All Abjuration Spells Bg3
In Baldur’s Gate 3 (BG3), spellcasting is a fundamental part of gameplay, offering players a wide variety of magical options drawn from Dungeons & Dragons 5th Edition rules. Among the eight schools of magic, abjuration stands out as the school dedicated to protection, banishment, and warding. Abjuration spells in BG3 are invaluable for defensive strategies, creating magical barriers, dispelling harmful effects, and enhancing survivability. Whether you play a wizard specializing in abjuration or simply want to include more protective spells in your spellbook, understanding every abjuration spell available can shape your tactical decisions and improve your party’s survivability throughout the game.
Understanding Abjuration Spells
Abjuration magic focuses on negating harm, protecting allies, and disrupting enemy magic. These spells are not about direct damage but about preventing it. In Baldur’s Gate 3, abjuration spells can be used by various classes, including Wizards, Clerics, and Paladins, depending on the spell. Wizards who choose the School of Abjuration subclass benefit further by generating Arcane Ward a magical shield that absorbs damage.
The spells in this school range from simple protective buffs to powerful magical countermeasures. While BG3 continues to receive updates, the following list includes all currently available abjuration spells as of the latest major release.
List of All Abjuration Spells in BG3
- Shield(Level 1)
A staple defensive reaction spell. When you’re hit by an attack or targeted by Magic Missile, Shield grants +5 AC until the start of your next turn, potentially causing the attack to miss. This spell is cast as a reaction and can drastically improve survivability in tight situations.
- Protection from Evil and Good(Level 1)
This spell provides advantage on saving throws against aberrations, celestials, elementals, fey, fiends, and undead. These creature types also have disadvantage on attack rolls against the target. Ideal for specific encounters involving these foes.
- Sanctuary(Level 1)
Sanctuary wards an ally so that any enemy who wants to attack them must make a Wisdom saving throw first. If they fail, they must choose a different target. While the protected creature can’t attack or cast offensive spells, it’s useful for protecting vulnerable party members.
- Mage Armor(Level 1)
This abjuration spell enhances the Armor Class of a creature not wearing armor to 13 + their Dexterity modifier. Essential for mages, warlocks, and other squishy spellcasters who avoid physical armor. It lasts until the target takes a long rest.
- Counterspell(Level 3)
A powerful reaction spell that allows you to interrupt and cancel the casting of another spell. If the enemy spell is level 3 or lower, it’s automatically countered. Higher-level spells require a successful ability check. This is crucial for disrupting enemy casters.
- Dispel Magic(Level 3)
This spell removes magical effects from creatures, objects, or areas. It can end buffs, debuffs, and magical traps. While some effects require an ability check to dispel, many common spell effects can be removed instantly, making this a utility powerhouse.
- Remove Curse(Level 3)
Targets a single creature or object and removes all curses affecting it. Particularly useful in cursed gear situations or when dealing with enemies that inflict magical curses. It’s a must-have for Clerics and Paladins during certain quest lines.
- Protection from Energy(Level 3)
This abjuration spell grants resistance to one type of elemental damage: acid, cold, fire, lightning, or thunder. It lasts for 10 turns (in-game) and is useful against dragons, elemental casters, or traps dealing elemental damage.
- Globe of Invulnerability(Level 6)
A powerful defensive spell that creates a magical barrier around you, rendering spells of 5th level or lower ineffective if cast from outside the globe. This allows casters to remain protected while maintaining their own spellcasting inside the sphere.
Abjuration Wizards and the Arcane Ward
Choosing the School of Abjuration subclass as a wizard grants access to a unique class feature: the Arcane Ward. This magical shield is created automatically when casting an abjuration spell and absorbs a portion of incoming damage. The ward can be replenished and strengthened by casting additional abjuration spells.
This subclass synergizes perfectly with frequent use of spells likeShield,Mage Armor, orProtection from Energy. Defensive casters can control the battlefield while remaining protected, acting as magical tanks when needed.
Arcane Ward Mechanics
- Activates upon casting an abjuration spell.
- Initial ward strength is twice your wizard level + Intelligence modifier.
- When taking damage, the ward absorbs damage first before the wizard’s HP is affected.
- Replenished by casting additional abjuration spells.
Using Abjuration Spells Strategically
While abjuration spells may not deal direct damage, their strategic value is immense. They allow you to:
- Negate or reduce enemy spell impactwithCounterspellorDispel Magic.
- Protect key charactersusingShield,Sanctuary, orProtection from Evil and Good.
- Provide elemental resistanceto tank difficult bosses or survive environmental hazards.
- Handle cursed itemsor enemies throughRemove Curse.
- Create a magical safe zoneusingGlobe of Invulnerabilityagainst enemy spellcasters.
Players who master abjuration can dramatically shift the tide of battle by denying enemy advantages and shielding allies from harm.
Class Access to Abjuration Spells
Several classes can access abjuration spells, but the availability depends on their class spell list:
- Wizards: Have full access to abjuration spells and gain bonuses if specialized.
- Clerics: Can castSanctuary,Dispel Magic, andRemove Curse, among others.
- Paladins: LearnProtection from Evil and GoodandRemove Cursevia subclass choices.
- Sorcerers and Warlocks: May have limited access, often determined by subclass or feats.
Preparing Your Spellbook
When building a spellcaster in BG3, it’s important to balance offensive and defensive options. While blasting spells are satisfying, defensive abjuration spells can often be game-saving. A wizard prepared withShield,Mage Armor, andCounterspellcan act as both an arcane defender and controller.
Choosing which abjuration spells to learn or prepare should depend on your expected encounters. Heading into an undead crypt? PrepareProtection from Evil and Good. Facing spellcasters?CounterspellandGlobe of Invulnerabilitybecome essential. Keep your team’s composition in mind when choosing spell loadouts.
Recommended Loadout for Early Game
- Shield Reactive defense for emergencies.
- Mage Armor Keeps low-AC casters protected all day.
- Sanctuary Save downed allies or protect healers.
- Protection from Evil and Good Excellent for undead and fiend encounters.
Abjuration spells in Baldur’s Gate 3 provide crucial magical tools for defense, utility, and survival. While not flashy or explosive, they are often the difference between success and defeat in tougher encounters. Whether you’re countering a lethal spell, shielding a fragile ally, or nullifying a trap, abjuration magic offers quiet power and unmatched control. Embracing these spells enhances your party’s resilience and adds tactical depth to your gameplay. Whether you’re a seasoned spellcaster or experimenting with a new build, don’t overlook the strength of abjuration magic in BG3.
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