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