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D&D Abjuration Spells

All 47 spells in the Abjuration school of magic. Protective magic — wards, shields, dispelling.

Resistance
Cantrip · Cleric, Druid
Alarm
Lvl 1 · Ranger, Wizard
Cure Wounds
Lvl 1 · Bard, Cleric, Druid, Paladin, Ranger
Mage Armor
Lvl 1 · Sorcerer, Wizard
Protection from Evil and Good
Lvl 1 · Cleric, Druid, Paladin, Warlock, Wizard
Sanctuary
Lvl 1 · Cleric
Shield
Lvl 1 · Sorcerer, Wizard
Shield of Faith
Lvl 1 · Cleric, Paladin
Aid
Lvl 2 · Bard, Cleric, Druid, Paladin, Ranger
Arcane Lock
Lvl 2 · Wizard
Lesser Restoration
Lvl 2 · Bard, Cleric, Druid, Paladin, Ranger
Pass without Trace
Lvl 2 · Druid, Ranger
Prayer of Healing
Lvl 2 · Cleric, Paladin
Protection from Poison
Lvl 2 · Cleric, Druid, Paladin, Ranger
Warding Bond
Lvl 2 · Cleric, Paladin
Beacon of Hope
Lvl 3 · Cleric
Counterspell
Lvl 3 · Sorcerer, Warlock, Wizard
Dispel Magic
Lvl 3 · Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Glyph of Warding
Lvl 3 · Bard, Cleric, Wizard
Magic Circle
Lvl 3 · Cleric, Paladin, Warlock, Wizard
Mass Healing Word
Lvl 3 · Bard, Cleric
Nondetection
Lvl 3 · Bard, Ranger, Wizard
Protection from Energy
Lvl 3 · Cleric, Druid, Ranger, Sorcerer, Wizard
Remove Curse
Lvl 3 · Cleric, Paladin, Warlock, Wizard
Aura of Life
Lvl 4 · Cleric, Paladin
Banishment
Lvl 4 · Cleric, Paladin, Sorcerer, Warlock, Wizard
Death Ward
Lvl 4 · Cleric, Paladin
Freedom of Movement
Lvl 4 · Bard, Cleric, Druid, Ranger
Private Sanctum
Lvl 4 · Wizard
Antilife Shell
Lvl 5 · Druid
Dispel Evil and Good
Lvl 5 · Cleric, Paladin
Greater Restoration
Lvl 5 · Bard, Cleric, Druid, Paladin, Ranger
Hallow
Lvl 5 · Cleric
Mass Cure Wounds
Lvl 5 · Bard, Cleric, Druid
Planar Binding
Lvl 5 · Bard, Cleric, Druid, Warlock, Wizard
Contingency
Lvl 6 · Wizard
Forbiddance
Lvl 6 · Cleric
Globe of Invulnerability
Lvl 6 · Sorcerer, Wizard
Guards and Wards
Lvl 6 · Bard, Wizard
Heal
Lvl 6 · Cleric, Druid
Symbol
Lvl 7 · Bard, Cleric, Druid, Wizard
Antimagic Field
Lvl 8 · Cleric, Wizard
Holy Aura
Lvl 8 · Cleric
Mind Blank
Lvl 8 · Bard, Wizard
Imprisonment
Lvl 9 · Warlock, Wizard
Mass Heal
Lvl 9 · Cleric
Prismatic Wall
Lvl 9 · Bard, Wizard

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.