I currently have a Lv.12 Evocation Wizard that I love playing and a Lv.2 Divination Wizard that I've started for TotYP AL. I really like the sound/idea of the School of Abjuration (wish there were slightly better/more pure defense based spells for it) and wanted to see how other players have utilized them in the past. Through reading some forums I have seen some people use them as a standard "blow-em up" wizard and just use the defensive traits as needed and others say they multiclass a bit and then go more of a mage/tank role. I would probably end up going more for defense/control myself.
So the question: How have you utilized your Abj. Wizards and did you feel your role was effective for the party?
I have used mine as sort of a tank (i usually roll pretty good for con) and its really easy to use the shield as a barrier for more front line battlers (fighter/barb.)
Use abjuration's ward to keep from damage breaking a concentration spell. Damage to the ward only does not require a concentration check. Also it makes your wizard much more likely to stay alive. Check out 14th level spell resistance.
I mainly use mine in a support / sucks to be my enemies role. Contingency force cage on self to negate all but the craftiest enemies. Then use polymorph on my familiar. Being in the cage makes me impossible to hit, so no chance of losing concentration, and abj allows me to counter enemy mages.
I have prof athletics from being human and I wait until most combatants are engaged then walk up, grapple/ shocking grasp to assist in the removal. My two big stats are int and str which has led to several great moments when the group remembers the wizard is strong, the fighter is dexterous. Imo the best Abj spell is absorb elements, I think that's the name, it's first level, gives resistance to the triggering element type for 1 turn(round?) gives damage on a melee (like shocking grasp) and can be cast with higher slots to help keep your ward charged.
Rollback Post to RevisionRollBack
For my attack I will throw my spear...two handed...for 1d8...
Song and dance aside, counterspell is probably one of the best spells for an Abjuration wizard, along with such classics as shield, dispel magic, and (as Webwraith pointed out) absorb elements.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
When you reach 10th level as an abjuration wizard, you get improved abjuration which lets you add your proficiency bonus to any abjuration spell you cast that requires you to make an ability check as part of the spell casting. This means that your counterspell and dispel magic become so much more powerful and effective.
The thing to remember is that abjuration wizards are anti-spells and magical effects. As such, while in combat and facing no magic users, you will be less-than important, and more a liability than an asset. And the spells/magic effects is important - facing off with a dragon, for example, will be stressful to say the least, as your spell resistance doesn't effect dragon breath, etc.
I've been playing an abjurer for 16 levels now and the abjure wizard shines when facing magic users (quite easily held my own against 3 green hags while by myself at level 15), and when out of combat (glyphs of warding and symbols are super powerful and useful when your stronghold is attacked).
My recommendation, though, is that you put a good bit into dexterity and maybe take the resilient feat for dexterity. I've come to learn that many spells require dexterity saves, and my abjure wizard has a hard time against them. Or, did, at least, before he got spell resistance.
Other than that, just know what your role is and don't get down on yourself when you're less than helpful. Because when the real bad stuff falls on you, you'll be able go keep your party safe.
As someone said elsewhere, it can be fun to become the "lolno" character, undoing or preventing all the nasty stuff your DM might come up with.
Finally, my staple spells are: mage armor, shield, counterspell, dispel magic, glyphs and wards, globe of invulnerability, and symbol. Antimagic field can be tricky, cause your arcane ward is suppressed while inside it, and you can't cast any spells while that's active. It's very situational, because as much as it protects you, it also leaves you just as, or possibly more, vulnerable to mundane attacks. Be sure to keep your party close if you use it.
I currently have a Lv.12 Evocation Wizard that I love playing and a Lv.2 Divination Wizard that I've started for TotYP AL. I really like the sound/idea of the School of Abjuration (wish there were slightly better/more pure defense based spells for it) and wanted to see how other players have utilized them in the past. Through reading some forums I have seen some people use them as a standard "blow-em up" wizard and just use the defensive traits as needed and others say they multiclass a bit and then go more of a mage/tank role. I would probably end up going more for defense/control myself.
So the question: How have you utilized your Abj. Wizards and did you feel your role was effective for the party?
I have used mine as sort of a tank (i usually roll pretty good for con) and its really easy to use the shield as a barrier for more front line battlers (fighter/barb.)
Use abjuration's ward to keep from damage breaking a concentration spell. Damage to the ward only does not require a concentration check. Also it makes your wizard much more likely to stay alive. Check out 14th level spell resistance.
I mainly use mine in a support / sucks to be my enemies role. Contingency force cage on self to negate all but the craftiest enemies. Then use polymorph on my familiar. Being in the cage makes me impossible to hit, so no chance of losing concentration, and abj allows me to counter enemy mages.
Force cage is a level 7 spell which is prohibited from being used in conjunction with Contingency.
My dm doesn't care as long as I scale the contingency spell, but either way, force cage and polymorph.
I have prof athletics from being human and I wait until most combatants are engaged then walk up, grapple/ shocking grasp to assist in the removal. My two big stats are int and str which has led to several great moments when the group remembers the wizard is strong, the fighter is dexterous. Imo the best Abj spell is absorb elements, I think that's the name, it's first level, gives resistance to the triggering element type for 1 turn(round?) gives damage on a melee (like shocking grasp) and can be cast with higher slots to help keep your ward charged.
For my attack I will throw my spear...two handed...for 1d8...
Counterspell!
Foil their plots with Counterspell!
Spoil their plans with Counterspell!
Counter their spells with Counterspell!
Counterspell!
Song and dance aside, counterspell is probably one of the best spells for an Abjuration wizard, along with such classics as shield, dispel magic, and (as Webwraith pointed out) absorb elements.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
When you reach 10th level as an abjuration wizard, you get improved abjuration which lets you add your proficiency bonus to any abjuration spell you cast that requires you to make an ability check as part of the spell casting. This means that your counterspell and dispel magic become so much more powerful and effective.
The thing to remember is that abjuration wizards are anti-spells and magical effects. As such, while in combat and facing no magic users, you will be less-than important, and more a liability than an asset. And the spells/magic effects is important - facing off with a dragon, for example, will be stressful to say the least, as your spell resistance doesn't effect dragon breath, etc.
I've been playing an abjurer for 16 levels now and the abjure wizard shines when facing magic users (quite easily held my own against 3 green hags while by myself at level 15), and when out of combat (glyphs of warding and symbols are super powerful and useful when your stronghold is attacked).
My recommendation, though, is that you put a good bit into dexterity and maybe take the resilient feat for dexterity. I've come to learn that many spells require dexterity saves, and my abjure wizard has a hard time against them. Or, did, at least, before he got spell resistance.
Other than that, just know what your role is and don't get down on yourself when you're less than helpful. Because when the real bad stuff falls on you, you'll be able go keep your party safe.
As someone said elsewhere, it can be fun to become the "lolno" character, undoing or preventing all the nasty stuff your DM might come up with.
Finally, my staple spells are: mage armor, shield, counterspell, dispel magic, glyphs and wards, globe of invulnerability, and symbol. Antimagic field can be tricky, cause your arcane ward is suppressed while inside it, and you can't cast any spells while that's active. It's very situational, because as much as it protects you, it also leaves you just as, or possibly more, vulnerable to mundane attacks. Be sure to keep your party close if you use it.