Recently, I dragged my first Adventurers League character, Qisandoral Arreistanus, out of a long, long retirement for another adventure in our play-by-post group. Qisandoral is a high elf wizard of the Abjuration school. You can think of him as Mr Spock in a fantasy setting.

Due to pandemic and other issues, I hadn’t played this character in literally years, but due to AL rules, he had jumped from level 9 to level 12 through accumulated downtime. Otherwise he sat idle. With the new 2024 ruleset, and the requirement in Adventurers League to rebuild a character that conforms with this ruleset, here is the latest, update character sheet (link):

The tier-3 adventure module, from the Season 8 Waterdeep setting, took place in the underbelly of the city, where we fought a vampire cult worshipping Shar. With only three players, and no melee fighters, this was hugely risky. My memory of how to play Qisandoral was rusty, I had forgotten his abilities, and my spellbook choices were confusing and weird.1 During the big boss fight, I performed pretty terribly at first, and nearly wiped out my own party due to a poorly timed Otiluke’s Freezing Sphere. Further, our DM skillfully played the boss, a vampire mage, as it fought tooth and nail using every nasty trick in the book to survive. It took a huge effort to finally slay the abomination. At one point, I had to use Wall of Force to pin the vampire long enough for us to recover a couple rounds.2
The good news is that during play, I eventually dusted off the mental cobwebs and started playing my wizard more effectively. This post is to share some hard-learned lessons about playing an Abjuration Wizard in 5th edition Dungeons and Dragons. I think Abjuration wizards are really neat, and fit Qisandoral’s character concept (a dour, elf wizard who is very bland and likes routine) nicely, but they’re also a little different from other wizards as I learned the hard way.
Edit: with the 2024 Player’s Handbook, the rules for the Wizard class have changed considerably. You now choose your wizard subclass at level 3, but the abilities largely remain the same, and the advice remains unchanged. The level 10 ability in the 2024 ruleset has been greatly enhanced, and will certainly increase the power of this subclass at higher levels.
The Basics of Abjuration
First and foremost, Abjuration is about defense, cancellation and denial. Of course, an Abjuration wizard must also have some offense, but they will never excel at offense. Instead, an Abjuration wizard shines when they frustrate and shutdown the enemy.
Your 2nd level wizard ability, Arcane Ward, is your bread and butter. Simply by casting Mage Armor at the start of your day (which wizard’s do anyway), you gain a extra pool of hit points that will automatically absorb (afaik, you don’t get to choose, it just happens) a certain amount of damage before passing through. At low levels this pool is quickly used up, but at higher levels the pool of hit points gets pretty large.
Further, the pool recharges X hit points where X is 2 times the spell level. If I cast Shield, a 1st-level spell, my ward tops up by 2 hit points. If I cast Counterspell, a 3rd-level spell, it tops up the Arcane Ward by 6 hit points.
Later, when your character reaches 6th level, you can then project this ward as a reaction to absorb someone else’s damage. You have to be able to see that person, and they have to be within 30 feet, but otherwise it’s a handy way to keep teammates alive in a pinch (and I projected it a lot in the boss fight above).
Finally, the other big deal with Abjuration wizards is that for certain spells like Dispel Magic and Counterspell, you can boost your chance of success using your proficiency bonus. This does not work with Banishment sadly (I learned this the hard way).
Lastly, starting at 14th level, Abjuration wizards are highly resistant against spell attacks, which from a defensive standpoint is pretty neat and probably live-saving (sadly Qisandoral was 13th level during the aforementioned adventure).
What To Do And Not Do
An abjuration wizard needs to rely on their Arcane Ward a lot, so you should activate each day using Mage Armor or something suitable. Also, have a few cheap spells of the Abjuration school prepared to help recharge it as needed. The challenge is that many of those cheap spells are pretty niche:
- Shield is always a good idea to have, but can only be used as a reaction (i.e. you’re being attacked). Further, shield gets less and less useful at higher levels as your AC struggles to keep up with enemy attack levels. You should always have it prepared just in case, but bear its limitations in mind.
- Protection from Evil and Good can provide some help in some situations, but you can only cast it on one party member, even if you cast at higher level, and it requires concentration (yuck).
- Counterspell only works when someone is casting a spell, and you can’t always stand around waiting for someone to do that.
- Alarm is only useful outside of combat. Sneaky wizards know to cast this as a ritual over and over again (time permitting) to charge up the Arcane Ward.
- Banishment is a high-level spell, and may fizzle if the saving throw succeeds. If it succeeds, you’re a target for opponents trying to break your concentration.
- Globe of Invulnerability is very powerful, but it has a fixed location, so it will not move with the player.
Each of these is pretty niche spells, so if you want to maximize usage of the Arcane Ward, you prepare as many of these as you can to react to various situations.
On the flip side, the more of these you prepare, the fewer offensive spells and other utility spells you can prepare. In earlier adventurers, this was the problem I had with Qisandoral: in many fights, the best he could do was shoot Ray of Frost (a cantrip) half the time.
Thus if you want to have an Abjuration wizard with some offensive capability, you will have to choose your spells carefully, and strike a balance between the needs of your school, and the needs on the battlefield.
It’s best to pick spells that are generally useful in all situations. Magic Missile isn’t glamorous, but few monsters can resist force damage, and it just about always hits its target (unless they have a Shield spell). Even cantrips can be useful since they do scale up damage over time. Qisandoral has both Ray of Frost for distance, and Shocking Grasp for close range.3 Having a variety of offensive cantrips may help free up the need to use precious spell slots for other things, even if you are not a powerhouse.
Also, having a classic like Fireball or Freezing Sphere is good to have in your back-pocket as a kind of panic button.
On the utility side, spells like Misty Step are a great way to get in and out of the battlefield, and well as some common detection spells like See Invisibility or Detect Magic.
Combat
Since you’re default strategy is to leverage Arcane Ward to frustrate attacks, or use your spells to stop magic effects, you may be in combat doing mostly passive or reactionary moves while spending your turn making low-level attacks that don’t require commitment or concentration. The default strategy is one of observation, and being able to respond to threats as they come up, but still reasonably do your part to take out threats offensively.
If you do manage to Banish a creature that you intended too, then don’t hesitate to protect yourself using your own abilities otherwise intelligent monsters may decide to target you next to break concentration.
Finally, remember that if you use Globe of Invulnerability, make sure to put it in a strategic spot where you and party members can take cover for the rest of the battle. In other words, make it count.
Final Thoughts
If your goal is to make a wizard that decimates the battlefield with world-bending magic, an Abjuration wizard probably isn’t a suitable choice unless you want to charge your Arcane Ward once per day and maybe keep an abjuration spell or two handy.
If your goal is to disrupt the battlefield and frustrate your enemies, an Abjuration wizard excels at this, but it does require responding to various niche situations as they come up, and your damage output will be somewhat below average. Just remember you’re focusing on defense first, offense second.
Conversely, since so many Abjuration spells are situational don’t be surprised if you are in a situation where none of them are useful. Have a few generalist spells prepared for this situation.
Finally, as with every wizard, you can never quite prepare enough spells. It’s always a juggling act to balance various competing needs, and accept that you will sooner or later have failed to prepare the right spell for a particular situation. The vast breadth of spells a wizard has comes with the cost of lots of care and feeding.
I hope this was helpful. Good luck!
1 Thanks to simpler AL rules now, I probably should have just rebuilt him again from the ground up before the adventure, but I was in a hurry and busy.
2 I also had Hold Monster prepared, but failed to notice the stipulation that it does not work on undead monsters. 🤦🏼♂️ Word of advice for new players: read your spells carefully beforehand.
3 Shocking Grasp is also handy when your opponent has legendary actions, since a hit prevents them from taking reactions for a turn. This was something I could’ve done in our fight, but I failed to grasp this until too late. To be fair, our opponent was invisible most of the time anyway.
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