You have studied the art of wards and protections and gain the following abilities each time you take this trait.
Magical Resistance: When first selecting this Spell School you gain a resistance. Every day, after a Long Rest you gain Resistance 5 to an energy type of your choice for the next 24 hours or until your next Long Rest. You can choose to boost this ability by taking it multiple times. The second time boosts the Resistance up to 10 and the third time boosts it to an immunity (taking this trait a third time gives this trait the Immunization tag).
Ward of Deflection: For the second ability, you can, as a single action, create a ward with an area of 10 foot burst centered on you. All allies, including you, gain a 1d6 Deflection bonus to AC for a round (you roll once for everyone in the warded area). You can use this ability a number of times equal to 3 + your Proficiency Score per 24 hours. You can choose to boost this ability by taking it multiple times and these boosts only cost 4 trait points. Each time, you increase the bonus by 1d6, to a maximum of 5d6.
Abjuration Absorption: For the third ability, you can, as a reaction, absorb energy up to 3 times your Proficiency Score once every 24 hours. For every 3 points of energy damage from: acid, cold, electricity, or fire, you gain 1 temporary Hit Point. Apply Immunities, Resistances, and Weaknesses first. Any damage in excess of your absorption score is applied as normal.