Magic Defense Scratch

Anti-Illusion

 

Second Circle

  See Invisibility: Target can see invisible people if they meet or beat the illusionist's successes.   Illusion Ward: Warded area makes a sound or changes color if an illusion spell is cast inside the area or brought into the area. It does not pinpoint the illusion, only alerts people to the general presence.  

Third Circle

  Invisibility Purge: Acts like Dispel Magic, but it only affects invisibility spells and it covers a very wide radius emanating out of the caster.   Purple Mist: Conjure a clear magical mist over a fairly small area that turns stains things purple if it has an illusion spell on it. In the case of invisible, it reveals the general area an invisible person is, not the exact position.   Pierce the Phantasm: Target can identify phantasm and magical disguises (not invisibility though if they meet or beat the illusionist's successes. Rare spell because most casters skip this for True Sight.  

Fourth Circle

  True Sight: Target can see through all illusions if they meet or beat the illusionist's successes  

Fifth Circle

  Illusion Purge: Acts like Dispel Magic, but it only affects Illusion spells and it covers a very wide radius emanating out of the caster.   Purple Ward: Warded area acts as Purple Mist for any illusions in the vicinity.  

Anti-Conjuring

 

First Circle

  Trace the Tether: The spell lets the caster trace the master or summoner of an elemental, astral construct, or spirit of the Nine if they are nearby. Details TBD.  

Second Circle

  Banish Spirit: This spell will banish spirit of the Nines back to the Aetherial Realm. More powerful spirits are harder to banish, but even if the spell doesn't banish them outright, it tends to stun them. Details TBD.   Energy Shield: Target gains a soak pool applicable against energy attacks for a scene.   Free Elemental: Caster can make a bound elemental go feral if they meet or beat the conjurer's successes. This can work on golems too, but it's harder. If this cast on a masterless elemental, it will often agitate it.   Lesser Other Worldly Unmasking (Astral Sight): This spell has largely fallen out of favor and is now classified as a rare spell.   Affected area causes spirits, Astral constructs, elementals (and elemental powered golems), Bags of Holding, and Fae in the area to glow orange. Some Fair Folk have developed counters to this. This is normally a "Lesser" Area spell but it can be boosted to the "Intermediate" level with 10 drams of reagents Perception Area Spell  

Third Circle

  Astral Warding: Warded area is extremely difficult to summon astral constructs in or near. This is a rare spell.   Astral Smite: Caster can inflict aggravated damage to astral creatures or severely damage or outright destroy astral object in line of sight.   Other Worldly Unmasking (Otherworldly Unmasking, Astral Sight): This is an improved version of Other World Unmasking. Affected area causes spirits, Astral constructs, elementals (and elemental powered golems), Bags of Holding, and Fae in the area to reveal themselves for what they are.   Spirits glow with the divine aura of their patron.   Bags of Holding or other Astrally connected items flicker between a Conjurers Orange and the silvery gray of the Astral Plane.   Fae flicker between rainbows and the aura of their elemental affinity.   Golems flicker between a conjurers aura and whatever aura of the being empowering it and shows a faint orange trail in the direction of their control.   Elementals are normally pretty easy to spot without a magic spell, but they glow. The spell also shows vague orange pools around sites likely to spawn a feral elemental.   This is normally a "Lesser" Area spell but it can be boosted to the "Intermediate" level with 10 drams of reagents Perception Area Spell  

Fifth Circle

  Material Bulwark: Warded area makes it very difficult for most extraplanar creatures to enter without pain or injury.        

Abjuration Only

 

Second Circle

  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  

Third Circle

  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. Caster needs to be fairly close to the locus of the magic. Wits Instant  

Fourth Circle

  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  

Fifth Circle

  Magic Purge The spell functions like Dispel Magic only it covers a much wider area. Exactly how big TBD Perception Instant


Cover image: Symbol of the Nine by Pendrake

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