weakness to Fire)    
10 Resist Arrows    (Arcane Mark)    (Teleport)    (Gust of Wind)    (Slow)    (Ugliness)    (Locate Object)    (Mute)    (Phantom Hound)    (Smelting)    (Construction)    (Siegecrafting)    (Boatwrighting)    (Locksmithing)    (Speculating)    (Farming)    (Jewel Making)    (Wainwrighting)    (Masonry)    (Taxidermy)    (Shrooming)    
11 Improved Repairing Aura    Resist Piercing    (Change Sex)    (Acid Fog)    (Heat Metal)    (Mirror Image)    (Weaken)    (Suppress Aroma)    (Claireaudience)    (Stoneskin)    (Wall of Ice)    
12 Globe    (Enlightenment)    (Shelter)    (Delirium)    (Destroy Object)    (Clairevoyance)    (Fly)    (Haste)    (Find Ship)    (Gardening)    
13 Resist Divination    Resist Paralysis    (Feign Death)    (Distant Vision)    (Giant Strength)    (Earthquake)    (Gate)    (Reinforce)    
14 Arcane Possession    (Mass Invisibility)    (Scribe)    (Silence)    (Wall of Air)    (Know Value)    
15 Mana Shield    (Climb)    (Blink)    (Polymorph)    (Fake Weapon)    (Ensnare)    (Composting)    (Irrigation)    (Landscaping)    (Excavation)    
16 Free Movement    (Choke)    (Mage Claws)    (Chain Lightning)    (Fake Armor)    (Forecast Weather)    (Meditation)    (Dismissal)    
17 Chant Shield    (Portal)    (Fools Gold)    (Wall of Fire)    
18 Resist Petrification    Deflection    (Reverse Gravity)    (See Aura)    (Web)    (Summon)    (Delude)    (AutoClimb)    (Food Preserving)    
19 Resist Slashing    (Improved Invisibility)    (Wall of Force)    (Flesh Stone)    (Stone Flesh)    
20 Prayer Shield    Repulsion    (Nightmare)    (Improved Polymorph)    (Cloudkill)    (Scry)    (Branding)    
21 Immunity    (Alchemy)    (Mass Haste)    (Summon Enemy)    
22 Greater Globe    Resist Indignities    (Disenchant Item)    (Meteor Storm)    (Hungerless)    (Detect Sentience)    
23 Mind Block    Kinetic Bubble    (Combat Precognition)    (Dragonfire)    (Time Stop)    (Cogniportive)    
24 Mass Repairing Aura    Anchor    (Returning)    (Delay)    (Thirstless)    (Summon Flyer)    
25 Major Mana Shield    Spell Turning    (Disintegrate)    (Demon Gate)    (Mass Fly)    
26 (Improved Alchemy)    
27
28
29 (Master Floristry)    (Master Herbology)    
30 Achilles Armor    
31
32
33
34
35

How to Play

=Player Comments

  • From my experience, abjurers excel at keeping their enemies away. Turn off automelee and cast spells to repel the enemy, such as repulse or wall of air. Then release ranged spells like fireball. Repeat until dead. -- Snarf

Multi-Classing Options and Effectiveness

Notes

Every mage subclass has a natural amplifier towards a spell group, the abjurer is no different. By reaching level 5, it gains a bonus to abjuring magic, and these bonuses are doubled when you grow to level 10. Also the duration of your abjuring magic is doubled and the effects of abjuring magic towards you are halved, what makes the level 10 a very important point on your path. You wont be able to use enchantment magic as an abjurer though, but it wont prevent you to become a deadly caster by combining the powers of abjuration and evocation with a few twists here and there, we managed to go to level 91 using only the equipment from the Mud school, that's why we call the abjurer a pretty self-sufficient class. With the exception of dragons and other mobs with special behaviours, you will be able to face tougher foes even on early levels.


  • A recommended spell list from the Magna Velum's Comprehensive Guide to the Abjurer Class