Abjuration Spells in Pathfinder: Wrath of the Righteous is one of the school classes of magical spells that are featured in the game. The abjuration school of magic encompasses protective spells. This includes barriers and temporary defense enchantments. Other school categories include Abjuration Spells, Conjuration Spells, Illusion Spells, Divination Spells, Enchantment Spells, Evocation Spells, Transmutation Spells and Necromancy Spells.
A spell is a one-time magical effect. Spells come in two types: Arcane (cast by bards, sorcerers, and wizards) and Divine (cast by clerics, druids, and experienced paladins and rangers)
Abjuration Spells
Lvl 0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Lvl 7
Lvl 8
Lvl 9
Level 1
Level 2
Protection from Alignment, Communal
Abjuration
Protection from Arrows
Abjuration
Protection from Chaos Evil, Communal
Abjuration
Protection from Chaos, Communal
Abjuration
Protection from Evil, Communal
Abjuration
Resist Energy
Abjuration
Level 3
Level 4
Level 5
Level 6
Level 7
Level 9
Corrupt Magic
Abjuration
Fortress of the Faithful
Abjuration
Mind Blank, Communal
Abjuration
Sun Form
Abjuration
Pathfinder Abjuration Spells
Quick Search of All Abjuration Spells
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Spell |
Description |
Level |
Aegis of the Faithful |
This blessing targets one ally in close range. The ally is granted the combined effect of Shield, Shield of Faith, Protection From Arrows, Displacement and Resist Fire, Cold, Electricity, Acid and Sonic spells for one minute per caster level. | 6 |
Aura of Greater Courage |
When you cast this spell you strengthen your paladin‘s aura of courage. Until the end of its duration, all allies within that aura are immune to fear (magical or otherwise). If you do not have the aura of courage class feature, aura of greater courage has no effect. | 2 |
Banishment |
Banishes 2 HD/level of extraplanar creatures. | 7 |
Bestow Grace |
With this spell you can bestow your divine grace on another good creature for a short amount of time, infusing that creature with a portion of your holy virtue. When you touch the subject, you grant that creature a sacred bonus to its saving throws equal to its Charisma bonus (if any) on all saving throws. | 2 |
Bone Shield |
You gain +6 shield bonus to AC and immunity to critical hits. | 6 |
Break Enchantment |
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse. If the spell is one that cannot be dispelled by dispel magic or stone to flesh, break enchantment works only if that spell is 5th level or lower. |
5 |
Cave Fangs |
You create a magical trap in the area that causes deadly. stalactites or stalagmites to "bite' an intruder. The magical trap is triggered whenever an enemy creatures moves through the affected area. The effect of cave fangs depends on whether you create stalactites or stalagmites(see below). You can place these traps anywhere within close range as free action the duration of the spell; the trap's radius is 5 feet. Each time you place a trap, the spell's duration is reduced by 10 minutes. | 5 |
Cloak of Chaos |
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects. | 8 |
Corrupt Magic |
This functions as a targeted dispel magic, but it can dispel multiple spells, starting with the highest level spells and proceeding to lower level spells. Additionally, the target receives a -1 penalty to attack and damage rolls, saving throws and Ac for every dispelled effect. | 9 |
Crystal Mind |
You clear an ally's mind from corrupting thoughts. You dispel rage, fear, emotion, confusion and morale effects, and give the target immunity to fear and emotion effects for 1 round per mythic rank. | 2 |
Dismiss Spell |
After the battle, you can dismiss area spell effect at will. You must be out of combat and within 100-feet range of the spell's effect. Dismissing a spell is a standard action that does not spend spell slots and does not provoke attacks of opportunity. | 0 |
Dismissal |
This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own. | 5 |
Dispel Magic |
Dispel one spell from the target. | 3 |
Dispel Magic, Greater |
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect. | 6 |
Edict of Impenetrable Fortress |
As a swift action, you grant your target Invulnerability to any physical damage for 1 round per 5 caster levels. | 6 |
Edict of Invulnerability |
As a swift action, you grant all allies in 30ft radius the effects of the Edict of Impenetrable Fortress and Edict of Perseverance abilities for 1 round per 5 caster level. | 7 |
Edict of Perseverance |
As a swift action, you suppress any negative mental or physical effects on the target for 1 round per 5 caster levels. | 5 |
Edict of Predetermination |
As a swift action, you make the target roll 11 on all d20 rolls for the number of rounds equal to your caster level divided by 4. | 4 |
Edict of Retaliation |
As a swift action, you make the enemy suffer from his actions. Every time the target attacks, it is dealt 1d6 + CL/2 damage. Every time the target casts a spell or spell-like ability, it is dealt 2d6 + CL damage. The effect lasts for 1 round per 4 caster levels. | 2 |
Embodiment of Order |
You grant the target the effect of the Shield of Law spell, as well as resistance to fire, electricity, cold and acid for 10 minutes per caster level. Additionally, when the spell is cast you also cast Dictum on the same target. | 6 |
Equal Force |
You make your allies attacks more uniform. Full BAB attacks made by the target get a -2 penalty, but all attacks with BAB-10 or worse get a +5 bonus on attack rolls. The effect lasts for 10 minutes per caster level. | 2 |
Firebelly |
A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch ( but not enough to damage you or anything else). As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points of dire damage (Reflex half, SR applies.) Each time you use this breath weapon, the remaining duration of the spell is reduced by 1 minute. | 1 |
Fortress of the Faithful |
This spell works as Aegis of the Faithful, but affects all allies in 20 feet radius and lasts for 1 hour. | 9 |
Freedom of Movement |
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combats maneuver checks made to grapple the target automatically fail. | 4 |
Friendly Hug |
This spell removes all negative levels from the target, while also granting them immunity to energy drain and mind-affecting effects for 1 min per Azata's caster level. | 5 |
Grace |
Until the end of the round, your movement does not provoke attacks of opportunity. | 2 |
Holy Aura |
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. | 8 |
Joy of Life |
Azata summons the power of Life itself. Azata and her companions' attacks become sacred for 1 round per 2 caster levels. This spell restores all companions spell slots up to 5th level, however it doesn't affect Azata's Mythic Spell book. | 6 |
Life Bubble |
You surround the touched creatures with a constant and moveable 1 inch thick shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like couldkill and stinking cloud. | 5 |
Mind Blank |
The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisible). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all. | 8 |
Mind Blank, Communal |
The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisible). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all. | 9 |
Oath of Peace |
Entreating your deity for aid, you make a temporary oath of peace, granting you superior defenses but meaning you can't attack for the duration of the oath. For as long as you are subject to this spell, you gain a +5 sacred bonus to AC and on saving throws, as well as DR 10/evil. If you make a direct or indirect attack or show any hostility toward any creature, the spell immediately ends. | 4 |
Protection From Alignment |
The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the corresponding alignment. | 1 |
Protection from Alignment, Communal |
+2 AC (deflection), +2 all saves (resistance). Against specific alignment | 2 |
Protection from Arrows |
Subject gains DR10/magic against ranged weapons. Will prevent 10 damage per level up to 100 damage | 2 |
Protection from Arrows, Communal |
Targets gain DR10/magic against ranged weapons. Will prevent 10 damage per level up to 100 damage | 3 |
Protection from Chaos |
The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures. | 1 |
Protection from Chaos, Communal |
All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures. | 2 |
Protection from Chaos Evil |
The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. | 1 |
Protection from Chaos Evil, Communal |
All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. | 2 |
Protection from Energy |
Immunity to selected energy type. Up to 12 damage per level (max. 120) | 3 |
Protection from Energy, Communal |
Protection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum if 120points at 10th level), it is discharged. Once the spell absorbs 12 points of energy damage per caster level (maximum 120 points) for a subject, the spell's effects end for the subject. | 4 |
Protection from Evil |
Description: The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. | 1 |
Protection from Evil, Communal |
All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. | 2 |
Protection from Law |
The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawful creatures. | 1 |
Protection from Spells |
The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities). | 8 |
Protection of Nature |
Azata envelops her and her companions in a shroud of swirling leaves. Under this effect, all attacks against Azata and her companions suffer a 50% miss chance. You become immune to cold damage, whenever an enemy casts a spells cast against you, they suffer 1d6 sonic damage per 5 Azata's caster levels. | 6 |
Rainbow Dome |
With this spell, Azata chooses to create one of 5 possible 10-feet rainbow domes. While within it, party members get immunity either to fire, to cold, to acid, to electricity or sonic damage by her choice. | 3 |
Remove Curse |
Removes all curses on an object or a creature. Caster level check (1d20 + caster level) against the DC of each curse is made if the target is a creature. | 4 |
Remove Fear |
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. | 1 |
Resist Energy |
Resistance 10 (20 at lvl 7, 30 at lvl 11) against selected energy type. | 2 |
Resist Energy, Communal |
This abjuration grants all allies within a 25-foot radius limited protection from danger of whichever one of five energy types you select: acid, cold, electricity, fire or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. | 3 |
Resistance |
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves | 0 |
Shield |
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance | 1 |
Shield from Demonkind |
For one minute per caster level, any time the target is attacked by a demon, the demon is dealt 1d6 points of damage plus 1 damage per two caster levels. Additionally, the target gains deflection bonus to AC equal to 2 plus 1 per six caster levels. | 3 |
Shield of Faith |
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an addition +1 to the bonus for every six levels you have (maximum +5 deflection bonus 18 level). | 1 |
Shield of Law |
A dim blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects. | 8 |
Songs of Steel |
This spell grants the target additional 2d6 + Azata's caster level sonic damage for their first weapon attack during a round, a +2 bonus to caster level checks made to overcome spell resistance, a +2 bonus to all concentration checks, and rises the DC of the saving throws against all their spells and abilities by 2. | 6 |
Spell Resistance |
The target gains spell resistance equal to 12 + your caster level. | 5 |
Starlight |
You create an area of starlight around yourself. All invisibility effects on enemies in the area are suppressed, and attacks against your allies in the area suffer from a 20% miss chance. | 3 |
Strand of the Tangled Knot |
You mimic tugging at the Green Mother's legendary Tangled Knot to subtly alter your fate. The next single attack made against you takes a -10 penalty. If that attack is a critical hit, it is instead treated as a normal hit. | 1 |
Stoneskin |
The subject gains DR 10/adamantine. The first 10 points of damage is ignored, though an adamantine weapon overcomes the reduction. Prevents a total of 10 points of damage per caster level (maximum 150 points). | 4 |
Stoneskin, Communal |
All allies within 30 feet gain resistance to blows, cuts, stabs, and slashes. They gain DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon overcomes the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged. | 5 |
Stunning Barrier |
You are closely surrounded by a barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round (Will negates). Once the field has stunned an opponent, the spell is discharged | 1 |
Sun Form |
For the next number of rounds equal to your caster level, you become incorporeal and gain the ability to shoot rays of holy fire as a swift action, dealing 1d6 damage per caster level, half of which is fire and half is holy. | 9 |
Sun Marked |
For one minute per caster level, the target's attacks deal addition 1d6 holy damage per four caster levels, and any creature striking the target in melee deals normal damage, but also takes 1d6 points of fire damage + 1 point per caster level. | 7 |
Unbreakable Bond |
Under the effect of this spell, all companions become immune to mind-affecting, charm, fear, compulsion, emotion, shaken, confusion effects. They also get a +3 luck bonus on all saving throws and DR 5/- while they are in a 10 feet range from Azata. | 7 |
Unholy Aura |
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects. | 8 |
Veil of Heaven |
For the duration of this spell, you gain a +2 sacred bonus to AC and on saves. Both of these bonuses apply only against attacks or effects created by outsiders with the evil subtype. You can dismiss this spell as a swift action todeal 1d8 points of damage + 1 point per paladin level to all such outsiders within 5 feet. A Will save halves this damage. | 1 |
Veil of Positive Energy |
When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its normal duration as a swift action on your turn to deal a number of points of positive energy damage equal to your level to all undead creatures within 5 feet of you | 1 |
Ward from Disease |
The target gains immunity to diseases for 10 minutes per caster level. | 3 |
Ward from Disease, Communal |
All allies in 20 feet radius gain immunity to diseases for 10 minutes. | 3 |
Ward from Harm |
The target gains immunity to nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 5 |
Ward from Harm Communal |
The target gains immunity to nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 6 |
Ward from Unclean |
The target gains immunity to nauseated and sickened conditions, diseases and poisons for 10 minutes per caster level. | 4 |
Ward from Unclean, Communal |
All allies in 20 feet radius gain immunity to nauseated and sickened conditions, diseases and poisons for 10 minutes. | 5 |
Ward from Weakness |
The target gains immunity to fatigue, exhaustion, nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 6 |
Ward from Weakness Communal |
All allies in 20 feet radius gain immunity to fatigue, exhaustion, nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 7 |
Zero State |
You try to dispel every effect from every creature in 30ft radius, gaining +10 in the caster level check to dispel. | 5 |
Zone of Predetermination |
You create a zone, where every creature rolls 11 on every d20 roll they make. The zone lasts for 1 round per 4 caster levels. | 6 |
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