Here’s a list of all the Abjuration Spells in Baldur’s Gate 3. Click on the Spell in the table below to learn more about each individual item. Each post shows a tooltip with more information including Spell properties, damage, effects, and other helpful information.

Description

Blade Ward

Gain Resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.

Resistance

Magically bolster a creature’s defences. It receives a +1d4 bonus to Saving Throws.

Armour of Agathys

A spectral frost covers you. Gain 5 temporary hit ponts and deal 5 Cold Damge to any creature that hits you with a melee attacks.

Mage Armour

Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier.

Protection from Evil and Good

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Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can’t be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. Inflicts Protection from Evil and Good

Ward yourself or an ally against enemy attacks. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area.

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Shield of Faith

Surround a creature with a shimmering field of magic that increases its Armour Class by 2.

Bolster your allies with toughness and resolve to heal and increase their hit point maximum.

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Lesser Restoration

Remove one disease or condition afflicting a creature.

Pass Without Trace

Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks.

Protection from Poison

Touch a creature to grant it protection against poisonious influences. You neutralise all poisons affecting it, grant it Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage.

Beacon of Hope

Targets gain advantage on Wis. saving throws and death saving throws, and regain the maximum number of hp from healing.

Counterspell

Interrupt a creature in the process of casting a spell, making it fail so it has no effect. The higher the level of the spell being cast, the harder it is to interrupt. you may always interrupt spells of 3rd level or lower.

Glyph of Warding

Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy.

Protection from Energy

Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.

Remove Curse

Touch a creature or object to remove all Curses affecting it.

Banishment

Temporarily Banish your target to another plane of existence.

Death Ward

Protect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left.

Freedom of Movement

Snap an ally out of any Stun. Difficult Terrain can‘t slow them down, and they can’t be magically Paralysed or Restrained. If the target is Restrained by non-magical means, it can spend 5ft of movement to Free itself.

Turn a creature’s flesh hard as stone. It takes only half the damage ofall non- magical Bludgeoning, Piercing, and Slashing damage.

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Dispel Evil and Good

Aberrations, celestials, elementals, fey, fiends, and undead have Disadvantage on Attack Rolls against you. You can also Break Enchantments that Charm, Frighten, or Possess allies.

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Greater Restoration

Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it.

Planar Binding

Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.

Globe of Invulnerability

Create a barrier that makes creatures and objects inside it Immune to all damage.