Showing posts with label Abjuration. Show all posts
Showing posts with label Abjuration. Show all posts

Wednesday, September 26, 2012

Star Wars: Force Powers, Abjuration (9th circle)

Freedom
Abjuration Difficulty: Heroic (45), modified by proximity and relationship
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
Effect: The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.
Imprisonment
Abjuration Difficulty: Heroic (45) or the target's Willpower roll (which ever is higher), modified by relationship
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
Effect: When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed.
Mage's Disjunction
Abjuration Difficulty: Heroic (45), modified by proximity
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
Effect: All magical effects and magic items within a 12 meter radius, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must roll it's power against your Abjuration roll or be turned into a normal item. An item in a creature’s possession may use its possessor’s Willpower check, whichever is higher.

You also have a 1% chance per die in Abjuration of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

Even artifacts are subject to disjunction, though there is only a 1% chance per die in Abjuration of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a Willpower check (25) or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)

Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
Prismatic Sphere
Abjuration Difficulty: Heroic (45)
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
This power must be kept 'up'
Effect: This spell functions like prismatic wall, except you conjure up a 3 meter radius, immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.

The sphere’s blindness effect lasts d6 ×10 minutes.

You can pass into and out of the prismatic sphere and remain near it without harm. However, when you’re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.

Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.

The colors of the sphere have the same effects as the colors of a prismatic wall.

Prismatic sphere can be made permanent with a permanency spell.

Wednesday, September 19, 2012

Star Wars: Force Powers, Abjuration (8th circle)

Dimensional Lock
Abjuration Difficulty: Heroic (40), modified by proximity
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: You create a shimmering emerald barrier (6 meters radius centered on a point in space) that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Holy Aura
Abjuration Difficulty: Heroic (40), modified by relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: You ward up to 1 creature per die in Abjuration within a 6 meter radius centered on you. A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +1d+1 armor bonus and a +1d+1 bonus on Willpower, Stamina, and Dodge rolls. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.

Second, each warded creature gains 8d+1 spell resistance against Dark Side spells and spells cast by Dark Side creatures.

Third, the abjuration blocks possession and mental influence, just as protection from evil does.

Finally, if an Dark Side creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Stamina check against your Abjuration roll negates the effect).
Mind Blank
Abjuration Difficulty: Heroic (40), modified by proximity and relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
Effect: The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts for 24 hours. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Prismatic Wall
Abjuration Difficulty: Heroic (40)
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with a Stamina less than your Abjuration that is within 6 meters of the wall is blinded for 1d rounds by the colors if it looks at the wall.

The wall’s maximum proportions are 0.5 meters wide per die in Abjuration and 0.25 meters high per die in Abjuration. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the check must be repeated for each color present.

Prismatic wall can be made permanent with a permanency spell.

Red
Order: 1st
Effect: Stops nonmagical ranged weapons. Deals 6d+2 fire damage (Dodge check vs. Abjuration roll for half damage). 
Negated by: Cone of cold

Orange
Order: 2nd
Effect: Stops magical ranged weapons. Deals 11d+1 points of acid damage (Dodge check vs. Abjuration roll for half damage). 
Negated by: Gust of wind

Yellow
Order: 3rd
Effect: Stops poisons, gases, and petrification. Deals 22d+2 points of electricity damage (Dodge check vs. Abjuration roll for half damage). 
Negated by: Disintegrate

Green
Order: 4th
Effect: Stops breath weapons. Poison (Kills; Stamina check vs. Abjuration roll for -1d Strength instead).
Negated by: Passwall

Blue
Order: 5th
Effect: Stops divination and mental attacks. Turned to stone (Stamina check vs. Abjuration roll negates).
Negated by: Magic missile

Indigo
Order: 6th
Effect: Stops all spells. Willpower check vs. Abjuration roll or become insane (as insanity spell).
Negated by: Daylight

Violet
Order: 7th
Effect: Energy field destroys all objects and effects.1 Creatures sent to another plane (Willpower check vs. Abjuration roll negates).
Negated by: Dispel magic

The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).

Protection from Spells
Abjuration Difficulty: Heroic (40), modified by relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: You grant protection to up to 1 touched creature per 4 dice in Abjuration. The subjects gains a +2d+2 bonus on Stamina, Willpower, and Dodge rolls against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Repel Metal or Stone
Abjuration Difficulty: Heroic (40)
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you out to 18 meters. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 8 cm in diameter and loose objects weighing more than 225 kg are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 8 cm in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 12 meters per round.

Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects.

The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.

Unholy Aura
Abjuration Difficulty: Heroic (40), modified by relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
This is a Dark Side power
Effect: You ward up to 1 creature per die in Abjuration within a 6 meter radius centered on you. A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures (those without Dark Side points), and weakening good creatures when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +1d+1 armor bonus and a +1d+1 on Willpower, Dodge, and Stamina rolls. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.

Second, each warded creature gains 8d+1 spell resistance against Light Side spells and spells cast by Light Side creatures.

Third, the abjuration blocks possession and mental influence, just as protection from good does.

Finally, if a Light Side creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Stamina check against your Abjuration roll negates the effect).

Wednesday, September 12, 2012

Star Wars: Force Powers, Abjuration (7th circle)

Sequester
Abjuration Difficulty: Heroic (35), modified by relationship
Time to use: 1 action
Prerequisite: Any 7 Abjuration spells
This power can be kept 'up'
Effect: When cast, this spell not only prevents divination spells from working to detect or locate the touched creature or object (up to 0.5 meter cube per die in Abjuration) affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.

Spell Turning
Abjuration Difficulty: Heroic (35)
Time to use: 1 action
Prerequisite: Any 7 Abjuration spells
This power can kept 'up'
Effect: Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.

From 1d spells are affected by the turning. The exact number is rolled secretly.

If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.

Roll randomly to determine the result.

d100
01-70: Spell drains away without effect.
71-80: Spell affects both of you equally at full effect.
81-97: Both turning effects are rendered nonfunctional for 1d4 minutes.
98-100: Both of you go through a rift into another plane.

Wednesday, September 5, 2012

Star Wars: Force Powers, Abjuration (6th Circle)

Antilife Shell
Abjuration Difficulty: Very Difficult (30)
Time to use: 1 round
Prerequisite: Any 6 Abjuration spells
This power can be kept 'up'
Effect: You bring into being a mobile, hemispherical energy field 3 meters in radius centered on you that prevents the entrance of most types of living creatures.

It does not affect constructs, elementals, outsiders, or undead.

This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
Antimagic Field
Abjuration Difficulty: Very Difficult (30)
Time to use: 1 action
Prerequisite: Any 6 Abjuration spells
Effect: An invisible barrier, 3 meters in radius, surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.

Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make an Abjuration check against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field, though Mage's Disjunction might.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Forbiddance
Abjuration Difficulty: Very Difficult (30), modified by proximity
Time to use: 6 rounds
Prerequisite: Any 6 Abjuration spells
Effect: Forbiddance seals an area (18 meter cube per die in Abjuration) against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

In addition, it damages entering creatures whose have more or less Dark Side points than you. A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.

The Creature has 1 more or 1 less Dark Side point: The creature takes 6d damage. A successful Willpower roll against your Abjuration roll halves the damage, and spell resistance applies.

The Difference between the number of Dark Side points is 2 or more: The creature takes 12d damage. A successful Willpower check halves the damage, and spell resistance applies.

At your option, the abjuration can include a password, in which case creatures with different number of Dark Side points can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.

Dispel magic does not dispel a forbiddance effect unless the dispeller’s Abjuration skill  is at least as high as yours.

You can’t have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.
Guards and Wards
Abjuration Difficulty: Very Difficult (30)
Time to use: 30 minutes
Prerequisite: Any 6 Abjuration spells
This power can be kept 'up'
Effect: This powerful spell is primarily used to defend your stronghold. The ward protects 60 square meters per die in Abjuration. The warded area can be as much as 6 meters high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.

Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 1 meters. A creature within 1 meter has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
Arcane Locks: All doors in the warded area are arcane locked.

Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. 

Confusion: Where there are choices in direction—such as a corridor intersection or side passage—a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment, mind-affecting effect. A creature may roll spell resistance to ignore this effect. 

Lost Doors: One door per die in Abjuration is covered by a silent image to appear as if it were a plain wall. A creature may roll Willpower against your Abjuration to detect the door.

In addition, you can place your choice of one of the following five magical effects.

1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts.

2. A magic mouth in two places.

3. A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts.

4. A gust of wind in one corridor or room. A character can make a Stamina check against your Abjuration roll to ignore the effects

5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. The creature may make a Willpower check against your Abjuration roll to ignore the effect.

The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mage’s disjunction destroys the entire guards and wards effect.
Repulsion
Abjuration Difficulty: Very Difficult (30)
Time to use: 1 action
Prerequisite: Any 6 Abjuration spells
This power can be kept 'up'
Effect: An invisible, mobile field (up to 3 meters in radius per die in Abjuration) surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your skill allows). Any creature within or entering the field must attempt a Willpower check against your Abjuration roll. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted.

They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.

Wednesday, August 1, 2012

Star Wars: Force Powers, Abjuration (1st Circle)

Resistance
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.

Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 km of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

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.

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
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.

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.

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).