Abjuration School |
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Initial Abjuration School Features |
Inherited Wizard Features |
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Abjuration School is a Subclass of Wizard in Baldur's Gate 3. Abjuration School Wizards' primary ability is Intelligence, their saving throw proficiencies are Intelligence & Wisdom and they have a Hit Dice of 1d6. They have proficiency with daggers, darts, slings, quarterstaves and light crossbows. Wizards have very little in the way of Armour protection, and minimal Weapon Proficiencies, making them lean on their spells to support their party.
- Please see Abjuration Spells for a list of spells by school
Abjuration spells summon wards, banish enemies, and nullify magic, suitable for those who wish to defend themselves and others. Learning Abjuration spells from scrolls only costs you 25g per spell level, not 50.
BG3 Wizard Features Progression
All Wizards gain access to the following progression regardless of their subclass:
- Level 1 - Arcane Recovery (Action)
- Level 2 - Subclass (Abjuration, Evocation, Necromancy, Conjuration, Enchantment, Divination, Illusion, Transmutation)
- Level 4 - Choose a Feat - Choose one from the Feats list
- Level 8 - Choose a Feat - Choose one from the Feats list
- Level 12 - Choose a Feat - Choose one from the Feats list
BG3 Abjuration School Progression
By selecting the Abjuration School Wizard subclass, you'll also gain access to:
- Level 2 - Abjuration Savant (Subclass Feature)
- Level 2 - Arcane Ward (Subclass Feature)
- Level 6 - Projected Ward (Subclass Feature)
- Level 10 - Improved Abjuration (Subclass Feature)
BG3 Wizards Spell Slots
Wizards Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th |
Level 1 Wizards | 3 | 2 | - | - | - | - | - |
Level 2 Wizards | 3 | 3 | - | - | - | - | - |
Level 3 Wizards | 3 | 4 | 2 | - | - | - | - |
Level 4 Wizards | 4 | 4 | 3 | - | - | - | - |
Level 5 Wizards | 4 | 4 | 3 | 2 | - | - | - |
Level 6 Wizards | 4 | 4 | 3 | 3 | - | - | - |
Level 7 Wizards | 4 | 4 | 3 | 3 | 1 | - | - |
Level 8 Wizards | 4 | 4 | 3 | 3 | 2 | - | - |
Level 9 Wizards | 4 | 4 | 3 | 3 | 3 | 1 | - |
Level 10 Wizards | 5 | 4 | 3 | 3 | 3 | 2 | - |
Level 11 Wizards | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
Level 12 Wizards | 5 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Abjuration School Tips & Builds
- Notes, Tips, and other Trivia for the Abjuration School subclass go here.
All Wizard Spells in Baldur's Gate 3
You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.
Quick Search of All Wizard Spells
Name | Level | School | Casting time | Description |
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Cantrip | Conjuration |
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Throw a bubble of acid that damage each creature it hits. |
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Cantrip | Abjuration | ![]() Action |
Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks.![]() |
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Cantrip | Necromancy | ![]() Action |
Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | ![]() Bonus Action |
Illuminate a 9m radius. |
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Cantrip | Evocation | ![]() |
Hurl a mote of fire. |
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Cantrip | Enchantment | ![]() |
Gain Advantage on Charisma Checks against a non-hostile creature. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster. ![]() ![]() ![]() ![]() |
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Cantrip | Evocation | ![]() Action |
Infuse an object with an aura of light.![]() ![]() ![]() |
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Cantrip | Conjuration | ![]() Action |
Create a spectral hand that can manipulate and interact with objects.![]() ![]() |
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Cantrip | Illusion | ![]() Action |
Create an illusory image that distracts nearby creatures, compelling them to investigate. You can remain hidden while casting this spell. ![]() |
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Cantrip | Conjuration | ![]() Action |
Project a puff of noxious gas. |
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Cantrip | Evocation | ![]() Action |
Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | ![]() Action |
The target cannot use reactions. This spell has Advantage on creatures wearing metal armour. |
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Cantrip | Divination | ![]() Action |
Gain Advantage on your next Attack Roll.![]() ![]() ![]() |
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Lv 1 | Evocation | ![]() Action |
![]() ![]() Each flammable targets is thi with 3∼18 Fire damage. On Save: Targets still take half damage. ![]() ![]() |
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Lv 1 | Enchantment | ![]() Action |
Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. ![]() ![]() ![]() ![]() ![]() |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface. ![]() |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Acid Damage and creates an acid surface. |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Cold Damage and creates a frozen surface. |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Fire Damage and creates a fire surface. |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Lightning Damage and creates an electrified surface. |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Poison Damage and creates an poison surface. |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere that deals 3-24 Thumder damage and possibly creates a surface on impact. Alternative, choose a different type of damage. ![]() |
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Lv 1 | Illusion | ![]() Action |
Blind creatures up to a combined 33 hit points.![]() ![]() |
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Lv 1 | Illusion | ![]() Action |
Magically change all aspects of your appearance. (Lasts until the end of a long rest) |
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Lv 1 | Transmutation | ![]() Bonus Action |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends.![]() 1 Turn ![]() |
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Lv 1 | Necromancy | ![]() Action |
Gain 7 temporary hit points.![]() ![]() |
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Lv 1 | Transmutation | ![]() Bonus Action |
You and nerby allies Immunity to Falling damage.![]() ![]() |
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Lv 1 | Conjuration | ![]() Action |
Gain the service of a familiar, a fey spirit that takes an animal from you choose. (Using this spell allows the caster to choose from Find Familiar: Cat, Find Familiar: Crab, Find Familiar: Frog, Find Familiar: Rat, Find Familiar: Raven, and Find Familiar: Spider) (Lasts until the end of a long rest)
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Lv 1 | Conjuration | ![]() Action |
Summon a familiar with the form and statistics of a cat that can distract your enemies. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | ![]() Action |
Summon a familiar with the form and statistics of a crab. Its sharp pincers can slow enemies. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | ![]() Action |
Summon a familiar with the form and statistics of a frog. Its skin is covered with dizzying toxins. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | ![]() Action |
Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | ![]() Action |
Summon a familiar with the form and statistics of a raven. It can launch precise attacks. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | ![]() Action |
Summon a familiar with the form and statistics of a spider. Its deadly bite can poison enemies. (Lasts until the end of a long rest)
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Lv 1 | Conjuration | ![]() Action |
The cloud Blinds and Heavily Obscures creatures within it.![]() ![]() ![]() ![]() |
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Lv 1 | Conjuration | ![]() Action |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone.![]() ![]() ![]() ![]() |
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Lv 1 | Conjuration | ![]() Action ![]() Level 1 Spell Slot |
![]() ![]() +2d6 ![]() Throw a shard of ice that deals 1~10 Piercing damage. It explodes and deals 2~12 Cold damage to anyone nearby. It leaves an ice surface. 2 turns ![]() ![]() ![]() |
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Lv 1 | Transmutation | ![]() Action |
![]() Touch a creature to triple its jumping distance.
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Lv 1 | Transmutation | ![]() Action |
Touch a creature to increase its Movement Speed by 3m.![]() ![]() |
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Lv 1 | Abjuration | ![]() Action |
Protec a target from attacks: increase its Armour Class to 13 + its Dexterity modifier.![]() ![]() ![]() |
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Lv 1 | Evocation | ![]() Action |
![]() Shoot 3 magical dsarts, each dealing 2∼5 Force damage. They always hit their target. ![]() |
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Lv 1 | Abjuration | ![]() Action |
Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. ![]() ![]() ![]() |
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Lv 1 | Necromancy | ![]() Action |
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Lv 1 | Enchantment | ![]() Action |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points.![]() ![]() ![]() |
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Lv 1 | Enchantment | ![]() Action ![]() Level 1 Spell Slot |
![]() Leave a creature Prone with laughter, without the ability to get up.
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Lv 1 | Evocation | ![]() Action |
![]() ![]() Release a wave of thunderous force that pushes away all creatures and objects. ![]() ![]() |
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Lv 1 | Evocation | ![]() Action |
![]() ![]() Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it. ![]() ![]() ![]() |
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Lv 2 | Abjuration | ![]() Action ![]() Level 2 Spell Slot |
Close a door or container with a magical lock.It can no longer be lockpicked or opened with Knock.![]() ![]() |
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Lv 2 | Necromancy | ![]() Action ![]() Level 2 Spell Slot |
Limit a foes sight range. It is easier to hit, and the creature will miss more often.
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Lv 2 | Illusion | ![]() Action ![]() Level 2 Spell Slot |
Attackers have Disadvantage on Attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions. ![]() ![]() |
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Lv 2 | Conjuration | ![]() Action ![]() Level 2 Spell Slot |
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Lv 2 | Enchantment | ![]() Action ![]() Level 2 Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within.
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m.![]() ![]() |
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Lv 2 | Divination | ![]() Action ![]() Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them.![]() ![]() |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws.![]() ![]() ![]() |
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Lv 2 | Conjuration | ![]() Action ![]() Level 2 Spell Slot |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
Summon a strong wind that clears all clouds and pushes creautes back 5m, forcing them Off Balance.![]() ![]() ![]() |
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Lv 2 | Enchantment | ![]() Action ![]() Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.![]() ![]() ![]() ![]() |
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Lv 2 | Illusion | ![]() Action ![]() Level 2 Spell Slot |
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage.![]() ![]() ![]() ![]() |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock.![]() |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.![]() ![]() ![]() |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
![]() Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. ![]() On Missing: Targets still takes half the initial damage. ![]() |
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Lv 2 | Illusion | ![]() Action ![]() Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. ![]() |
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Lv 2 | Conjuration | ![]() Bonus Action ![]() Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see.![]() |
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Lv 2 | Illusion | ![]() Action ![]() Level 2 Spell Slot |
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Lv 2 | Necromancy | ![]() Action |
Weaken a Foe: they deal half damage with weapon attacks using Strength.![]() ![]() ![]() |
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Lv 2 | Divination | ![]() Action ![]() Level 2 Spell Slot |
Become able to see Invisible creatures, and possibly reveal them to others.![]() ![]() ![]() |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
![]() ![]() Hur1 3 rays offire. Each ray deals 2∼12 Fire damage. ![]() |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
![]() ![]() Damage all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. ![]() ![]() |
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Lv 2 | Conjuration | ![]() Action ![]() Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them.![]() ![]() ![]() ![]() |
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Lv 3 | Necromancy | ![]() Action ![]() Level 3 Spell Slot |
Create an undead servant from a corpse.![]() ![]() |
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Lv 3 | Necromancy | ![]() Action ![]() Level 3 Spell Slot |
Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions.![]() ![]() ![]() ![]() |
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Lv 3 | Abjuration | ![]() Reaction ![]() Spell Slot |
Nullify another creature's spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell's Level.![]() |
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Lv 3 | Illusion | ![]() Action ![]() Level 3 Spell Slot |
Project a phantasmal image so frightening it makes targets drop whatever they are holding and become Fearful. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear. ![]() ![]() ![]() ![]() ![]() |
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Lv 3 | Necromancy | ![]() Action ![]() Level 3 Spell Slot |
Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. ![]() ![]() |
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Lv 3 | Evocation | ![]() Action ![]() Level 3 Spell Slot |
![]() ![]() Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. ![]() ![]() ![]() |
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Lv 3 | Transmutation | ![]() Action ![]() Level 3 Spell Slot |
Bestow the ability to Fly upon yourself or an ally.![]() ![]() ![]() |
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Lv 3 | Transmutation | ![]() Action ![]() Level 3 Spell Slot |
Transform yourself or an ally into a cloud of mist to avoid attacks. The target becomes Resistant to all damage, gains Advantage on Constitution, Dexterity, and Strength Saving Throws, and becomes tiny in size. ![]() ![]() ![]() |
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Lv 3 | Abjuration | ![]() Action ![]() Level 3 Spell Slot |
Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy.![]() ![]() ![]() |
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Lv 3 | Transmutation | ![]() Action ![]() Level 3 Spell Slot |
Target yourself or an ally to become Hastened.![]() ![]() ![]() |
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Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
Create a twisting pattern of colours that Hypnotises all creatures within area that can see the pattern.![]() ![]() ![]() ![]() ![]() |
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Lv 3 | Abjuration | ![]() Action ![]() Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.![]() ![]() |
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Lv 3 | Abjuration | ![]() Action ![]() Warlock Spell Slot |
Touch a creature or object to remove all Curses affecting it.![]() |
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Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters.![]() ![]() ![]() |
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Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
Create a cloud of gas so nauseating it prevents creatures from taking actions.![]() ![]() ![]() ![]() |
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Lv 3 | Necromancy | ![]() Action ![]() Level 3 Spell Slot |
![]() ![]() Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot. ![]() |
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Lv 3 | Evocation | ![]() Action ![]() Level 3 Spell Slot |
![]() ![]() Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage |
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Lv 3 | Transmutation | ![]() Action ![]() Level 3 Spell Slot |
At the end of your turn, roll a D20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world |
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Lv 3 | Transmutation | ![]() Action ![]() Level 3 Spell Slot |
Alter time to Slow up to 6 enemies. They won't get far, they can't do much, and they're easier to hit. |
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Lv 4 | Enchantment | ![]() Action ![]() Level 4 Spell Slot |
Befuddle a group creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.![]() ![]() ![]() ![]() |
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Lv 4 | Conjuration | ![]() Action ![]() Level 4 Spell Slot |
Conjure a minor elemental to fight alongside you.![]() |
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Lv 4 | Conjuration | ![]() Action ![]() Level 4 Spell Slot |
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.![]() |
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Lv 4 | Illusion | ![]() Action ![]() Level 4 Spell Slot |
Turn a creature Invisible. Attack against it have Disadvantage. It attacks with Advantage.![]() ![]() ![]() |
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Lv 4 | Evocation | ![]() Action ![]() Level 4 Spell Slot |
2d8![]() ![]() Impel a storm of hail ice to crash from the sky, covering the ground and striking all objectas and creatures within range. ![]() On Save: Targets still take half damage. ![]() ![]() ![]() |
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Lv 4 | Transmutation | ![]() Action ![]() Level 4 Spell Slot |
Transform a creature into a harmless sheep.![]() ![]() ![]() ![]() |
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Lv 4 | Abjuration | ![]() ![]() Level 4 Spell Slot |
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.![]() ![]() ![]() |
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Lv 4 | Evocation | ![]() ![]() Level 4 Spell Slot |
![]() ![]() Create a blazing wall of fire, burning anyone who dares stand too close. ![]() ![]() ![]() |
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Lv 5 | Conjuration | ![]() Action ![]() Level 5 Spell Slot |
![]() ![]() Craft a large cloud that inflicts 5∼40 Poison damage per turn. You can reposition the cloud every turn. ![]() ![]() ![]() ![]() |
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Lv 5 | Evocation | ![]() Action ![]() Level 5 Spell Slot |
![]() ![]() Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. On save: Targets still take half damage. ![]() ![]() |
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Lv 5 | Conjuration | ![]() Action ![]() Level 5 Spell Slot |
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.![]() |
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Lv 5 | Enchantment | ![]() Action ![]() Level 5 Spell Slot |
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.![]() ![]() ![]() ![]() |
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Lv 5 | Enchantment | ![]() Action ![]() Level 5 Spell Slot |
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits.![]() ![]() ![]() ![]() ![]() |
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Lv 5 | Abjuration | ![]() Action ![]() Level 5 Spell Slot |
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.![]() ![]() ![]() ![]() ![]() |
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Lv 5 | Illusion | ![]() Action ![]() Level 5 Spell Slot |
Disguise up to 4 memebers of your adventuring party.![]() |
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Lv 5 | Transmutationt | ![]() Action ![]() Level 5 Spell Slot |
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot.![]() ![]() ![]() |
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Lv 5 | Evocation | ![]() Action ![]() Level 5 Spell Slot |
Raise a wall of non-magical, solid stone.![]() ![]() |
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Lv 6 | Conjuration | ![]() Action ![]() Level 6 Spell Slot |
Create two liked teleportation portals.![]() ![]() ![]() |
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Lv 6 | Evocation | ![]() Action ![]() Level 6 Spell Slot |
![]() ![]() Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On Save: Targets still take half damage. ![]() ![]() |
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Lv 6 | Necromancy | ![]() Action ![]() Level 6 Spell Slot |
![]() ![]() Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures. On Save: Targets still take half damage. ![]() ![]() |
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Lv 6 | Necromancy | ![]() Action ![]() Level 6 Spell Slot |
Raise a corpse as a heinous mummy that fights by your side.![]() ![]() ![]() |
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Lv 6 | Transmutation | ![]() Action ![]() Level 6 Spell Slot |
![]() ![]() Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. ![]() ![]() |
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Lv 6 | Necromancy | ![]() Action ![]() Level 6 Spell Slot |
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. |
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Lv 6 | Transmutation | ![]() Action ![]() Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. 3 Turns ![]() ![]() ![]() |
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Lv 6 | Abjuration | ![]() Action ![]() Level 6 Spell Slot |
Creates a barrier that makes creatures and objetcs inside it Immune to all damage.![]() ![]() ![]() |
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Lv 6 | Evocation | ![]() Action ![]() Level 6 Spell Slot |
![]() ![]() Create a ball of churning ice that can be lauched instantly to generete a frosty explosion or store for later use. ![]() ![]() |
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Lv 6 | Enchanment | ![]() Action ![]() Level 6 Spell Slot |
Cause a creature to start dancing, making it unable to take actions or move. It attackers have Advantage on Attack Rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saving Throws. ![]() ![]() ![]() ![]() |
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Lv 6 | Evocation | ![]() Action ![]() Level 6 Spell Slot |
![]() ![]() A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. ![]() On save: Targets still take half damage. ![]() ![]() ![]() |
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Lv 6 | Evocation | ![]() Action ![]() Level 6 Spell Slot |
![]() ![]() Raise a wall of solid ice that deals 10∼60 Cold Damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10∼60 Cold damage per turn to creatures within. ![]() ![]() ![]() |
All Wizard Spells Gallery
Cantrips
Lvl 1 Wizard Spells
Lvl 2 Wizard Spells
Lvl 3 Wizard Spells
Lvl 4 Wizard Spells
Lvl 5 Wizard Spells
Lvl 6 Wizard Spells
- Anonymous
You can have upwards of 5 items with reuseable abjuration spell by act 2. Some of them will even recharge with short rest. If you combine with a strength class and get adam splint and/or heavy master feat you will have whole groups of enemies deal 0 damage behind the ward and armor. Its actually silly. Plus it recharges itself when you use SHIELD and COUNTER SPELL on reactions so you don't even need to waste a turn casting and can go complete melee. You don't even need int for this style of wizard as you can bypass acc with magic missile.
People are sleeping on Abjuration. It easily the best subclass to make a viable wizard throughout the game as it kicks in very quickly.
- Anonymous
Abjuration is great! It works with ALL abjuration spells, not just wizard ones. For example, spells like aid, or armor of agathys. "But i'm a wizard, how tf would I get those spells?" you ask. Well, it works for spells that come from items! Even something like a necklace with a stupid aid spell will help improve your ward. You can take it off immediately afterwards if you want. Being able to get relatively high wards and then project them onto others is super powerful to controlling damage spread amongst your party. If you dont want to rely on items, i'm sure there are some creative multiclassing options as well
- Anonymous
Every time you starts a conversation, you can hear the SFX of the arcane ward being reapplied, it's so annoying and immersion-breaking that I ended up respeccing to another school just to get rid of it
- Anonymous
Upcasting Glyph of Warding is the main way to keep this going after level 5.
It's such a stupidly good spell (5D8 vs a Fireballs 8D6), target elemental weaknesses, insta-kill with knockbacks, or straight up Sleep high level enemies, and is non-concentration.
- Anonymous
the passive for this subclass is pretty good. to bad theres only a couple of abjuration spells worth using.
- Anonymous
Abjuration spells:
Level 1: Mage Armor, Protection from Evil and Good, Shield
Level 2: Arcane Lock
Level 3: Counterspell, Glyph of Warding, Remove Curse
Level 4: Banishment, Stoneskin
Level 5: Planar Binding
- Anonymous
It would be great if we could see the Abjuration School spells, rather the spells an Abjuration Wizard can cast.
Since the Ward increases with every Abjuration Spell, it would be good if there was an overview which spells do that.
Glyph of Warding is an abjuration spell that also provides a 5d8 (+1d8 scaling) nuke of ANY element you want with the same radius as Fireball. A level 6 does 8-64 damage of whatever element you choose, compared to to Fireball's 11-66 (8d6 + 1d6). Alternatively, you can just put everyone within the radius to sleep or knock them into a chasm.
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