[Second Edition - Revisited by author, High Abjurer S. Leonas, the theologian, scholar and merchant, on Alturiak 23rd, '63 AR]
Introduction The Fundamentals of Abjuration span a number of functions, but essentially, summing the School up in a few words would result in "Flexibility", "Reactivity" and "Anti-Arcanist". The Abjurer is the consummate Anti-Mage - literally his own worst enemy. At his height, he can shut down the casting of almost any spell, undo the effects of almost any magic, and invoke potent protections to shield himself from harm. Abjuration is a subtle school, not for the ignorant or blunt, which means many readers can simply put this book down. Now. Understanding the use of Abjuration means understanding that, more than any other school, it needs support from others. An Abjurer needs support to bring an enemy down - whether from another Mage, his own use of other Schools, or a Melee-Inclined Ally.
Understanding the Use of Abjuration Abjuration, as stated, requires subtlety to use. It is a reflexive and exceptionally potent art, but at the same time a limited resource. That is - and the understanding of this is a crucial one for any Wizard wishing to use Abjurations - there is ~little Abjuration cannot counter and defeat, such is adaptability. What must be managed with this, however, is that while it can do anything, it cannot do /everything/. Abjurations are spells to be used against and reserved for only the most dangerous threats you are likely to encounter before being able to replenish components and rest your mind. Of course, that refers to "Offensive Abjurations" (that is, Abjurative Magic directed to forcibly apply an affect to something against its will). "Defensive Abjurations" (Abjurations applied to something - potentially yourself - to provide protection from something) are the undisputed core of any Arcanist's arsenal - even such spells not focussed in Abjuration, such as "Mage Armour" and Shadow Shield" have their roots there.
Main Functions of Basic Abjurations Perhaps obviously, Abjuration can be split into having two primary functions based around its forms of use. The Lower Circles of the Arcane contain almost exclusively "Defensive Abjurations", and it is in these that an Apprentice Abjurer must study prior to advancing into the more potent and, arguably, useful forms of the School (Conversely, the Upper Circles are more concerned with "Offensive Abjuration", but less extremely so). That being said, an Abjurer with Mastery of the Fourth Circle can amass a formidable array of defenses, which will see them safe against almost anything they could anticipate pitting themselves against at such a level of command of the Arcane. Although the most formidable mental protections are evident in the upper circles, the "Clarity" Spell serves as a basic mental ward against certain effects, whilst the "Protection from Evil" and "Protection from Good" Spells offer a more long-lasting and extensive array of protection against a less wide variety of opponents. Both of these can be bestowed upon Allies, and although sometimes hard to guage and time-consuming to cast, the "Protection" spells can be drawn into "Protective Circle" spells which encompass any within a radius around the caster. Although the Mind is undoubtedly both the most difficult and the most important thing to protect, physical and elemental damage can also be exceptionally threatening if ignored - the "Stoneskin" Abjuration is a basic but effective counter to mundane physical weapons and blows, and the increasing Elemental Barriers - of which the most basic is the "Endure Elements" spell - serve as anti-element fields of varying strength, utilisable for either personal or allies' protection.
Less subtle Magical Assaults are also a threat - Evokers & Conjurers may be brash, destructive and unpredictable, but they can be exceptionally dangerous even to an Abjurer. To beginner Abjurers - especially in apprentice duels - there are two spells which are all but essential. The "Minor" - or perhaps more appropriate would be "Lesser" Version of the "Globe of Invulnerability" spell is proof against a countless array of lower-end spell tactics, and although in general use it can be draining to maintain for a long time, in beginner Spellduelling (for Spellduelling is an arena in which any Abjurer must excel), it is possibly the most important spell you will employ. The other worthy of note, easier to sustain & more practical for general use, is the "Shield" Spell. This has a minor ability to deflect certain physical blows, but its greatest use is that even the weakest and most ill-prepared "Shield" is capable of deflecting weak Arcane Blasts akin to those of a "Magic Missile" Spell. As it becomes less draining to hold a shield against such assaults, and greater command of the school, elements of the "Globe of Invulnerability" Spells may be worked into it, and the stronger versions of the Arcane Barrage - often dubbed "Missile Storms" can be defended against. Caution, however, as a skilled evoker can penetrate and shatter a lesser Abjurer's "Shield", not only rendering him defenceless, but also draining him immenseley mentally, for as those affected by "Offensive Abjurations" will learn, having your spells wrenched from your control and undone is one of the most mentally harrowing experiences it is possibly to undergo.
A final mention must be given to the few ventures down the path of "Offensive Abjurations" which are included amongst what masters of the art dub the "Basics" of Abjuration - if the Arcane can ever be styled as "Basic". The "Lesser" versions of the Spellbreaking forms of Abjuration - "Spell Breach" and "Dispel Magic" - which are mainstays of Advanced Abjurations. The basic levels of these spells are comparitivley poor, but against Apprentices of the other Schools, they are not at all useless. Understanding the fundamental differences between the two is best left for a more thorough comparison of the two styles of Spellbreaking, but essentially, "Lesser Dispel Magic" is to be employed against opponents with a wide-spreading, but not particuarly potent set of defenses, whilst "Lesser Spell Breach" is of more use when stripping an enemy of a few powerful spells of warding. It has the added bonus of making magical resistances easier to overcome, but the "Lesser" variation only makes a Lesser difference, as would be logical. Many Apprentices struggle to grasp the concept of actually physically casting the "Dispel Magic" and "Spell Breach" Abjurations until they have entered into more advanced study, but in general, it must be stressed that the Spells must not simply be attacked - a Conjurer or Evoker would do that - but dismantled, from what keeps them up, to what they are assembled of, and finally to what assembles them.
Final Note As with any School of Magic, Abjuration is best used when employed in the field. Unlike with other schools, however, it is far from easy to practice at will - when you get an opportunity to employ Abjurations, it ~matters. The most potent spellcasters you can to test your limited "Offensive Abjuration" arsenal against, because although they are a small and limited use assortment of Spells at Basic Levels, any Advanced Abjurer will swear by them. Overall, it must be stressed that you will face no more dangerous opponents - ever - than Arcanists. A Troll may bludgeon you, a Spearman Impale you, an Elf shoot you or a Dragon crush you, but against such things you have protections of the Arcane, and you have spells to wield and - if necessary, means to flee. An Arcanist can strip you of protections, bypass wards, shut down your spellcasting, catch you as you flee and hold you in place, and as an Abjurer, there is none better equipped to combat another of your own most dangerous and powerful ilk. Remember that well as you continue your studies in the most potent of the Arcane Fields