Atonement
Abjuration Difficulty: Very Difficult (25), modified by relationship
Time to use: 1 hour
Prerequisite: Any 5 Abjuration spells
Effect: This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with the Light Side of the Force (requiring you to expend 5 character points per Dark Side point) in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.
Atonement may be cast for one of several purposes, depending on the version selected.
Atonement may be cast for one of several purposes, depending on the version selected.
Reverse Magical Dark Side Change: If a creature was consumed by the Dark Side from some magically means, atonement returns it to its original status at no cost in character points.
Redemption: You may cast this spell upon a creature with Dark Side points in order to offer it a chance to lose those points. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its Dark Side points or acquiesces to your offer to remove them. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment.
Break Enchantment
Abjuration Difficulty: Very Difficult (25) or the roll of whatever skill caused the effect, modified by relationship and proximity
Time to use: 1 minute
Prerequisite: Any 5 Abjuration spells
Effect: This spell frees victims (up to 1 creature per die in Abjuration, all which must be within 9 meters of each other) from enchantments, transmutations, and curses. For each such effect, you make an Abjuration check against the power of the effect (or better than the difficulty listed). Success means that the creature is free of the spell, curse, or effect.
If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th circle or lower.
If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.
If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th circle or lower.
If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.
Dismissal
Abjuration Difficulty: Very Difficult (25), Heroic (35) for more than one creature, or the target's Willpower roll, modified by proximity
Time to use: 1 action
Prerequisite: Any 5 Abjuration spells
Effect: This spell forces an extraplanar creature back to its proper plane if it fails a Willpower check against your Abjuration roll. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
One a Heroic (35) roll, you may banish up to one creature per die in Abjuration. Banished creatures must be within 9 meters apart.
You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your Abjuration roll. Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on your Abjuration roll.
One a Heroic (35) roll, you may banish up to one creature per die in Abjuration. Banished creatures must be within 9 meters apart.
You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your Abjuration roll. Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on your Abjuration roll.
Dispel Evil
Abjuration Difficulty: Very Difficult (25), modified by proximity
Time to use: 1 action
Prerequisite: Any 5 Abjuration spells
This power can be kept 'up'
This power can be kept 'up'
Effect: Shimmering, white, holy energy surrounds you. This power has three effects.
First, you gain a +1d+1 armor bonus against attacks by creatures with at least 1 Dark Side point.
Second, on making a successful melee attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Willpower check against your Abjuration roll. This use discharges and ends the spell.
Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel evil. This use discharges and ends the spell.
Dispel Good
Abjuration Difficulty: Very Difficult (25)
Time to use: 1 action
Prerequisite: Any 5 Abjuration spells
This power can be kept 'up'
This is a Dark Side power
This power can be kept 'up'
This is a Dark Side power
Effect: This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures (those without Dark Side points) and spells rather than evil ones.
Mage's Private Sanctum
Abjuration Difficulty: Very Difficult (25), modified by proximity
Time to use: 10 minutes
Prerequisite: Any 5 Abjuration spells
Effect: This spell ensures privacy within a 9 meter cube for 24 hours. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.
Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication.
The spell does not prevent creatures or objects from moving into and out of the area.
Mage’s private sanctum can be made permanent with a permanency spell.
Spell Resistance
Abjuration Difficulty: Very Difficult (25), modified by relationship
Time to use: 1 action
Prerequisite: Any 5 Abjuration spells
This power can be kept 'up'
This power can be kept 'up'
Effect: The touched creature gains 4d+ your Abjuration to resist the effects of any spell or Force power.