School of Abjuration

The School of Abjuration emphasizes magic that blocks,
banishes, or protects. Detractors of this school say
that its tradition is about denial, negation rather than
positive assertion. You understand, however, that ending
harmful effects, protecting the weak, and banishing evil
influences is anything but a philosophical void. It is a
proud and respected vocation.

Called abjurers, members of this school are sought
when baleful spirits require exorcism, when important
locations must be guarded against magical spying, and
when portals to other planes o f existence must be closed.

Abjuration Savant

Beginning when you select this school at 2nd level, the
gold and time you must spend to copy an abjuration
spell into your spellbook is halved.

Arcane Ward

Starting at 2nd level, you can weave magic around
yourself for protection. When you cast an abjuration
spell o f 1st level or higher, you can simultaneously use a
strand of the spell’s magic to create a magical ward on
yourself that lasts until you finish a long rest. The ward
has hit points equal to twice your w izard level + your
Intelligence modifier. Whenever you take damage, the
ward takes the damage instead. If this damage reduces
the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb
damage, but its magic remains. Whenever you cast an
abjuration spell o f 1st level or higher, the ward regains a
number o f hit points equal to twice the level o f the spell.
Once you create the ward, you can’t create it again
until you finish a long rest.

Projected Ward

Starting at 6th level, when a creature that you can see
within 30 feet o f you takes damage, you can use your
reaction to cause your Arcane Ward to absorb that
damage. If this damage reduces the ward to 0 hit points,
the warded creature takes any remaining damage.

Improved Abjuration

Beginning at 10th level, when you cast an abjuration
spell that requires you to make an ability check as
a part o f casting that spell (as in counterspell and
dispel magic), you add your proficiency bonus to that
ability check.

Spell Resistance

Starting at 14th level, you have advantage on saving
throws against spells.
Furthermore, you have resistance against the
damage o f spells.

School of Abjuration

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