Defensive Abjuration Spells, Part 2
Abjure Force
2nd-level abjuration
- Casting Time: 1 reaction, which you take when you are hit by an attack
- Range: Self
- Components: V, S
- Duration: Instantaneous
You contest the force that would harm you, with your own magical energy. If the triggering attack would deal less than 4d8 damage, prevent all damage you would take from it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 1d8 to the roll for preventing the triggering damage for each slot level above 2nd.
Infectious Fleece
3rd-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a piece of beast hide)
- Duration: 1 minute
A dense coat of protective magic surrounds your body. When you cast this spell, you gain 20 temporary hit points for the duration.
The first time you take damage, all your remaining temporary hit points granted by this spell are removed. Up to three other creatures of your choice within 30 feet of you then gain temporary hit points for the remaining duration equal to the amount of temporary hit points you lost due to the damage taken.
For example, if you take 7 damage, then you lose all your temporary hit points, and can choose 3 other creatures that gain 7 temporary hit points until the spell ends.
Contingency
5th-level abjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 10 minutes
You attach your magical energy to a creature to serve as a substitute if it were to lose the last of its vitality.
Choose a creature you can see. For the duration, the first time the target creature would be reduced to 0 hit points as a result of taking damage, it is instead reduced to 1 hit point, and gains +2 to its AC and 2d6 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, add 2d6 additional temporary hit points for each slot level above 5th.
Reckless Bastion
5th-level abjuration
- Casting Time: 1 reaction, which you take when you take damage
- Range: Self
- Components: V, S
- Duration: 1 minute
You use magic to perpetuate the momentum of energy that targets you, and let it snuff out anything less that it.
The damage you took when casting this spell is referred to as the triggering damage. For the duration of the spell, whenever you would take damage, if the damage is equal to or less than the triggering damage, you instead take no damage. If the damage you would take is greater than the triggering damage, you instead take double the amount of damage and this spell ends.


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