Abjuration Spell List
First Circle Abjuration Spells
Astral Sight: The caster can see astral creatures, conjurations or anomallies in her immediate vicinity. The effects last for 30 minutes per success rolled. This spell can be cast on willing subjects other than the caster at +1 difficulty. It is joked that 99% of Astral sights are boring and 1% are terrifying. Perception Persistent Detect Magic: This allows the caster to view magical auras. It can be cast on another subject at +1 difficulty. The successes rolled determined how specific the information gleaned is. Strong magic creates a stronger aura than weak magic. Recent magic creates a stronger aura than lingering magic. Magic items are a little bit harder to read than active spell. Perception Persistent Detect Void Creatures: Detects undead, Void demons, and other creatures powered by negative energy within 30 feet per success. Perception Persistent Protection: Target gains a number of protective effects. They gain a die of soak against all forms of damage that stacks with other protection. Attacks by demons and spirits against the target are at +1 difficulty. Targets get one die on Willpower rolls when resisting magical attacks. Lasts ten minutes per success. Charisma PersistentSecond Circle Abjuration Spells
Cleanse: The caster can remove active spell effects of magic from himself and/or other willing subjects. This cannot filter out helpful spells from baneful ones. Up to one target in range of touch is affected. Instant Dispel Magic: Caster reduces a spells successes of another spell on a one-for-one basis comparing successes. Permanent magical items and effects are not destroyed but are suppressed for one turn per success. Dispel can be saved as an action for later to counter an enemy caster’s spell as they cast it much like a declared dodge or parry. Wits Instant Illusion Alarm (per dot of Illusions, Alarm): Caster is alerted if illusions are nearby for two hour per success. This does not tell you what is hidden or changed, just that something is nearby and it does not include mundane disguises or transmuted things. If 10 drams of reagents are used, the spell lasts for two days per success rolled rather than two hours.Perception Persistent Kitchen Ward (per two dot of Hearth Wisdoms, round up) : An enclosed space can be warded against most vermin, mold and moisture. Spell last five days per success rolled. This spell is subject to the Law of Sanctums. Perception Persistent Protection Circle (Protection): As Protection, but it affects one target per success. Charisma Spread Protection from Energy (Endure Elements): Target gets successes in a soak pool against energy attacks. Stamina Persistent See Invisibility (Detect Magic, any invisibility spells): The caster can pierce invisibility spells that he matches or beats on his casting roll. This only applies to invisibility spells. It doesn't apply to other illusion spells or nonmagical camouflage. Perception PersistentThird Circle Abjuration Spells
Analyze Magic (Detect Magic): An improved version of Detect Magic that allows a caster to make very detailed analysis of magical items and active spells. Read the full article for the details.. Intelligence Persistent Counter Spell^ (Dispel Magic): Caster reduces a spells successes of another spell on a one-for-one basis comparing successes. Permanent magical items and effects are not destroyed but are suppressed for one turn per success. Reactive Dispel can be used in place of any unused B-action like a reactive dodge or parry. Wits Instant Dragon's Resilience (each dot of Transmutation, Protection, Protection Circle): One subject per success may soak lethal or aggravated damage with their base Stamina score. This stacks with armor. Intelligence Spread Invisibility Purge (Dispel Magic, See Invisibility): This spell is a specialized variant of Dispel Magic but it was longer and wider range and only affects Invisibility spells in a wide area. Wits Instant Material Bulwark (per dot of Conjuration): If targeted at a single spirt, this will inflict one level of bashing damage per success, soakable normally, unless it's a one health level spirit in which case the spirit is banished automatically. If this targeted at a Conjurer or Spirit theurgist this will banish all spirits the target is currently controlling, if and only if the abjurer matches or exceed her target's casting roll for said spirits. If targeted at a summoned elemental, this will disrupt the control of the elemental if the caster matches or beats the enemy conjurers successes. This will not banish the elemental, this will only make it go feral. If targeted at a feral elemental. This will make the elemental move away from the abjurer for one round per success rolled. This spell costs 10 drams of reagents to use.Stamina InstantPurple Mist: Illusion spells have a purple aura, but this is normally only seen through magically enhanced site. Purple Mist will creates a rapidly dissipating mist over in a cone emanating from the caster that will cause a magical purple residue to form on anything or anyone with an active illusion spell cast on it
It will not remove or nullify an illusionary disguise or phantasm but it adds an incriminating purple stain that lasts as long as the spell in question lasts.
This will not fully reveal or outline an invisible subject, but it will create a vague purple cloud in the general vicinity of an invisible subject that is tagged by the spell. Reducing the penalty to hit them by -1.
Perception Instant


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