Abjuration spell being cast.
The abjuration school of magic encompassed protective spells, though some of them have aggressive uses.[1] They created physical or magical barriers, negated magical or physical abilities, harmed trespassers, or even banished the subject of the spell to another plane of existence. The abjuration school had no subschools.[2] A wizard who specialized in abjuration was known as an abjurer.[3]
Some abjuration spells included antimagic field, dispel magic and resist energy.
“
Creation and destruction, aye, they have their place - but what of prevention entire? The School of Abjuration is the great full stop, the "no" that meets the caster at the end of any phrase.
”
— Excerpt from Schools of Magic: Abjuration[4]
Appendix[]
See Also[]
References[]
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 203. ISBN 978-0-7869-6560-1.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 172. ISBN 0-7869-2886-7.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 57. ISBN 0-7869-2886-7.
- ↑ Larian Studios (October 2020). Designed by Swen Vincke, et al. Baldur's Gate III. Larian Studios.
Schools of Magic
Abjuration • Conjuration • Divination • Enchantment • Evocation • Illusion • Necromancy • Transmutation • Universal
Schools of effect
Air • Earth • Fire • Water • Dimension • Incantation • Shadow
Schools of thaumaturgy
Artifice • Song • Wild magic
Zakharan provinces of magic
Flame • Sand • Sea • Wind • Universal
Netherese Fields of Mythal
Inventive • Mentalism • Variation
Others
Chronomancy • Hishna • Pluma • Paths of power
Schools of effect
Air • Earth • Fire • Water • Dimension • Incantation • Shadow
Schools of thaumaturgy
Artifice • Song • Wild magic
Zakharan provinces of magic
Flame • Sand • Sea • Wind • Universal
Netherese Fields of Mythal
Inventive • Mentalism • Variation
Others
Chronomancy • Hishna • Pluma • Paths of power