Or, the Ward could have hps, itself. Enemies facing a ward could attack it, dealing it damage and possibly forcing it down - the abjurer could then use his own hps or surges to keep the ward up...What makes an Abjurer a Defender?
This morning I re-read Schwalb's article on party building in Dragon #373 for the three main features of a defender, and thought about how the idea for an abjurer stacks up.
Black Hole: The core feature of a defender is that they lock down the enemies and keep them focused on the defender. Without that second part (something that was missing in my first take on an abjurer), you've basically got a quasi-controller. My thinking here was that the abjurer's wards on allies could be brought down by dealing sufficient damage to the abjurer or preventing the abjurer from sustaining them by hitting him with conditions like daze, stun, etc.
A Ward inflicting some kind of 'mark punishment' or granting some protection to the Warded allies shouldn't be difficult to come up with.Enabler: A defender keeps the heat off allies so they can do what they do best, simple enough. The abjurer, being a ranged attacker, won't be using opportunity attacks in quite the same way, so finding a way to lock down small groups of enemies will take a different class feature.
Making the Ward attackable accomplishes that. You wouldn't even need to give the Abjurer, himself, defender-like hps. Rather, his ward could have a separate pool of hps (temp hps, perhaps) that makes up the difference between the abjurer's wizardly hps, and the defender standard.Wall: Healing surges, HP, and AC (my thought was borrowing the swordmage's warding) are built in. However, the ranged abjurer needs a way to be constantly threatened like a fighter.
I think making this as a new class is 'the way to go' here. I also (somewhat reluctantly) have to admit that we are likely looking at Yet Another Wizard build/version - mostly because we need access to the Big Name Spells.
I think something of core importance to this class is going to be rituals... Perhaps they get Daily Utility powers at 2, 6, and 10 that allow them to cast protection rituals of equal or lower level as a Standard. I also think they should get bonuses to the Arcana checks of said rituals.
I think if there are certain types of spell we would want to restrict, doing that through keywords would still be cleaner than creating a whole new class that duplicates a list of abilities that another class already gets. Just a suggestion though.We do not need to make the Abjurer a build or subclass of the wizard to get the "big name spells" we want. If we did,, it would inherit ALL wizard spells of any given, which is no good. What we could do is simply put certain powers from the Wizard list on the Abjurer list - exceptions, not rules.
There are also feats in a recent Dragon article which give improved access and free castings based on catagory. This seems like a good free feat to give abjurers.I completely agree with this. For those who are somewhat reluctant, perhaps the daily power would be a No Action at the end of the ritual to store the ritual for release later, and activation as a Standard Action. One way or another, the ritual should still be paid for in material components.
Except, the Abjurer should get a class feature where 1/day he can cast a protection ritual w/o cost, as per a lot of PHB2 ritualists.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.