Abjuration Difficulty: Very Easy (3), modified by relationship
Time to Use: 1 action
This power can be kept 'up'
Effect: You imbue the touched subject with energy that protects it from harm, granting it a +1 bonus on Willpower, Stamina, and Dodge rolls. This bonus applies to any roll to resist a Force power.
Resistance can be made permanent with a permanency spell.
Alarm
Abjuration Difficulty: Very Easy (5), modified by proximity to center point.
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
this power can be kept 'up'
Effect: Alarm sounds a mental or audible alarm each time a creature enters the warded area (6 meter radius center on a point) or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 18 meters of the warded area can hear it clearly. Reduce the distance by 3 meters for each interposing closed door and by 6 meters for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 54 meters away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.
In quiet conditions, the ringing can be heard faintly as far as 54 meters away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.
Endure Elements
Abjuration Difficulty: Very Easy (5), modified by relationship
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
This power can be kept 'up'
Effect: A touched creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Stamina checks). The creature’s equipment is likewise protected.
Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Entropic Shield
Abjuration Difficulty: Very Easy (5)
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
This power can be kept 'up'
Effect: A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming projectiles, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance. Other attacks that simply work at a distance are not affected.
Hide from Animals
Hide from Animals
Abjuration Difficulty: Very Easy (5), modified by relationship
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
This power can be kept 'up'
Effect: You may ward by touch up to 1 creature per die in Abjuration. Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
Hide from Undead
Abjuration Difficulty: Very Easy (5) or undead creatures Willpower roll. Modified by relationship
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
This power can be kept 'up'
Effect: You may ward by touch up to 1 creature per die in Abjuration. Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Willpower check. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature touches an undead creature or attacks any creature (even with a spell), the spell ends for all recipients.
Hold Portal
Abjuration Difficulty: Very Easy (5), modified by proximity
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
This power can be kept 'up'
Effect: This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The portal may be up to 6 square meters per die in Abjuration. The spell affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.
For a portal affected by this spell, add 5 to the normal difficulty for forcing open the portal.
Protection from Evil
Abjuration Difficulty: Very Easy (5), modified by relationship
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
This power can be kept 'up'
Effect: This spell wards a touched creature from attacks by Dark Side creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 meter. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 armor bonus and a +2 bonus on Stamina, Willpower, and Dodge checks. Both these bonuses apply against attacks made or effects created by Dark Side creatures.
Second, the barrier blocks any attempt to possess the warded creature or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from Dark Side effect. If the protection from Dark Side effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Light Side summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.
Dark Side creatures are any creatures consumed by the Dark Side, have at least 1 Dark Side point, or are otherwise inherently evil.
First, the subject gains a +2 armor bonus and a +2 bonus on Stamina, Willpower, and Dodge checks. Both these bonuses apply against attacks made or effects created by Light Side creatures.
Second, the barrier blocks any attempt to possess the warded creature or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from Light Side effect. If the protection from Light Side effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Dark Side summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.
Remove Fear
Protection from Good
Abjuration Difficulty: Very Easy (5), modified by relationship
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
This power can be kept 'up'
This is a Dark Side power
Effect: This spell wards a touched creature from attacks by Light Side creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 meter. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 armor bonus and a +2 bonus on Stamina, Willpower, and Dodge checks. Both these bonuses apply against attacks made or effects created by Light Side creatures.
Second, the barrier blocks any attempt to possess the warded creature or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from Light Side effect. If the protection from Light Side effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Dark Side summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.
Light Side creatures are those who lack any Dark Side points or are otherwise inherently good.
Remove Fear
Abjuration Difficulty: Very Easy (5), modified by proximity and relationship
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
Effect: You instill courage in the subjects (up to 1 per 4 dice in Abjuration, all must be within 9 meters of each other), granting it a +1d+1 bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and dispels cause fear.
Remove fear counters and dispels cause fear.
Sanctuary
Abjuration Difficulty: Very Easy (5), modified by relationship
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
This power can be kept 'up'
Effect: You may ward a touched creature. Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Willpower check against your Abjuration roll. If the check succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the check fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature until the spell is dropped. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
Shield
Abjuration Difficulty: Very Easy (5)
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
This power can be kept 'up'
Effect: Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +1d+1 armor bonus. This bonus applies against incorporeal attacks, since it is a force effect.
Shield of Faith
Abjuration Difficulty: Very Easy (5), modified by relationship
Time to Use: 1 action
Prerequisite: Any 1 Abjuration spell
This power can be kept 'up'
Effect: This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject an +2 armor bonus, with an additional +1 to the bonus for every six dice you have in Abjuration (maximum 1d+2).
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