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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

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

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

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