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Abjuration Spells

Abjuration spells prevent incoming damage or effects, cancel or prevent the use of magic, or act as a general defense. Some punish casters for using magic; others might reflect damage back at a melee attacker. Below is a compiled list of all abjuration spells by level, not just arcane ones.

Simplex

Resistance: +1 resistance bonus to all saves and +1 per 5 CL

Virtue: Subject gains 2 hp of regenerative warding per HD.

Advanced Simplex

Greater Magic Shield: As the shield spell but with a +6 to AC

Level 1

Arcane Armor: Gain at least +1 armor enhancement bonus for a time.

Energy Warding, Minor: Gain small amount of specific energy resistance for a short time

Shield: Gain +4 Shield Enhancement bonus and some force resistance for a time

Level 2

Bronze Skin: Touched creature gains 6/- damage reduction for a while.

Consecration: Create an area that weakens undead and demons, strengthens mortals and angels.

Counterspell: Cancel out an enemy spell caster's spell

Desecration: Create and area that weakens mortals and angels, strengthens undead and demons

Directed Ward: Apply a moderate strength ward to a target.

Energy Flux: Immediate action that redirects some energy damage safely away from you

Interdiction: Intercept an attack on a nearby ally.

Invisibility Retort: Reveal most invisible creatures within a radius around the caster

Secure: Use magic to secure a door or container.

Signal Scramble, lesser: Obscure non-living things from scrying

Level 3

Channeled Ward: Put a regenerative warding on allies for a brief time.

Lesser Dispel Magic: Instantly remove magic effects from willing target, save for unwilling.

Energy Warding: Grant a moderate amount of resistance to one energy type to yourself and nearby allies.

Hand's Off!!: Throw a single flanking foe back, gain attack of opportunity against them

Ley Anchor: Crystals grown out of the ground will draw in and nullify spells

Shared Pain: Take half of incoming damage for a selected target

Level 4

Banishment: Send summoned creatures back to where they came from with a caster level check

Lesser Counterspell Snare: Bait an enemy into wasting a counterspell on a harmless spell matrix.

Mystic Weave: Create a personal veil that protects against entropic damage

Null Strike: Disable magical effects on critical hits

Privacy Field: Create an area that only participants can hear each other

Spellward Mantle: Wrap a creature in a mantle of spell resistance that absorbs a limited number of spells.

Steel Skin: Gain 15/- damage reduction for a short time

Unbound: Ignore all movement restrictions on your character that aren't slow

Universal Energy Warding, minor: Gain a small amount of broad energy resistance for a short time

Level 5

Break Curse: Break most non-item-based curses on a subject.

Interposing Ward: Quickly place a ward on a creature that is not the caster.

Missile Bulwark: Protection from all missile spells and ranged weaponry

Nature's Deflection: Gain a deflection bonus to AC for a while.

Ray Reversal: Send Rays and Orbs back at the caster

Level 6

Greater Dispel Magic: Instantly remove a large amount of magic effects from willing target, save for unwilling

Energy Flux, Grand: Quickly redirect a large amount of incoming energy damage into another square

Entropic Reversal: Reduce entropic damage for allies within 30 ft

Level 7

Adamant Barrier: Apply a powerful ward to a touched creature.

Disarcana Corpum: Turn user's magic effects against them

Dispelling Burst: As Greater Dispel but in an area.

Let Go of Me!: Terminate a grapple, throw and damage the grappler

Level 8

Anti-Magic Ray: Disable the casting of supernatural abilities, spell-like abilities and spells in general, for a time.

Counterspell Snare: Bait counterspells and punish anyone who tries to unravel the lure.

Mass Spellward Mantle: Wrap several creatures in separate mantles of spell resistance that absorb a limited number of spells.

Level 9

Mystic Mire: Make magic users ill and spells harder to cast.

Siddel's Disarming Disjunction: Disable all current magic effects on a creature and disenchant random equipment, permanently

Mass Universal Energy Ward: As an immediate action grant many energy resistances at once to allies