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The School of Abjuration is a Wizard subclass in Baldur's Gate 3 (BG3). Check out our guide for how to unlock the School of Abjuration subclass, its features, as well as the best build.
Wizard Subclasses Wizard Class Guide |
|||
---|---|---|---|
Abjuration | Conjuration | Divination | Enchantment |
Evocation | Illusion | Necromancy | Transmutation |
Subclass Overview | |
---|---|
School of Abjuration Abjuration Spells summon wards, banish enemies, and nullify magic. Suitable for those who wish to defend themselves and others. |
|
Main Class | Wizard |
How to Unlock | Reach Wizard Level 2. |
Spellcasting Ability | Intelligence |
Starting Subclass Features | |
・Grants Abjuration Savant Passive. ・Grants Arcane Ward Passive. ・All Wizard Class Features and Proficiencies. |
Abjuration Wizards specialize in buffing their allies, granting them different types of magical shields that can either increase their AC or grant them elemental resistances. Drawing from the residual magic of their spellcasts, Abjuration Wizards shield themselves with Arcane Wards that can block incoming damage.
The School of Abjuration subclass will become available once your Wizard reaches Level 2. In order to earn EXP and level up in Baldur's Gate 3, players will need to complete quests, discover new areas, or defeat enemies they find in the world.
School of Abjuration Features | |
---|---|
Abjuration Savant | Arcane Ward |
Projected Ward | Improved Abjuration |
▼ Subclass Level Progression Table ▼ |
Upon unlocking the Abjuration subclass at Level 2, your Wizard will get the Abjuration Savant passive. With this active, learning Abjuration spells from spell scrolls will only cost 25 Gold per spell level.
Spell Level | Gold Cost |
---|---|
Level 1 | 25 Gold |
Level 2 | 50 Gold |
Level 3 | 75 Gold |
Level 4 | 100 Gold |
Level 5 | 125 Gold |
Level 6 | 150 Gold |
At Level 2, Abjuration Wizards will get a new defensive feature called the Arcane Ward. Once this passive is activated, your Wizard will get a free shield that absorbs damage equal to its Intensity. Each time your Arcane Ward blocks damage, its Intensity Count will go down by one.
Casting Abjuration spells will replenish or add to your current Intensity count. The spell's level will determine the bonus to your Arcane Ward Intensity. Level 1 Spells give you +1 Intensity, while level 6 spells give you +6.
After a Long Rest, your Arcane Ward Intensity will reset. The value will be determined by your current Wizard level. For example, a level 6 Wizard will have an Arcane Ward with 6 Intensity.
At Level 6, your Wizard will gain the Projected Ward reaction. If you have an Arcane Ward active and one of your nearby allies is about to take damage, you can react by shielding them with your Arcane Ward. The same rules apply. After blocking a fixed amount of damage, your Arcane Ward Intensity will go down by one.
At Level 10 you get Improved Abjuration. This passive upgrades your Arcane Ward. Now, instead of resetting its Intensity after every Long Rest, it will now also reset after every Short Rest. Once again, the Intensity count will be equal to the level of your Wizard.
Level | Subclass Features Unlocked |
---|---|
Level 2 |
・Abjuration Savant (Passive) ・Arcane Ward (Passive) |
Level 6 | ・Projected Ward (Passive) |
Level 10 | ・Improved Abjuration (Passive) |
This section is under construction! |
All Wizard Subclasses | |||||
---|---|---|---|---|---|
Abjuration | Conjuration | Divination | |||
Enchantment | Evocation | Illusion | |||
Necromancy | Transmutation |
School of Abjuration Subclass Guide and Build
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