Best Abjuration Spells in Baldurs Gate 3
In Baldur's Gate 3, you can choose classes like Warlocks, Sorcerers, Bards, and Wizards to explore magic. Other classes can also learn spells by using items, multiclassing, or choosing certain subclasses.
The most important thing is to learn spells that could help you in any sticky situation. This guide will teach you the best Abjuration Spells you need to make gaming easier.
What is Abjuration Magic in Baldurs Gate 3?
The School of Abjuration focuses on defensive spells. While it doesn't get as much attention as Evocation, which deals damage, or Illusion, which alters appearances, it's likely the most important. Abjuration protects casters from harm, making it a lifesaver. This school is all about shields, better dice rolls, and boosting AC. After all, you can't cast spells if you're not alive.
What Are the Best Abjuration Spells to Have in Baldurs Gate 3?
Armour of Agathys

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This spell is a cantrip for Warlocks, meaning they can cast it as often as they like, but only on themselves. It lasts until their next long rest unless removed by certain spells or if the Warlock dies.
The spell surrounds the Warlock in a spectral frost, granting five temporary hit points and dealing five cold damage to anyone who hits them in melee. This makes Armor of Agathys especially useful for Warlocks who prefer close combat.
Blade Ward
Blade Ward is a common protection spell available to many classes, either as a learned spell or a cantrip. It gives the caster resistance to slashing, bludgeoning, and piercing damage, helping them survive both melee and ranged attacks.
The spell lasts for only two turns and works only on the caster. Since it’s a cantrip, it doesn’t take up a spell slot, making it handy for quick defense in combat. Use it wisely when you need extra protection.
Resistance
Resistance boosts the target's chance on saving throws, making it useful both in and out of combat. Like many Abjuration spells, it can help a character resist things like poison or damage over time (DoT) effects. It lasts for ten turns and works similarly to Guidance, a Divination spell that boosts certain dice rolls.
You can cast Resistance on yourself or others, giving a 1d4 bonus to every saving throw. This includes checks for Concentration, Survival, Perception, Stealth, and even Lockpicking.
Shield
Shield is a spell that can only be cast on the caster, making it useful for armor-wearing classes that want extra protection from both physical and magical damage. It increases the caster's armor class by 5 when an enemy is within melee range, helping to reduce incoming damage. Unlike some spells, Shield can be used even if the caster is already wearing armor.
Another great benefit is that it protects against Magic Missile, a powerful Evocation spell. The effect lasts until the caster takes a long rest or dies.
Protection From Good and Evil
This spell isn’t like the D&D version that shields the caster or their allies from creatures of a specific moral alignment. Instead, it protects against any creature that's either good or evil, covering a wide range like celestials, demons, elementals, and aberrations.
While these creatures can still attack, most do so at a disadvantage, and they can't charm or possess the target. The spell lasts until the target takes a long rest.
Mage Armour
This spell works for any caster but is especially effective for those with high Dexterity, like Bards, Warlocks, and Druids. It gives the caster an armor class of 13, plus their Dexterity modifier, which helps squishy casters boost their AC.
The spell only works on those not wearing armor and lasts until they take a long rest. Wizards and Sorcerers often use this spell, either as a cantrip or from their level one spell list, since they usually can’t wear armor.
Aid
This useful spell also appears on various trinkets, making it accessible for Fighters and Rogues as well. Any ability that provides extra hit points or healing is always beneficial.
Aid not only heals the caster or their target but also increases their maximum hit points. Typically, it’s a cantrip for Bards, Rangers, and other support classes, while other classes can learn it at higher levels.
Pass Without Trace
If Rogues could cast spells, they would likely love this one. However, Pass Without Trace is currently only available to Druids, Rangers, and Druids of the Trickery Domain. This spell cloaks the party in silence and shadows, giving everyone within a nine-meter radius a +10 bonus to Stealth checks.
The caster applies it to themselves, but it affects all allies nearby. The effect lasts until the next long rest and requires Concentration to maintain.
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FAQs
The Abjuration school focuses on defensive spells that protect casters from harm. It provides essential shielding, improving armor class (AC), and increasing chances against various damage types, helping keep spellcasters alive in combat.
Shield increases the caster's armor class by 5 when an enemy is nearby. It also protects against Magic Missile and lasts until the caster takes a long rest or dies.
Pass Without Trace gives allies within a nine-meter radius a +10 bonus to Stealth checks. It allows the caster and their party to move silently and remain active until the next long rest, requiring Concentration to maintain.
Conclusion
Playing Baldurs Gate 3 can be exhausting at times, and that’s why you need magic spells. With Ajuration spells, you can be sure of all the help you can get. Following the explanations in this guide allows you to learn the type of abjuration spells you need.