In Dungeons & Dragons 5th Edition, spells are divided into schools of magic, each representing a different aspect of arcane knowledge. One of the most essential schools for defensive magic is Abjuration. This school focuses on protection, negation, and warding. Abjuration spells 5e offer tools to shield allies, nullify harmful effects, and create barriers against magical or physical threats. Whether you’re a wizard specializing in abjuration or a cleric using divine protection, knowing all abjuration spells available in 5e can help you prepare the right magic for any situation.
Understanding Abjuration Magic
Abjuration is the school of magic focused on guarding, banishing, and resisting. These spells don’t deal damage directly but provide strong utility and protection that can turn the tide in dangerous encounters. Spells in this school can create wards, protect from harm, dispel magic, and even block extradimensional creatures from entering the world.
Common Themes in Abjuration Spells
- Shielding yourself or others from attacks or damage
- Negating or dispelling magical effects
- Creating magical barriers or wards
- Banishing creatures to other planes
- Preventing scrying or teleportation
All Abjuration Spells by Spell Level
Cantrips (Level 0)
- Blade Ward Grants resistance against bludgeoning, piercing, and slashing damage from weapon attacks until the end of your next turn.
- Resistance Gives a target a bonus to one saving throw of its choice before the spell ends.
1st-Level Abjuration Spells
- Absorb Elements Capture some of the incoming energy from elemental attacks and use it to empower your next melee strike.
- Alarm Sets a magical alarm that alerts you when a creature enters a designated area.
- Mage Armor Grants a target creature a base AC of 13 + Dexterity modifier.
- Protection from Evil and Good Protects against aberrations, celestials, elementals, fey, fiends, and undead.
- Shield As a reaction, grants +5 AC until the start of your next turn.
2nd-Level Abjuration Spells
- Aid Increases the current and maximum HP of up to three creatures for 8 hours.
- Arcane Lock Magically locks a door, gate, or container, increasing the DC to open it.
- Lesser Restoration Cures one disease or one condition (like paralysis or blindness) affecting a creature.
- Magic Weapon Turns a non-magical weapon into a magical one, granting bonus to attack and damage rolls.
- Protection from Poison Neutralizes poison and grants advantage on saves against being poisoned.
- Warding Bond Links you to an ally, giving them bonuses and letting you take half their damage.
3rd-Level Abjuration Spells
- Counterspell Interrupt the casting of a spell, negating it instantly if it’s of lower level than the spell slot used.
- Dispel Magic Ends a spell or magical effect on a creature, object, or area.
- Magic Circle Creates a 10-foot radius circle that wards against certain types of creatures.
- Nondetection Hides the target from divination magic for a duration.
- Remove Curse Ends all curses affecting one creature or object.
4th-Level Abjuration Spells
- Banishment Sends a creature to another plane of existence. If it’s native to another plane, it’s banished permanently.
- Death Ward Prevents a creature from dropping to 0 hit points once, instead dropping to 1 HP.
- Freedom of Movement Allows a creature to move normally even through difficult terrain, grapples, or restraints.
- Private Sanctum Creates an invisible cube that prevents teleportation, divination, and sound from entering or exiting.
5th-Level Abjuration Spells
- Circle of Power Friendly creatures within range gain advantage on saves against spells and resistance to spell damage.
- Dispel Evil and Good Protects and breaks enchantments from celestials, fiends, and undead.
- Wall of Force Creates an invisible, indestructible wall that blocks physical movement and spells.
6th-Level Abjuration Spells
- Globe of Invulnerability Creates a barrier that blocks lower-level spells from affecting creatures and objects within.
- Guards and Wards Enchants an area with multiple protective effects such as confusion, fog, and locked doors.
7th-Level Abjuration Spells
- Forcecage Traps creatures in a cage or box made of magical force, preventing teleportation and escape.
- Symbol Inscribes a glyph that triggers with a harmful magical effect when activated under certain conditions.
8th-Level Abjuration Spells
- Antimagic Field Creates an area where all magic is suppressed, disabling spells, magic items, and effects within its range.
9th-Level Abjuration Spells
- Prismatic Wall Summons a multicolored wall that blocks movement and inflicts various magical effects based on color.
Classes That Can Cast Abjuration Spells
Abjuration spells are available to a variety of classes, depending on the spell. Some classes can access these spells through their standard spell lists, while others may gain them via subclass features or feats.
- Wizard (School of Abjuration): Has the widest access to abjuration magic and benefits from Arcane Ward to absorb damage.
- Cleric: Many defensive spells like Aid and Death Ward are core to cleric spellcasting.
- Paladin: Accesses abjuration spells focused on defense and curing like Protection from Evil and Lesser Restoration.
- Druid: Some abjuration options such as Protection from Poison and Freedom of Movement.
- Sorcerer and Bard: Limited abjuration access, often through spells like Counterspell or Dispel Magic.
Why Choose Abjuration Spells
Abjuration magic is not flashy, but it is vital. It provides survivability, control, and utility in ways that can protect entire parties or counter dangerous magic. Choosing the right abjuration spells for your character can turn you into the group’s shield, making you invaluable in dangerous dungeons and deadly boss fights.
Top Reasons to Use Abjuration Magic
- Control over enemy casters: With spells like Counterspell and Dispel Magic, you can shut down powerful enemies.
- Resilience in combat: Spells like Shield and Warding Bond offer crucial survivability.
- Versatility in exploration: Alarm, Magic Weapon, and Arcane Lock support adventuring in dangerous areas.
- Long-term strategic advantage: Globe of Invulnerability and Private Sanctum provide strong defensive planning tools.
Abjuration spells in 5e may not deal damage or summon creatures, but they serve as the magical backbone for many classes. Whether you want to resist spells, shield your allies, or render enemy magic useless, abjuration gives you the power to do it. Knowing all abjuration spells and how to use them effectively is key for any player looking to master magical defense in Dungeons & Dragons 5e. From cantrips to 9th-level marvels, abjuration offers control, security, and peace of mind in a world filled with danger and chaos.