Just to tack on a few thoughts . I ' ve played an Abjurer to midlevels , twice now , and they ' re excellent . They can be perceived as bland at first , since the first couple features focus on the Ward , but man is that thing useful . I am effectively keeping up with the fighters and Paladin of our group in terms of hit points , and the ability to not be affected by rider effects cannot be understated . It was an odd day when the only member of the party that walked away from a werewolf encounter without lycanthropy was the wizard . I have been the last man standing before , and I last FAR longer than our other Wizard Enchanter does , even though we have the exact same stats . Counterspell and Dispel shenanigans are fun too . I can ' t wait til 14 , where you ' re basically any caster ' s worst nightmare . That lich is going to be a lot more approachable at that point though don ' t get me wrong , I ' m still terrified . Conjurer ' s are pretty decent if you can stick with them long enough . Level 10 is that sweet spot because then you lose one of the biggest risks for summoning , through losing concentration . They need more spells , desperately . At least one lower level one , and a couple beyond 5 th level . That would help the Tradition tremendously . I agree about Enchanters . They get nasty . I ' m a little disappointed they didn ' t go into spell list . The thing that makes Wizards truly unique is the ridiculous amount of spells they have to choose from and how those picks really define your wizard at least as much as Tradition choice . Picking up as many Abjuration spells for my Abjurer has really defined him as a specialist , and really helps separate him from the other wizard in the party who has done similarly with her own Tradition .