D&D Abjuration Spells
All 47 spells in the Abjuration school of magic. Protective magic — wards, shields, dispelling.
What the Abjuration school is built around
Abjuration is the school of protection — wards, dispels, shields, anti-magic. The school exists to deny the enemy: deny their spells, deny their movement, deny damage already in flight. Subclasses lean toward Abjuration when they want defensive identity rather than offensive output.
How to use Abjuration spells
How to use Abjuration spells: most of them are reactive. Shield, Counterspell, and Absorb Elements happen on someone else's turn. The investment pattern is to take one prepared slot for each common threat your party expects to face — a save-targeted spell from an enemy caster, a damage spike on the front line, an attempted dispel of your buff.
Signature Abjuration picks
Signature picks: Shield (level 1 Reaction), Counterspell (level 3), Dispel Magic (level 3), Banishment (level 4), Wall of Force (level 5). Abjuration Wizards get the Arcane Ward feature that scales with their level — picking the school early commits to that build identity.