Abjuration V2

First Circle Abjuration Spells

    Alarm: Ward an area against intrusion with a loud alarm for two hours per success. This spell is subject to the Law of Sanctums. 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 Poison: Detects presence of poison within 20 feet per success. Perception Persistent     Detect Void Creatures: Detects undead, Void demons, and other creatures powered by negative energy within 30 feet per success. Perception Persistent     Endure Elements: Targets avoid harm from mundane heat and cold. Each success wards one target for four hours. Stamina Spread     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 Persistent     Shield (shield proficiency): Gain a floating magic shield providing passive penalty of +1 to hit you for two minutes per success. Dexterity Persistent      

Second Circle Abjuration Spells

  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 camoflage. Perception Persistent      

Third Circle Abjuration Spells

    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     Material Bullwark (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 Instant     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. Perception Instant     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     Re-Corporealization (per dot of Necromancy): Wards an area against incorporeal creatures for one day per success. Incorporeal creatures that enter the area become solid with all the benefits and hindrances of that, especially being stopped by walls and hurt by mundane weapons. This includes incorporeal creatures that are naturally incorporeal or corporeal creatures temporarily gaining the incorporeal trait. Material component is a small quantity of Silverwood worth about 10 silver pieces. Wits Persistent   True Form (per dot of Transmutation): Transmutation effects on targets body are at +3 difficulty for one hour per success. Stamina Persistent      

Fourth Circle Abjuration Spells

    Greater Dispel Magic (Dispel Magic): Caster reduces a spells successes of another spell on a one-for-one basis comparing successes. The dispeller gets a -1 difficulty break. Permanent magical items and effects are not destroyed but are suppressed for one turn per success. Wits Instant     Grounding (Dispel Magic, Invisibility Purge, any flying spell): This spell is a specialized variant of Dispel Magic but it has much longer and wider range and only affects flying spells. It does not affect Feather Fall spells. Stamina Instant       Invisibility Purge (all invisibility spells): Invisible creatures are revealed within ten foot radius per success rolled in that are for one hour per the caster's Willpower. If 10 drams of reagents are consumed, the spell lasts for a week per the caster's Willpower and automatically fills a large room or small building.Perception Instant     Shield of Will (Protection, Energy Shield, True Form ): The target gains a bonus dice on all Willpower rolls resisting magical and supernatural attacks, presuming the spell or attack is resisted by Willpower. Bonus dice are one-for-one per success roll. Effects last for ten minutes per preexisting permanent Willpower dot of the spell recipient.   This does not stack with other spells or abilities that augment Willpower, when there are two things giving a Willpower bonus, use the higher one. Charisma. Persistent     Unclouded Sight (See Invisibility, per dot of Illusions): The target can see through illusions. If the target is a person other than the caster, add +1 to the difficulty. The subject of the spell can see through all illusion spells cast with less successes than the casting roll for this spell. If the caster ties the successes of an illusion spell, the subject has blurry or incomplete ability to see through an illusion. Perception. Persistent     Stone Skin (Shield): Target gains a soak pool equal to successes rolled stacking with other forms of armor. Material components cost roughly 50 drams of reagents Stamina Persistent      

Fifth Circle Abjuration Spells

    Improved Counterspell^ (Dispel Magic, Reactive Dispel Magic, Greater Dispel Magic): As Reactive Dispel magic but the caster’s opposed roll is at -1 difficulty. Wits Instant

Rare Abjuration Spells

 

First Circle Spells

  Insect Ward: Area spell wards off insects, a proto version of Kitchen Ward   Rodent Ward: Area spell wards off rodents, a proto version of Kitchen Ward   Moisture Ward: Area spell wards off water, a proto version of Kitchen Ward  

Third Circle Spells

  Corpse Strings: The caster can see a mystical trail connecting an undead to the necromancer empowering it (if there is one). The mystical trails lingers a little bit after the undead creature or necromancer dies or if the undead is released from control or put in "prime" mode, but it doesn't last long.  

Fifth Circle Spells

  Brutal Grounding: Spell negates flying spells and negates Feather Fall spells.
 
by me with Midjourney


Cover image: by me with Midjourney

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