Abjuration Spells in Solasta: Crown of the Magister is one of the groupings of magical spells that are featured in the game. The abjuration school of magic encompasses protective spells. They create a physical or magical barrier, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. Spells can be used against enemies to deal damage and to inflict negative status effects, and, they can also be used to conjure magical energy to support the team such as healing effects and various buffs.

Spells can be cast by any Class that has Spellcasting, but not all Classes can cast every Spell. Spells in 5e DnD cost Spell Slots in order to use, and you must have an unused Spell Slot of the matching Level in order to cast this Spell. Many lower-level Spells can be cast using higher-level Spell Slots with increased benefits. This page covers a full list of all the Abjuration Spells that are found in the game.

 

 

Solasta Abjuration Spells

 

 

 

 

Abjuration Spells Comparison Table

 

Click the header to sort the table.

Name Requirements Spell Effect
Shadow Armor

WizardHigh Elf,

Rogue (Shadowcaster)

Grants 3 temporary hit points for one minute.
Resistance Cleric Grant an ally a one-time bonus to saving throws.
Mage Armor

Wizard

Lv.3 Rogue (Shadowcaster)

Provide magical armor to an ally who doesn't wear armor.
Protect vs Evil & Good

Wizard, Cleric

Paladin (Oath of Tirmar)

Lv.3 Rogue (Shadowcaster)

Touch an ally to give them protection from evil or good creatures for a limited time.
Shield

Wizard

Paladin (Oath of Tirmar)

Lv.3 Rogue (Shadowcaster)

Increase your AC by 5 just before you would take a hit.
Shield of Faith

Cleric

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Increase an ally's AC by 2 for a limited time.
Lesser Restoration

Cleric, Lv. 5 Hunter

Lv. 3 Wizard (Greenmage)

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Remove a detrimental condition from an ally.
Pass Without Trace

Lv. 5 Hunter

Lv. 3 Wizard (Greenmage)

Make yourself and up to 5 allies stealthier for one hour.
Protection from Poison

Lv. 5 Hunter

Lv. 3 Wizard (Greenmage)

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Cures and protects against poison.
Aid

Cleric

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Temporarily increases hit points for up to three allies.
Counterspell

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Interrupt an enemy's spellcasting.
Dispel Magic

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

End active spells on a creature or object.
Protection from Energy

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Touch one willing creature to give them resistance to this damage type.
Remove Curse

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Removes all curses affecting the target.
Beacon of Hope Cleric Raise hope and vitality.
Banishment

Cleric

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Banishes a creature as long as you concentrate. The creature can be permanently banished if it is extraplanar.
Stoneskin

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Grants resistance to non-magical bludgeoning, slashing, and piercing damage.
Freedom of Movement

Cleric

Lv.7 Wizard (Greenmage)

Grants immunity to movement restrictions, as well as being paralyzed or restrained.
Death Ward Cleric Protects the creature once against instant death or being reduced to 0 hit points.
Dispel Evil and Good Lv.9 Cleric Celestial, elementals, feys, fiends, and undead have disadvantage on attacks against you. This can also cancel hostile enchantments or dismiss extraplanar creatures hit by your attacks once.
Greater Restoration Lv.9 Cleric Removes one detrimental condition such as a a charm or curse, or an effect that reduces and ability score or ht points.



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