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Absorb Elements

  • casting timeReaction
  • rangeSelf

  • componentsS
  • durationInstantaneous

When you take acid, cold, fire, lightning, or thunder damage, you may use a reaction to capture that element. You have resistance to the triggering damage type immediately and until the start as your next turn.

The first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the absorbed type. This damage scales normally.

Sometimes, the ward gets overloaded and leaks. Naturally, Archmage Kottar decided this was a feature and standardized it.
-Abjurist Ovtuch Irieya

XGtE 150 Level 1 Abjuration

Alarm

  • casting time1 minute or Ritual
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a bell and silver wire

A door, window or 20-foot cube triggers an alarm when touched or entered. When cast, you can choose creatures that won't trigger the alarm, and choose whether the alarm is a mental ping (you must be within a mile) or a ten-second handbell audible within 60 feet.

Seriously? He warded the mouseholes?!
-Novice Happlestaff Gumbarrivon, failing his thirtieth prank

PHB 239 Level 1 Abjuration

Arcane Lock

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

gold dust worth 25+ GP, which the spell consumes

Magically lock a closed door, window, gate, container or hatch. It cannot be unlocked by any nonmagical means. You may designate creatures when you cast the spell that can open and close the object, or set a password that unlocks the object for a minute when spoken within 5 feet of it.

The trick is to make the password something they cannot vocalize.
-Abjurist Ssssylkxzhsaa

PHB 242 Level 2 Abjuration

Arcane Vigor

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Immediately spend one or two hit point dice, regaining the roll plus your spellcasting modifier in hit points. The number of dice scales normally.

The Royal University can finally teach healing like the temple clerics!
-Royal University Propaganda Department, now defunct due to constant false advertising

PHB 242 Level 2 Abjuration

Cloud of Daggers

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a sliver of glass

Conjure spinning daggers in a 5-foot cube centered in range. All creatures in range take 4d4 slashing damage once per turn when the cube moves into their space, when they enter the cube, or end their turn there. The damage scales, adding 2d4 per level. You may teleport the cube up to 30 feet on later turns as a magic action.

Sometimes, one dagger won't do. Thankfully, the weave allows us to use a couple dozen.
-Eudoria Hackett, Royal professor

PHB 251 Level 2 Conjuration

Find Familiar

  • casting time1 hour or Ritual
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

Summon a familiar to your service. The spirit takes the form of a CR 0 beast, such as a raven, cat, lizard, weasel, or spider. It appears in an unoccupied space in range. It has the stat block of its chosen form, but is your choice of a celestial, fey, or fiend rather than a beast. It acts on its own, but obeys you.

The familiar has a telepathic connection to you, and can deliver touch-range spells for you using its reaction. It cannot attack, but behaves as an ally in combat.

You can have one familiar at a time, further castings change its form.

See the Player's Handbook for exact rules.

Are you really a wizard without an ominous animal?
-Conjurer Anette Colsdottir

PHB 272 Level 1 Conjuration

Floating Disk

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a drop of mercury

Create a horizontal disk of force, 3 feet in diameter and 1 inch thick, hovering 3 feet above the ground in an unoccupied space in range for the duration. It can hold 500 pounds, with the spell ending if it's overloaded.

When you move more than 20 feet away from the disk, it follows you to stay within 20 feet. It can cross uneven terrain and float up and down stairs, but it cannot navigate sudden elevation changes of 10 feet or more. If you manage to get more than 100 feet from the disk, the spell ends.

People hear that we conjure things, and start thinking of hellspawn and warlock nonsense. In reality, it's a bunch of lazy know-it-alls conjuring brainless packhorses to carry their tomes around the campus.
-Conjurer Kelton Pepperkeep

PHB 332 (Tenser's Floating...) Level 1 Conjuration

Fog Cloud

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Create a 20-foot-radius sphere of fog centered on a point in range. The area is heavily obscured. It lasts for the duration unless it is dispersed by a strong wind.

Sometimes, you need to set the mood as bluntly as possible.
-Novice Alora Eltikeerin

PHB 276 Level 1 Conjuration

Grease

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • duration1 minute

a bit of pork rind or butter

Cover a 10-foot square of ground within range with nonflammable grease for the duration. It is difficult terrain. Creatures that are present on casting, as well as when they enter or end their turn in the area, must roll a dexterity save to avoid falling prone.

Watch, this will be really funny!
-Novice Happlestaff Gumbarrivon, shortly before being reprimanded for ruining the seasonal banquet

PHB 280 Level 1 Conjuration

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Mage Armor

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a piece of cured leather

Increase the AC of a willing creature without armor to 13 + its dexterity modifier. The spell ends early if the target dons armor.

I am wearing my leathers!
-Ex-abjurist Kano, the most hated guard of Tirkut, obviously not wearing his leathers

PHB 293 Level 1 Abjuration

Misty Step

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Disappear in silvery mist and teleport up to 30 feet to an unoccupied space you can see.

You can tell Archmage Julian's mood by how big the spray is when he vanishes in a puff of mist.
-Novice Balvur Kingshorn

PHB 299 Level 2 Conjuration

Protection from Evil and Good

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a flask of holy water worth 25+ GP, which the spell consumes

Protect a willing creature against all aberrations, celestials, elementals, fey, fiends, and undead. Such creatures have disadvantage on attack rolls against the target, and it cannot be possessed, charmed, or frightened by them. If the target is already possessed, charmed, or frightened by such a creature, it has advantage on rolls made to end those effects.

Vira is writing her thesis on the implications of attributing evil or good to elementals. We are increasingly worried about her.
-Archmage Kottar

PHB 309 Level 1 Abjuration

Shield

  • casting timeReaction
  • rangeSelf

  • componentsV, S
  • duration1 round

When you are hit by an attack roll or targeted by a magic missile, you may raise an imperceptible shield as a reaction. Until the start of your next turn, you have a +5 bonus to your AC, including against the triggering attack, and you take no damage from magic missile.

Clansmen call Hurakt coward for using tongue-wards. Hurakt alive now. They not.
-Hurakt the Coward, Orc abjurist

PHB 316 Level 1 Abjuration

Unseen Servant

  • casting timeAction or Ritual
  • range60 feet

  • componentsV, S, M
  • duration1 hour

a bit of string and of wood

Create an invisible, mindless, shapeless, medium force in an unoccupied space on the ground in range. As a bonus action on your turns, you can command the servant to move up to 15 feet and interact with an object. It can do simple tasks that a human could do, like fetch, clean, serve food, and the like. If it completes the task, it waits for another task.

It has AC 10, 1 hit point, a strength of 2, and can't attack. If it drops to 0 hit points or you command it to do something that would move it out of range, the spell ends.

Ultimately, when it comes down to it, the School of Conjuration runs on the fact that the archmages don't like folding their own clothes.
-Conjurer Kelton Pepperkeep

PHB 336 Level 1 Conjuration

Web

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of spiderweb

Conjure sticky webbing filling a 20-foot cube in range for the duration. The webs are difficult terrain, and the area in them is lightly obscured. If there are no anchor points, the webs collapse and the spell ends at the start of your next turn. You may instead layer them 5 feet deep on a flat surface.

Once per turn when a creature enters the webs or starts its turn there, it rolls a dexterity save to avoid being restrained. It can break free by using an action to roll an athletics check against your spell save.

If set aflame, the webs burn away in 5-foot cubes over 1 round, dealing 2d4 fire damage to creatures that start their turn in the flames.

No thanks, I've never wanted to know what bugs feel when caught.
-Diviner Elton Elderwick

PHB 340 Level 2 Conjuration

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