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Level 0 charmed, frightened, or possessed by such a creature, the target has

advantage on any new saving throw against the relevant effect.


Blade Ward -------------------------------------------------------------------------------------------------
Abjuration Shield
Casting Time: 1 action Abjuration
Range: Self Casting Time: 1 reaction, which you take when you are hit by an attack or
Components: V, S targeted by the magic missile spell
Duration: 1 round Range: Self
Components: V, S
You extend your hand and trace a sigil of warding in the air. Until the Duration: 1 round
end of your next turn, you have resistance against bludgeoning, piercing,
and slashing damage dealt by weapon attacks. An invisible barrier of magical force appears and protects you. Until
------------------------------------------------------------------------------------------------- the start of your next turn, you have a +5 bonus to AC, including against
the triggering attack, and you take no damage from magic missile.
Level 1 -------------------------------------------------------------------------------------------------
Snare
Absorb Elements Abjuration
Abjuration Casting Time: 1 minute
Casting Time: 1 reaction, which you take when you take acid, cold, fire, Range: Touch
lightning, or thunder damage Components: V, S, M (25 feet of rope, which the spell consumes)
Range: Self Duration: 8 hours
Components: S
Duration: 1 round As you cast this spell, you use the rope to create a circle with a 5-
foot radius on the ground or the floor. When you finish casting, the rope
The spell captures some of the incoming energy, lessening its effect disappears and the circle becomes a magical trap.
on you and storing it for your next melee attack. You have resistance to The trap is nearly invisible, requiring a successful Intelligence
the triggering damage type until the start of your next turn. Also, the first (Investigation) check against your spell save DC to be discerned.
time you hit with a melee attack on your next turn, the target takes an
The trap triggers when a Small, Medium, or Large creature moves
extra 1d6 damage of the triggering type, and the spell ends.
onto the ground or the floor in the spell’s radius. That creature must
At Higher Levels. When you cast this spell using a spell slot of 2nd succeed on a Dexterity saving throw or be magically hoisted into the air,
level or higher, the extra damage increases by 1d6 for each slot level leaving it hanging upside down 3 feet above the ground or the floor. The
above 1st. creature is restrained there until the spell ends.
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A restrained creature can make a Dexterity saving throw at the end
Alarm of each of its turns, ending the effect on itself on a success. Alternatively,
Abjuration (ritual) the creature or someone else who can reach it can use an action to make
Casting Time: 1 minute an Intelligence (Arcana) check against your spell save DC. On a success,
Range: 30 feet the restrained effect ends.
Components: V, S, M (a tiny bell and a piece of fine silver wire)
After the trap is triggered, the spell ends when no creature is
Duration: 8 hours
restrained by it.
You set an alarm against unwanted intrusion. Choose a door, a -------------------------------------------------------------------------------------------------
window, or an area within range that is no larger than a 20-foot cube. Until
the spell ends, an alarm alerts you whenever a Tiny or larger creature Level 2
touches or enters the warded area. When you cast the spell, you can
designate creatures that won’t set off the alarm. You also choose whether Arcane Lock
the alarm is mental or audible. Abjuration
A mental alarm alerts you with a ping in your mind if you are within 1 Casting Time: 1 action
mile of the warded area. This ping awakens you if you are sleeping. Range: Touch
An audible alarm produces the sound of a hand bell for 10 seconds Components: V, S, M (gold dust worth at least 25 gp, which the spell
within 60 feet. consumes)
------------------------------------------------------------------------------------------------- Duration: Until dispelled
Mage Armor You touch a closed door, window, gate, chest, or other entryway,
Abjuration and it becomes locked for the duration. You and the creatures you
Casting Time: 1 action designate when you cast this spell can open the object normally. You can
Range: Touch also set a password that, when spoken within 5 feet of the object,
Components: V, S, M (a piece of cured leather) suppresses this spell for 1 minute. Otherwise, it is impassable until it is
Duration: 8 hours broken or the spell is dispelled or suppressed. Casting knock on the object
suppresses arcane lock for 10 minutes.
You touch a willing creature who isn’t wearing armor, and a While affected by this spell, the object is more difficult to break or
protective magical force surrounds it until the spell ends. The target’s base force open; the DC to break it or pick any locks on it increases by 10.
AC becomes 13 + its Dexterity modifier. The spell ends if the target dons -------------------------------------------------------------------------------------------------
armor or if you dismiss the spell as an action.
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Protection from Evil and Good
Level 3
Abjuration Counterspell
Casting Time: 1 action Abjuration
Range: Touch Casting Time: 1 reaction, which you take when you see a creature within
Components: V, S, M (holy water or powdered silver and iron, which the 60 feet of you casting a spell.
spell consumes) Range: 60 feet
Duration: Concentration, up to 10 minutes Components: S
Until the spell ends, one willing creature you touch is protected Duration: Instantaneous
against certain types of creatures: aberrations, celestials, elementals, fey, You attempt to interrupt a creature in the process of casting a spell.
fiends, and undead. If the creature is casting a spell of 3rd level or lower, its spell fails and has
The protection grants several benefits. Creatures of those types no effect. If it is casting a spell of 4th level or higher, make an ability check
have disadvantage on attack rolls against the target. The target also can’t using your spellcasting ability. The DC equals 10 + the spell’s level. On a
be charmed, frightened, or possessed by them. If the target is already success, the creature’s spell fails and has no effect.

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