School Specialisation

Abjuration

Abjuration magic focuses on protection, barriers, and wards, shielding the caster and their allies from harm and negating magical threats.

 

Arcane Ward

Starting at 3rd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. When you create it, the ward has a number of hit points equal to twice your wizard level + twice the level of the spell you used to creature the ward. Whenever you use a spell slot to cast an abjuration spell of 1st level or higher while the ward is active, the ward gains a number of hit points equal to twice the level of the spell slot used. The ward can have a maximum number of hit point equal to five times your wizard level.

Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

If a creature that you can see within 30 feet of you takes damage, you can instead use your reaction to cause your arcane ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains active.

Once you create the ward, you can’t create it again until you finish a long rest.

 

Projected Abjuration

Beginning at 10th level, whenever you use a spell slot to cast an abjuration spell on yourself, all willing creatures of your choice within 5 feet of you also gain the benefit of that spell until the beginning of your next turn.