Abjuration Spells — D&D 5e
49 abjuration spells · D&D 5e · SRD 5.2.1
- ResistanceYou touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder.
- AlarmYou set an alarm against intrusion.
- Cure WoundsA creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
- Healing WordA creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
- Mage ArmorYou touch a willing creature who isn't wearing armor.
- Protection from Evil and GoodUntil the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.
- SanctuaryYou ward a creature within range.
- ShieldAn imperceptible barrier of magical force protects you.
- Shield of FaithA shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
- AidChoose up to three creatures within range.
- Arcane LockYou touch a closed door, window, gate, container, or hatch and magically lock it for the duration.
- Lesser RestorationYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
- Pass without TraceYou radiate a concealing aura in a 30-foot Emanation for the duration.
- Prayer of HealingUp to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points.
- Protection from PoisonYou touch a creature and end the Poisoned condition on it.
- Warding BondYou touch another creature that is willing and create a mystic connection between you and the target until the spell ends.
- Beacon of HopeChoose any number of creatures within range.
- CounterspellYou attempt to interrupt a creature in the process of casting a spell.
- Dispel MagicChoose one creature, object, or magical effect within range.
- Glyph of WardingYou inscribe a glyph that later unleashes a magical effect.
- Magic CircleYou create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range.
- Mass Healing WordUp to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
- NondetectionFor the duration, you hide a target that you touch from Divination spells.
- Protection from EnergyFor the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
- Remove CurseAt your touch, all curses affecting one creature or object end.
- Aura of LifeAn aura radiates from you in a 30-foot Emanation for the duration.
- BanishmentOne creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration.
- Death WardYou touch a creature and grant it a measure of protection from death.
- Freedom of MovementYou touch a willing creature.
- Private SanctumYou make an area within range magically secure.
- Resilient SphereA shimmering sphere encloses a Large or smaller creature or object within range.
- Antilife ShellAn aura extends from you in a 10-foot Emanation for the duration.
- Dispel Evil and GoodFor the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you.
- Greater RestorationYou touch a creature and magically remove one of the following effects from it: 1 Exhaustion level The Charmed or Petrified condition A curse, including the…
- HallowYou touch a point and infuse an area around it with holy or unholy power.
- Mass Cure WoundsA wave of healing energy washes out from a point you can see within range.
- Planar BindingYou attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service.
- ContingencyChoose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you.
- ForbiddanceYou create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor.
- Globe of InvulnerabilityAn immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
- Guards and WardsYou create a ward that protects up to 2,500 square feet of floor space.
- HealChoose a creature that you can see within range.
- SymbolYou inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest).
- Antimagic FieldAn aura of antimagic surrounds you in 10-foot Emanation.
- Holy AuraFor the duration, you emit an aura in a 30-foot Emanation.
- Mind BlankUntil the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition.
- ImprisonmentYou create a magical restraint to hold a creature that you can see within range.
- Mass HealA flood of healing energy flows from you into creatures around you.
- Prismatic WallA shimmering, multicolored plane of light forms a vertical opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick--centered on a point within range.
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