Page 116 - Dungeons and Dragons - Players Handbook
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ARCANE     RECOVERY                               the ages have cataloged thousands of spells, grouping
                                                              them into eight categories called schools, as described
            Vou have learned to regain some of your magical energy  in chapter 10. In some places, these traditions are
            by studying your spellbook. Once per day when you  literally schools; a wizard might study at the School of
            finish a short rest, you can choose expended spell slots  lllusion while another studies across town at the School
            to recover. The spell slots can have a combined leveI that  of Enchantment.  In other institutions, the schools are
            is equal to or less than half your wizard leveI (rounded  more like academic departments, with rival faculties
            up), and none of the slots can be 6th leveI or higher.  competing for students and funding. Even wizards who
              For example, ifyou're a 4th-leveI wizard, you can recover  train apprentices in the solitude of their own towers use
            up to two leveIs worth of spell slots. Voucan recover either  the division of magic into schools as a learning device,
            a 2nd-leveI spell slot or two 1st-levei spell slots.  since the spells of each school require mastery of
                                                              different techniques.
            ARCANE     TRADITION
            When you reach 2nd levei, you choose an arcane     SCHOOL    OF ABJURATION
            tradition, shaping your practice of magic through one  The School of Abjuration emphasizes magic that blocks,
            of eight schools: Abjuration, Conjuration, Oivination,  banishes, or protects. Oetractors of this school say
            Enchantment,  Evocation, lllusion, Necromancy,    that its tradition is about denial, negation rather than
            or Transmutation,  ali detailed at the end of the  positive assertion. Vou understand, however, that ending
            class description.                                harmful effects, protecting the weak, and banishing evil
              Your choice grants you features at 2nd leveI and again  influences is anything but a philosophical void. It is a
            at 6th, 10th, and 14th leveI.
                                                              proud and respected vocation.
                                                                Called abjurers, members of this school are sought
            ABILITY    SCORE IMPROVEMENT
                                                              when baleful spirits require exorcism, when important
            When you reach 4th levei, and again at 8th, 12th. 16th,  locations must be guarded against magical spying, and
            and 19th leveI, you can increase one ability score of your  when portaIs to other planes of existence must be closed.
            choice by 2, or you can increase two ability scores of
            your choice by 1.As normal, you can't increase an ability  ABJURATION  SAVANT
            score above 20 using this feature.                Beginning when you select this school at 2nd leveI, the
                                                              gold and time you must spend to copy an abjuration
            SPELL MASTERY                                     spell into your spellbook is halved.

            At 18th leveI, you have achieved such mastery over  ARCANE  WARD
            certain spells that you can cast them at will. Choose a  Starting at 2nd levei, you can weave magic around
            1st-levei wizard spell and a 2nd.level wizard spell that  yourself for protection. When you cast an abjuration
            are in your spellbook. Vou can cast those spells at their  spell of Ist leveI or higher, you can simultaneously use a
            lowest leveI without expending a spell slot when you  strand of the spell's magic to create a magical ward on
            have them prepared. 1£you want to cast either spell at a  yourself that lasts until you finish a long rest. The ward
            higher leveI, you must expend a spell slot as normal.  has hit points equal to twice your wizard leveI + your
              By spending 8 hours in study, you can exchange one  Intelligence modifier. Whenever you take damage, the
            or both of the spells you chose for different spells of  ward takes the damage instead. lf this damage reduces
            the same leveIs.
                                                              the ward to O hit points, you take any remaining damage.
                                                                While the ward has O hit points, it can't absorb
            SIGNATURE      SPELLS
                                                              damage, but its magic remains. Whenever you cast an
            When you reach 20th levei, you gain mastery over two  abjuration spell of 1st leveI or higher, the ward regains a
            powerful spells and can cast them with little effort.  number of hit points equal to twice the leveI of the spell.
            Choose two 3rd.level wizard spells in your spellbook  Once you create the ward, you can't create it again
            as your signature spells. Vou always have these spells  until you finish a long resto
            prepared, they don't count against the number of spells
            you have prepared, and you can cast each of them once at  PROJECTED WARD
            3rd leveI without expending a spell slot. When you do so,  Starting at 6th leveI. when a creature that you can see
            you can't do so again until you finish a short or long rest.  within 30 feet of you takes damage, you can use your
              1£you want to cast either spell at a higher leveI, you  reaction to cause your Arcane Ward to absorb that
            must expend a spell slot as normal.               damage. If this damage reduces the ward to O hit points,
                                                              the warded creature takes any remaining damage.
            ARCANE TRADITIONS
                                                              IMPROVED   ABJURATION
            The study of wizardry is ancient, stretching back to  Beginning at 10th leveI, when you cast an abjuration
            the earliest mortal discoveries of magic. It is firmly  spell that requires you to make an ability check as
            established in the worlds of 0&0, with various    a part of casting that spell (as in counterspell and
            traditions dedicated to its complex study.        dispel magic),you add your proficiency bonus to lhat
              The most common arcane traditions in the multiverse  ability check.
            revolve around the schools of magic. Wizards through



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