Abjuration
The Mystery of Abjuration is focused on protection and preservation, using invisible magical wards, glowing barriers of force, and literal walls to guard persons and repel intruders. Abjuration is considered a defensive form of magic and often practiced by those who find themselves in dangerous situations or under the constant threat of violation from enemies. Thus the Abjurer must often be proactive in their approach, erecting barriers and magical traps well before they are needed. While spur of the moment defenses are possible, Abjuration is at its most effective when a threat can be anticipated and prepared for in advance. Because of this, Abjuration is often paired with magics which allow one glimpses into the future. Seeing threats ahead of time allows the magician to adequately prepare defenses which no enemy can penetrate.
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Spells
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ANTIMAGIC FIELD
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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ANTIMAGIC FIELD
A magician with a knowledge of the underlying principles of magic can create a field of energy that negates all known forms of magic. Within this area, no Spells or spell-like effects can take hold on reality, essentially rendering everyone and everything in the affected area mundane.
Though these effects are temporary, they can be especially effective against magical traps, obstacles, or powerful opponents imbued with magical powers. Magic-users should be careful they don't fall into their own trap, however, and find their arcane powers negated within a field of their own making. |
0 Mana - Sustained Action
Make a Spellcraft Feat to create an ANTIMAGIC FIELD centered within 10 meters of you; you can shape this zone as you see fit, creating a field of 1-meter antimagic zones. You create 1 zone for every 5 points rolled. Each 1-meter piece of the field must be connected to the origin space or a space connected to the origin space.
All Spellcasting Feats made from within this zone have Disadvantage. |
Davros rolls a 20, allowing him to create an Antimagic Field consisting of four 1-meter zones (20/5 = 4). Starting with the red origin square, he creates a field of four contiguous 1-meter spaces.
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1 Mana - Sustained Action
Create an ANTIMAGIC FIELD centered within 10 meters of you; you can shape this zone as you see fit, creating a field of (Intellect) 1-meter antimagic zones. Each 1-meter piece of the field must be connected to the origin space or a space connected to the origin space.
Spellcasting Feats cannot be made from within the field and any effects created by a Spell or magic item are neutralized within the field. |
Davros has an Intellect of 4, allowing him to create an Antimagic Field consisting of four 1-meter zones. Starting with the red origin square, he creates a field of four contiguous 1-meter spaces.
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2 Mana - Sustained Action
Create an ANTIMAGIC FIELD centered within 10 meters of you; you can shape this zone as you see fit, creating a field of (Intellect) 1-meter antimagic zones. Each 1-meter piece of the field must be connected to the origin space or a space connected to the origin space.
Spellcasting Feats cannot be made from within the field and any effects created by a Spell or magic item are neutralized within the field. Neither Schema nor Class Abilities work from within the field. Any creature that enters or starts its turn in the field is Silenced (Save ends). |
Davros has an Intellect of 4, allowing him to create an Antimagic Field consisting of four 1-meter zones. Starting with the red origin square, he creates a field of four contiguous 1-meter spaces.
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3 Mana - Sustained Action
Create an ANTIMAGIC FIELD centered within 10 meters of you; you can shape this zone as you see fit, creating a field of (Intellect x 2) 1-meter antimagic zones. Each 1-meter piece of the field must be connected to the origin space or a space connected to the origin space.
Spellcasting Feats cannot be made from within the field and any effects created by a Spell or magic item are neutralized within the field. Neither Schema nor Class Abilities work from within the field. Any creature that enters or starts its turn in the field is Silenced (Save ends). |
Davros has an Intellect of 4, allowing him to create an Antimagic Field consisting of eight 1-meter zones (4 x 2 = 8). Starting with the red origin square, he creates a field of four contiguous 1-meter spaces.
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COUNTERSPELL
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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COUNTERSPELL
With quick reflexes and a canny grasp of spellcraft, it is possible to cancel out the Spells of enemy magicians before they take root, upending their intent and twisting their purposes to your benefit. Those who know how to COUNTERSPELL are notoriously difficult to pin down in a battle of magic versus magic, as they continually interrupt and undermine any attempts to turn the forces of the arcane against them.
While COUNTERSPELL may be invaluable against rival magicians, it is of little use against Spells whose effects have already taken hold. Persistent magical effects must be undone another way, as the practice of COUNTERSPELL can only disrupt fledgling Spells before they gain any true momentum. |
1 Focus - Interrupt
When a Spell is cast within 10 meters of you, you may spend 1 Focus to perform the following Interrupt: make a Spellcraft Feat. For every 5 points rolled, reduce the triggering Spell's Level by 1; a Spell reduced to Level 0 is negated.
1 Mana - Interrupt
When a Spell is cast within 10 meters of you, you may perform either of the following Interrupts:
- If the triggering Spell is a Cantrip, negate it.
- If the triggering Spell is Level 1, choose a different target for the Spell.
- If the triggering Spell is Level 2, force its caster to choose a different target.
2 Mana - Interrupt
When a Spell is cast within 20 meters of you, you may perform either of the following Interrupts:
- If the triggering Spell is Level 1, negate it.
- If the triggering Spell is Level 2, choose a different target for the Spell.
- If the triggering Spell is Level 3, force its caster to choose a different target.
3 Mana - Interrupt
When a Spell is cast within 30 meters of you, you may perform either of the following Interrupts:
- If the triggering Spell is a Cantrip, negate it and Silence the caster for the duration of the Scene.
- If the triggering Spell is Level 1, negate it and absorb the Mana used to cast it.
- If the triggering Spell is Level 2, negate it.
- If the triggering Spell is Level 3, choose a different target for the Spell
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DISPEL MAGIC
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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DISPEL MAGIC
Those with an understanding of the fundamental principles and arcane formulae that undergird the practice of magic can use their canny to neutralize enemy Spells. The practice of DISPEL is not a complicated one, but it does require a deeper understanding of magic. And while it may not be as flashy or interesting as some other Spells, it certainly has its uses, especially against enemy spell-casters and dungeons laden with magical pitfalls.
DISPEL is most often practiced by seasoned magicians, those who have lived and breathed spellbooks for most of their days, pondering the deeper Mysteries with every waking thought. Such individuals not only grasp the required knowledge for this Spell, but recognize its necessity against the truly formidable magics they might one day face. |
0 Mana - Action
Make a Spellcraft Feat to reduce by 1 the Level of a persistent Spell or Spell effect within 10 meters; if the Spell's Level is reduced to 0, it is effectively dispelled. The Difficulty of this Feat is 10 x the Level of the Spell's caster.
1 Mana - Action
Make a Spellcraft Feat to reduce by 1 the Level of a persistent Spell or Spell effect within 10 meters; if the Spell's Level is reduced to 0, it is effectively dispelled. The Difficulty of this Feat is 5 x the Level of the Spell's caster.
2 Mana - Action
Make a Spellcraft Feat to reduce by 2 the Level of a persistent Spell or Spell effect within 10 meters; if the Spell's Level is reduced to 0, it is effectively dispelled. The Difficulty of this Feat is 5 x the Level of the Spell's caster.
3 Mana - Action
Make a Spellcraft Feat to reduce by 3 the Level of a persistent Spell or Spell effect within 10 meters; if the Spell's Level is reduced to 0, it is effectively dispelled. The Difficulty of this Feat is 5 x the Level of the Spell's caster.
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EYE OF ALARM
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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EYE OF ALARM
The abjurer creates a floating magical eye, no bigger than the palm of their hand. And yet, in this macabre conjuration is the power to surveil an area as far as the eye can see. The EYE OF ALARM can see just as well as any Mortal eye can, and reports its unblinking observances to the caster at all times, alerting them to whatever its gaze rests upon. The eye can also sense nearby motion, assuring that nothing escapes its attention.
Such a Spell has obvious applications as far as security goes, and magicians have long used it to safeguard their homes, treasures, and campsites. Cunning wizards have also devised ways to use EYE OF ALARM for spying, placing it where it is likely to go unseen and report all it observes to the caster. |
0 Mana - Action
Make a Spellcraft Feat to place an EYE OF ALARM at any point within 10 meters of you. The Eye will magically adhere to any surface or can float freely in the air. For a number of minutes/rounds equal to your Spellcraft roll, it will observe the scenery around it, as far as a normal Mortal's eye can see. At any point, you may close your eyes and opt to see from the Eye's perspective (you can only see, as it provides no input to your other senses).
The Eye has 1 HP and stops working if destroyed. You may make a Feat to hide the Eye when you place it.
The Eye has 1 HP and stops working if destroyed. You may make a Feat to hide the Eye when you place it.
1 Mana - Action
Make a Spellcraft Feat to place an EYE OF ALARM at any point within 10 meters of you. The Eye will magically adhere to any surface or can float freely in the air. For a number of days equal to your Spellcraft roll, it will observe the scenery around it, as far as a normal Mortal's eye can see. At any point, you may close your eyes and opt to see from the Eye's perspective (you can only see, as it provides no input to your other senses). The Eye also senses motion around it and will alert you if there is sudden motion out of prior stillness.
The Eye has 1 HP and stops working if destroyed. You may make a Feat to hide the Eye when you place it.
The Eye has 1 HP and stops working if destroyed. You may make a Feat to hide the Eye when you place it.
2 Mana - Action
Make a Spellcraft Feat to place an EYE OF ALARM at any point within 10 meters of you. The Eye will magically adhere to any surface or can float freely in the air. For a number of weeks equal to your Spellcraft roll, it will observe the scenery around it, as far as a normal Mortal's eye can see. At any point, you may close your eyes and opt to see from the Eye's perspective (you can only see, as it provides no input to your other senses). The Eye also senses motion around it and will alert you if there is sudden motion out of prior stillness.
The Eye has 1 HP and stops working if destroyed. The Eye is magically Hidden when you place it, with a Difficulty of 10 to spot it.
The Eye has 1 HP and stops working if destroyed. The Eye is magically Hidden when you place it, with a Difficulty of 10 to spot it.
3 Mana - Action
Make a Spellcraft Feat to place an EYE OF ALARM at any point within 10 meters of you. The Eye will magically adhere to any surface or can float freely in the air. For a number of months equal to your Spellcraft roll, it will observe the scenery around it, as far as a normal Mortal's eye can see. At any point, you may close your eyes and opt to see from the Eye's perspective (you can only see, as it provides no input to your other senses). The Eye also senses motion around it and will alert you if there is sudden motion out of prior stillness.
The Eye has 1 HP and stops working if destroyed. An Eye you place is magically Invisible and can only be seen by those who have been told that it's there.
The Eye has 1 HP and stops working if destroyed. An Eye you place is magically Invisible and can only be seen by those who have been told that it's there.
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FORCE FIELD
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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FORCE FIELD
FORCE FIELD places a static dome of repellant force on a point of the magician's choosing, protecting everything within the field from harmful outside forces. The Spell can be used to protect a troupe of explorers from environmental hazards, buy a band of adventurers more time to diffuse a dungeon's death trap, or allow a troop of archers to snipe from a protected position.
While the protective dome generated by FORCE FIELD is rather powerful and resistant to all forms of damage, its weakness is two-fold. First, the dome is static and only provides protection to those within. Second, it can be easily unwoven by those with the proper magical acumen, exposing those within the barrier to harm once more. |
0 Mana - Action
All dangerous forces and objects light enough to be picked up and carried are pushed out of an area within 10 meters of your position, as if by a strong wind. This lasts for only a moment; objects may be returned to their previous position without recourse and destructive forces rush back into the gap from which they were displaced after a single round has passed.
The size of the area affected depends on how many Action Dice you spend on this Spell; for each Action Dice spent, the size of the area increases by 1 meter in all directions (1 Action Dice = 1x1 AoE, 2 Action Dice = 2x2 AoE, 3 Action Dice = 3x3 AoE and so on).
The size of the area affected depends on how many Action Dice you spend on this Spell; for each Action Dice spent, the size of the area increases by 1 meter in all directions (1 Action Dice = 1x1 AoE, 2 Action Dice = 2x2 AoE, 3 Action Dice = 3x3 AoE and so on).
1 Mana - Sustained Action
Create a 3x3 meter sphere on a point within 10 meters of you. Any creature or object moving at a normal speed may enter this area, but all projectiles, attacks, and harmful forces are repelled. The barrier lasts until the Scene ends or you stop sustaining the Spell's effect.
2 Mana - Sustained Action
Create a 3x3 or 5x5 meter sphere on a point within 20 meters of you. Hostile creatures and dangerous forces are immediately placed outside the zone (though creatures may Save to avoid being moved). Any friendly creature or object moving at a normal speed may enter this area, but all projectiles, attacks, and harmful forces are repelled. Hostile creatures must make a Save to cross the barrier's threshold. The barrier lasts until the Scene ends or you stop sustaining the Spell's effect.
3 Mana - Sustained Action
Create a 3x3, 5x5, or 7x7 meter sphere on a point within your line of sight. Hostile creatures and dangerous forces are immediately placed outside the zone. Any friendly creature or object moving at a normal speed may enter this area, but all projectiles, attacks, harmful forces, and hostile creatures are repelled. The barrier lasts until the Scene ends or you stop sustaining the Spell's effect.
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IMPRISM
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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IMPRISM
Through the application of IMPRISM, a living creature can be magically placed in a state of suspended animation, protected from harm, illness, and the ravages of time for as long as they remain imprisoned in a tomb of crystal. In such a state, the preserved creature is able to recover from injuries, wait for harm to pass, or remain in a deathless stasis until a cure for sickness can be devised.
IMPRISM also has the unfortunate potential to detain a prisoner for as long as the Spell endures. There are stories of evil wizards kidnapping princesses and encasing them in crystal, amassing a menagerie of frozen, eternal beauty until a brave knight freed them. Unfortunately, the powers of IMPRISM are seldom so easily undone. |
0 Mana - Spell Attack
Target a creature no larger than a dog and make a Spell attack. If you hit, the target takes no damage but is imprisoned in crystal so long as you remain conscious and within 100 meters of them. While held in crystal stasis, the creature is effectively removed from play, unable to act, perceive, take damage, or deal damage; they are held immortal, frozen in time the moment they became crystallized. The crystal prison has 10 HP and if shattered, immediately frees the creature contained within.
1 Mana - Spell Attack
Target a creature within range and make a Spell attack. If you hit, the target takes no damage but gains 1 count of Crystallized. They gain an additional count of Crystallized if they are granting you Advantage. If they are Stunned or Frozen, they gain 3 counts of Crystallized.
Upon receiving 3 counts of Crystallized, the target becomes encased in crystal until such a time as you perish or voluntarily release them. While held in crystal stasis, the creature is effectively removed from play, unable to act, perceive, take damage, or deal damage; they are held immortal, frozen in time the moment they became crystallized. The crystal prison has 20 HP and if shattered, immediately frees the creature contained within.
Upon receiving 3 counts of Crystallized, the target becomes encased in crystal until such a time as you perish or voluntarily release them. While held in crystal stasis, the creature is effectively removed from play, unable to act, perceive, take damage, or deal damage; they are held immortal, frozen in time the moment they became crystallized. The crystal prison has 20 HP and if shattered, immediately frees the creature contained within.
2 Mana - Spell Attack
Make a Spell attack against every creature in a 3x3 meter area of effect. Each creature hit takes no damage but gains 1 count of Crystallized. They gain an additional count of Crystallized if they are granting you Advantage. If they are Stunned or Frozen, they gain 3 counts of Crystallized.
Upon receiving 3 counts of Crystallized, the target becomes encased in crystal until such a time as you perish or voluntarily release them. While held in crystal stasis, the creature is effectively removed from play, unable to act, perceive, take damage, or deal damage; they are held immortal, frozen in time the moment they became crystallized. The crystal prison has 30 HP and if shattered, immediately frees the creature contained within.
Upon receiving 3 counts of Crystallized, the target becomes encased in crystal until such a time as you perish or voluntarily release them. While held in crystal stasis, the creature is effectively removed from play, unable to act, perceive, take damage, or deal damage; they are held immortal, frozen in time the moment they became crystallized. The crystal prison has 30 HP and if shattered, immediately frees the creature contained within.
3 Mana - Spell Attack
Make a Spell attack against (Intellect) creatures of your choice within 20 meters. Each creature hit takes no damage but gains 1 count of Crystallized. They gain an additional count of Crystallized if they are granting you Advantage. If they are Stunned or Frozen, they gain 3 counts of Crystallized.
Upon receiving 3 counts of Crystallized, the target becomes encased in crystal until such a time as you perish or voluntarily release them. While held in crystal stasis, the creature is effectively removed from play, unable to act, perceive, take damage, or deal damage; they are held immortal, frozen in time the moment they became crystallized. The crystal prison has 30 HP and if shattered, immediately frees the creature contained within.
Upon receiving 3 counts of Crystallized, the target becomes encased in crystal until such a time as you perish or voluntarily release them. While held in crystal stasis, the creature is effectively removed from play, unable to act, perceive, take damage, or deal damage; they are held immortal, frozen in time the moment they became crystallized. The crystal prison has 30 HP and if shattered, immediately frees the creature contained within.
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MAGICAL BARRIER
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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MAGICAL BARRIER
The Mystery of Abjuration is replete with Spells that protect, secure, and insulate the caster and her allies from harm, but of all the available magics offered by this Mystery, MAGICAL BARRIER is perhaps one of the most widely adopted Spells available. It's power, versatility, and simplicity allow even novice magicians to erect powerful defenses against the eldritch forces of the cosmos.
MAGICAL BARRIER is one of a pair of Spells, typically used in tandem to protect against the magical and the mundane. It's counterpart, PHYSICAL BARRIER shields the user against physical harm. Together, they offer a complete defense against the many destructive forces adventurers are likely to face. |
0 Mana - Action
Roll 1 Action Dice. Until the end of your next turn, you or an ally within 10 meters gains a Resistance based on the result:
- Target gains 1 Elemental Resistance
- Target gains 1 Elemental Resistance
- Target gains 1 Chaos Resistance
- Target gains 1 Chaos Resistance
- Target gains 1 Mystic Resistance
- Target gains 1 Mystic Resistance
1 Mana - Action
Roll 1 Action Dice and target yourself or an ally within 10 meters. The number shown on the dice is how many points you have to distribute amongst your Elemental, Chaos, and Mystic Damage Resistances as you see fit. Your MAGICAL BARRIER lasts until the end of the Scene.
2 Mana - Action
Roll 1 Action Dice and target yourself or an ally within 10 meters. The number shown on the dice is the number of Spells and spell attacks that will bounce off your MAGICAL BARRIER and back onto the caster. After this number of Spells have been reflected or the Scene ends, the MAGICAL BARRIER fades.
The target of your MAGICAL BARRIER gains 2 Elemental, 2 Chaos, and 2 Mystic Damage Resistance until the end of the Scene.
The target of your MAGICAL BARRIER gains 2 Elemental, 2 Chaos, and 2 Mystic Damage Resistance until the end of the Scene.
3 Mana - Action
Roll 1 Action Dice and target yourself or an ally within 10 meters. The number shown on the dice is the number of Spells that your MAGICAL BARRIER will absorb when hit by a Spell, giving you any Mana that was used to cast the triggering Spell.
The target of your MAGICAL BARRIER gains 3 Elemental, 3 Chaos, and 3 Mystic Damage Resistance until the end of the Scene.
The target of your MAGICAL BARRIER gains 3 Elemental, 3 Chaos, and 3 Mystic Damage Resistance until the end of the Scene.
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PHYSICAL BARRIER
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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PHYSICAL BARRIER
Though a magician can call lightning from calm skies, fathom the deepest Mysteries of the universe, and shake a mountain to its foundation, a rusty knife in the gut is still enough to end his adventure prematurely. For this reason, many adopt the use of defensive spells like PHYSICAL BARRIER to not only protect themselves from harm, but to redirect the kinetic force of a weapon attack into energy which can be channeled to the magician's own uses.
PHYSICAL BARRIER is one of a pair of Spells, typically used in tandem to protect against the magical and the mundane. It's counterpart, MAGICAL BARRIER shields the user against magical harm. Together, they offer a complete defense against the many destructive forces adventurers are likely to face. |
0 Mana - Action
Roll 1 Action Dice. You or an ally within 10 meters gains this much Endurance.
1 Mana - Action
Roll 1 Action Dice. Until the end of the Scene, you or an ally within 10 meters gains Physical Damage Resistance equal to the number shown on the dice.
2 Mana - Action
Roll 1 Action Dice and target yourself or an ally within 10 meters. The number shown on the dice is the number of subsequent weapon attacks whose damage is negated and reflected back on the attacker, after which the Barrier fades.
The target of your PHYSICAL BARRIER gains 2 Physical Damage Resistance until the end of the Scene.
The target of your PHYSICAL BARRIER gains 2 Physical Damage Resistance until the end of the Scene.
3 Mana - Action
Roll 1 Action Dice and target yourself or an ally within 10 meters. The number shown on the dice is the number of subsequent weapon attacks whose damage is negated and absorbed by the Barrier, after which the Barrier fades. After the Barrier fades, all the damage it absorbed is converted into Endurance and given to the one who was wearing the Barrier.
The target of your PHYSICAL BARRIER gains 3 Physical Damage Resistance until the end of the Scene.
The target of your PHYSICAL BARRIER gains 3 Physical Damage Resistance until the end of the Scene.