Name | Ritual | Level | Classical Spell School Sort descending | Spell Schools | Summary | Source |
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Protection from Evil and Good | 1st | Abjuration | Arcane, Divine, Protection | Protect a creature from certain creature types. | Adventurer's Guide | |
Lesser Restoration | 2nd | Abjuration | Divine, Good, Healing | Remove one affliction from a creature. | Adventurer's Guide | |
Antilife Shell | 5th | Abjuration | Protection, Technological, Undead | Surround yourself with a globe that prevents living creatures from approaching. | Adventurer's Guide | |
Force of Will | 2nd | Abjuration | Protection | Reduce the damage dealt by an attack. | Adventurer's Guide | |
Protection from Poison | 2nd | Abjuration | Divine, Nature, Negation, Protection | Protect a creature from poison, and purge any poisons from their system. | Adventurer's Guide | |
Mage Armor | 1st | Abjuration | Arcane, Protection | Magically increase your AC. | Adventurer's Guide | |
Harmonic Resonance | 1st | Abjuration | Enhancement, Sound | Harmonize with the rhythm of those around you to better help allies. | Adventurer's Guide | |
Pass Without Trace | 2nd | Abjuration | Nature, Obscurement, Utility | Give you and allies a bonus to Stealth checks and prevent tracked pursuit. | Adventurer's Guide | |
Shield | 1st | Abjuration | Arcane, Protection | Create a temporary barrier of arcane energy around yourself. | Adventurer's Guide | |
Sanctuary | 1st | Abjuration | Divine, Protection | Guard one creature against attacks. | Adventurer's Guide | |
Holy Aura | 8th | Abjuration | Divine, Enhancement, Protection | Create a powerful aura that aids allies and hinders outsiders. | Adventurer's Guide | |
Dispel Magic | 3rd | Abjuration | Arcane, Negation, Protection, Utility | End ongoing magical effects. | Adventurer's Guide | |
Death Ward | 4th | Abjuration | Divine, Protection | Grant a creature a one-time escape from death. | Adventurer's Guide | |
Arcane Lock | 2nd | Abjuration | Arcane, Protection | Make a nearly permanent magical lock. | Adventurer's Guide | |
Antimagic Field | 8th | Abjuration | Arcane, Negation, Planar, Protection | Negate magic within a small area. | Adventurer's Guide | |
Nondetection | 3rd | Abjuration | Arcane, Negation, Obscurement, Scrying, Utility | Hide a person, place, or thing from divination magic for 8 hours. | Adventurer's Guide | |
Symbol | 7th | Abjuration | Arcane, Protection | Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. | Adventurer's Guide | |
Prismatic Wall | 9th | Abjuration | Arcane, Prismatic, Protection | Create a wall of potent kaleidoscopic energy that inflicts a number of effects on those that trespass. | Adventurer's Guide | |
Dispel Evil and Good | 5th | Abjuration | Divine, Protection | Gain protection from otherworldly foes and abilities to combat them. | Adventurer's Guide | |
Mindshield | 4th | Abjuration | Protection, Psychic | Grant resistance to psychic damage and protection from charms and fear. | Adventurer's Guide | |
Alarm |
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1st | Abjuration | Arcane, Protection, Scrying, Utility | Set a magical warning against intrusion. | Adventurer's Guide |
Aid | 2nd | Abjuration | Divine, Enhancement | Boost the hit points of allies. | Adventurer's Guide | |
Stoneskin | 4th | Abjuration | Arcane, Nature, Protection | Make a creature resistant to weapon damage. | Adventurer's Guide | |
Remove Curse | 3rd | Abjuration | Arcane, Divine, Negation | Remove all curses from a creature. | Adventurer's Guide | |
Antimagic Zone | 9th | Abjuration | Arcane, Divine, Negation, Planar, Protection | Negate magic permanently. | Dungeon Delver's Guide | |
Earth Barrier | 1st | Abjuration | Earth, Protection | Call forth a pillar of earth or stone to gain three-quarters cover. | Adventurer's Guide | |
Glyph of Warding | 3rd | Abjuration | Utility | Create a magical trap, storing a spell or burst of harmful energy within a rune. | Adventurer's Guide | |
Traveler’s Ward | 1st | Abjuration | Protection, Sound | Protect a creature from pickpockets. | Adventurer's Guide | |
Calculated Retribution | 1st | Abjuration | Force, Law, Weaponry | Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them. | Adventurer's Guide | |
Planar Binding | 5th | Abjuration | Arcane, Compulsion, Divine, Nature, Planar, Utility | Force a creature from another plane of existence to become your servant. | Adventurer's Guide | |
Magic Circle | 3rd | Abjuration | Compulsion, Protection | Create a protective cylinder of magic. | Adventurer's Guide | |
Battlecry Ballad | 3rd | Abjuration | Enhancement, Sound | Transform your bardic inspiration into a rallying cry that enhances the attacks of your allies. | Adventurer's Guide | |
Greater Restoration | 5th | Abjuration | Divine, Healing | Restore a creature and remove a powerful debilitating effect. | Adventurer's Guide | |
Forbiddance |
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6th | Abjuration | Divine, Negation, Teleportation | Protect an area against magical travel and damage certain trespassing creatures. | Adventurer's Guide |
Beacon of Hope | 3rd | Abjuration | Divine, Protection | Fill a creature with hope and vitality, improving saving throws and healing. | Adventurer's Guide | |
Resistance | Cantrip | Abjuration | Nature, Protection | Give a creature a bonus against one saving throw. | Adventurer's Guide | |
Imprisonment | 9th | Abjuration | Affliction, Arcane | Imprison a creature with one of several powerful binding effects. | Adventurer's Guide | |
Guards and Wards | 6th | Abjuration | Arcane, Protection | Ward an area, making it difficult to traverse for those that you do not permit. | Adventurer's Guide | |
Poison Skin | 3rd | Abjuration | Nature, Poison, Protection | Make a creature brightly colored and poisonous to the touch. | Adventurer's Guide | |
Globe of Invulnerability | 6th | Abjuration | Negation, Protection | Create a sphere protected from outside magic. | Adventurer's Guide | |
Shield of Faith | 1st | Abjuration | Divine, Protection | Bestow holy protection upon a creature. | Adventurer's Guide | |
Freedom of Movement | 4th | Abjuration | Divine, Movement, Protection, Water | Free a creature from most constraints on its movement. | Adventurer's Guide | |
Banishment | 4th | Abjuration | Affliction, Planar | Send a creature to another plane. | Adventurer's Guide | |
Warding Bond | 2nd | Abjuration | Divine, Protection | Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it. | Adventurer's Guide | |
Counterspell | 3rd | Abjuration | Arcane, Negation | Interrupt another spellcaster as they cast a spell. | Adventurer's Guide | |
Private Sanctum | 4th | Abjuration | Arcane, Obscurement, Scrying, Utility | Secure an area from spying and intrusion. | Adventurer's Guide | |
Protection from Energy | 2nd | Abjuration | Arcane, Divine, Protection | Grant a creature resistance to one damage type of your choice. | Adventurer's Guide | |
Mind Blank | 8th | Abjuration | Arcane, Negation | Prevent a creature’s mind from being read. | Adventurer's Guide | |
Plane Shift | 7th | Conjuration | Arcane, Divine, Nature, Planar, Teleportation, Utility | Transport yourself and allies to another plane of existence or banish an enemy there instead. | Adventurer's Guide | |
Unholy Star | 7th | Conjuration | Fire, Necrotic | Explode a meteor ripped from the sky into 4 fiery chunks that rain down fiery unholy energies. | Adventurer's Guide |