Abjuration
The art of refusal: wards, seals, locks, and shelters that turn harm and meddling aside.
Wards, locks, and shields. Abjuration holds 33 runes. Its emblem is the Emerald Block: an Athenaeum given that block inscribes a Abjuration Tome.
Runes
| Rune | What it does | Size | Minecraft |
|---|---|---|---|
| Aether Ward | A standing ward against the aether: within its circle, Aether Chests and their kind fall silent. | 3 × 3, 3 layers | 1.13+ |
| Containment | A miner's mercy: water, lava, and unstable falling earth beside your digging harden into glass before they can bury you. | 5 × 5 | 1.13+ |
| Creaking Ward | A pale-oak ward: creaking magic is stilled within its circle. | 3 × 3, 3 layers | 1.21.4+ |
| Danger Ward | A standing ward against harm: destructive rune-work is smothered within its circle. | 3 × 3, 3 layers | 1.13+ |
| Dispel | Tiered unmaking: at Tier 1 it strips the magic from your held item; at Tier 2 it also washes away the magic clinging to you. | 5 × 5 | 1.13+ |
| Domain | Claims a cuboid of land for its owner, beacon-bound. Emerald, iron, and the tiered keys are spent; the beacon remains to govern the claim. | 5 × 5, 5 layers | 1.13+ |
| Dreamcatcher | A hanging of oak and wool that snares nightmares: no phantom may spawn within its tiered reach while it holds. Break it at night and six pour from the heart toward you. | 7 wide × 7 high | 1.14+ |
| Flame Ward | A standing ward against fire: flame-working runes are smothered within its circle. | 3 × 3, 3 layers | 1.14+ |
| Flight Ward | A standing ward against wings: flight and levitation magic fail within its circle. | 3 × 3, 3 layers | 1.13+ |
| Force Field | Raises a sphere of refusal: hostiles are turned away — or all are, save those carrying the key. A solid secondary Tier block starts it; last fuel sets how long it holds. An Aether Chest can feed it after. | 3 × 3, 3 layers | 1.13+ |
| Hearth | A deepslate-and-brick camp that fills bellies. A solid Tier on an edge starts it; light to wake. Break the pattern or douse the fire to end it. Last fuel sets its reach. An Aether Chest can feed it after. | 3 × 3, 3 layers | 1.17+ |
| Heavy Core Anchor | A hopper cage seated with a Heavy Core: a gravity well that slows arrows and rockets in a column. A solid Tier seat starts it; click the hopper to pause or resume. Last fuel sets its reach. | 3 × 3, 3 layers | 1.21.9+ |
| Latch Block | A lock with conditions: keyed, it seals its set while its key block touches the latch; unkeyed, it seals until Tier blocks press against all six faces of the latch. | 5 × 5 | 1.13+ |
| Lock Block | Forges a designator that seals a set of Phase and Toggle blocks against meddling clicks — and drives the set itself, by click or redstone. | 5 × 5 | 1.13+ |
| Loggle Block | Lock and Toggle in one: seals and drives its set while its own cell swaps between two stored shapes. | 5 × 5 | 1.13+ |
| Scute Shell | An armor blessing: a projectile that would strike you is shrugged aside, and for a short breath more missiles glance away. One charge each time the shell kindles. | 5 × 5 | 1.13+ |
| Shield | A shield blessing: a blocked blow hurls the attacker back. | 5 × 5 | 1.13+ |
| Splock Block | Forges a Lock-like seal that drives Phase and Toggle sets — and flips every Spleef or Sploggle in the wave the other way. | 5 × 5 | 1.13+ |
| Stealth Ward | A standing ward against skulking: stealth magic is laid bare within its circle. | 3 × 3, 3 layers | 1.13+ |
| Stillwater | A calm-field that forbids water and lava to flow while it stands raised. Nothing is converted — only stilled. | 3 × 3, 2 layers | 1.13+ |
| Teleport Ward | A standing ward against passage: teleport and travel magic cannot cross its circle. | 3 × 3, 3 layers | 1.13+ |
| Tool Ward | A standing ward against meddling: tool and block-shaping magic is smothered within its circle. | 3 × 3, 3 layers | 1.13+ |
| Tranquility Obelisk | An obelisk of calm: no monster wakes nearby. The first Tier block on the ring starts it; the last fuel burned sets its reach. Lost flame pauses it — relight, then click the netherrack. Aether Chests feed it while lit. | 3 × 3, 3 layers | 1.13+ |
| Tri-Latch Block | A Latch of three states, stepped by clicks or rising redstone, under the same conditional seal. | 7 × 7 | 1.13+ |
| Tri-Latch Block (Inverted) | The Tri-Latch's mirror: falling redstone drives it, and its three states run backwards. | 7 × 7 | 1.13+ |
| Tri-Lock Block | A Lock of three states: seals its set and steps it 1, 2, 3 and round again on rising redstone or clicks. | 7 × 7 | 1.13+ |
| Tri-Lock Block (Inverted) | The Tri-Lock's mirror: it heeds falling redstone instead of rising, and walks its states backwards. | 7 × 7 | 1.13+ |
| Tri-Loggle Block | A Loggle of three faces: seal, drive, and three editable shapes, stepped by clicks or rising redstone. | 7 × 7 | 1.13+ |
| Tri-Loggle Block (Inverted) | The Tri-Loggle's mirror: falling redstone drives it, and its shapes cycle in reverse. | 7 × 7 | 1.13+ |
| True Name | Petrifies into a pad that renders the acting player's head — proof of a name. Charges by Tier; offerings at its center feed it anew. | 5 × 5 | 1.13+ |
| True Name Ward | A standing ward of anonymity: True Name magic finds no purchase within its circle. | 3 × 3, 3 layers | 1.13+ |
| Void Ward | A standing ward against the dark: hexes and curses are smothered within its circle. | 3 × 3, 3 layers | 1.13+ |
| Xyvas | Anchors a dragon egg so it can no longer slip away. The egg stays seated until the anchor is undone. | 3 × 3 | 1.13+ |