Abjuration is one of the eight schools of magic in Dungeons & Dragons, with abjurers being the specialists who focus on spells belonging to the school. The abjuration spells focus on protection, avoiding detection from magic, and dealing with extradimensional beings. Bards and Clerics have a reputation for being the best buffers in the game, but abjurers are also great at protecting themselves while strengthening their allies.

The Wizards who choose D&D’s School of Abjuration for their Arcane Tradition gain access to some amazing abilities. Arcane Ward lets them create a magical buffer that absorbs damage, which can be applied to any ally using a reaction at level 6. The 10th level Improved Abjuration lets the player add their proficiency bonus to ability checks on abjuration spells, which is especially useful for counterspell, as it makes it easier to stop enemy spellcasters in their tracks. If an abjurer can reach level 14, then they get the almighty Spell Resistance ability, which gives damage resistance to all spells, and an advantage on saving throws against spells. Abjurers are as skilled at keeping themselves alive as they are their allies, and they make a potent team with Clerics who focus on healing.

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The Player’s Handbook lists all spells alphabetically, with the specific schools noted in the spell descriptions, rather than the initial lists. This guide contains all of the best abjuration spells in D&D that are used by every class in the game, with notes next to all of the ritual spells. The guide also contains all of the abjuration spells that appear in official rulebooks, such as Tasha’s Cauldron of Everything and Xanather’s Guide to Everything, all of which are marked, so players know where to find these spells if they wish to learn more.

The Abjuration Spells In Dungeons & Dragons

Abjuration Cantrips

  • Blade Ward
  • Resistance
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1st Level Abjuration Spells

  • Absorb Elements (Xanathar’s Guide to Everything)
  • Alarm (Ritual)
  • Armor of Agathys
  • Ceremony (Xanathar’s Guide to Everything)
  • Mage Armor
  • Protection From Evil and Good
  • Sanctuary
  • Shield
  • Shield of Faith
  • Snare (Xanathar’s Guide to Everything)

2nd Level Abjuration Spells

  • Aid
  • Arcane Lock
  • Lesser Restoration
  • Pass Without Trace
  • Protection from Poison
  • Warding Bond

3rd Level Abjuration Spells

  • Beacon of Hope
  • Counterspell
  • Dispel Magic
  • Glyph of Warding
  • Intellect Fortress (Tasha’s Cauldron of Everything)
  • Magic Circle
  • Nondetection
  • Protection From Energy
  • Remove Curse

4th Level Abjuration Spells

  • Aura of Life
  • Aura of Purity
  • Banishment
  • Death Ward
  • Freedom of Movement
  • Mordenkainen’s Private Sanctum

5th Level Abjuration Spells

  • Antilife Shell
  • Banishing Smite
  • Circle of Power
  • Dispel Evil and Good
  • Greater Restoration
  • Planar Binding

6th Level Abjuration Spells

  • Druid Grove (Xanathar’s Guide to Everything)
  • Fizban’s Platinum Shield (Fizban’s Treasury of Dragons)
  • Forbiddance
  • Globe of Invulnerability
  • Guards and Wards
  • Primordial Ward (Xanathar’s Guide to Everything)

7th Level Abjuration Spells

  • Symbol

8th Level Abjuration Spells

  • Antimagic Field
  • Holy Aura
  • Mind Blank

9th Level Abjuration Spells

  • Invulnerability (Xanathar’s Guide to Everything)
  • Imprisonment
  • Prismatic Wall

The school of abjuration has some phenomenal spells, with mage armor being a great choice at first-level, save for those going for an armored wizard character build in a D&D campaign. The dispel magic spell is incredibly useful, as there are lots of situations where breaking or suppressing an enemy spell is useful. Arguably the best abjuration spell at lower levels is banishment, as it can temporarily take an enemy off the field, allowing the rest of the party to deal with other enemies, or better prepare for the encounter. It’s always helpful to keep the party alive in Dungeons & Dragons, which is why abjuration spells are so useful.

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