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.
ANTI-MAGIC FIELD
Cantrip
Neutralize the magic of any object, field, or persistent effect by touching it. Anything produced, altered, animated, or otherwise affected by magic behaves as though it were in our mundane, non-game world. If the target is magical by nature, permanently enchanted, or generates its own internal magic, its magic returns as soon as you stop touching it with this Cantrip active. Otherwise, the flow of magic is interrupted and the target stops being magical until magic once again acts upon it.
Neutralize the magic of any object, field, or persistent effect by touching it. Anything produced, altered, animated, or otherwise affected by magic behaves as though it were in our mundane, non-game world. If the target is magical by nature, permanently enchanted, or generates its own internal magic, its magic returns as soon as you stop touching it with this Cantrip active. Otherwise, the flow of magic is interrupted and the target stops being magical until magic once again acts upon it.
Level 1
Create a shaped field (in any shape you desire; a cone, a dome, a box, etc.) that occupies up to 9 contiguous 1 meter spaces, with one of these spaces being adjacent to you. All magic within this field is neutralized (as described above). Anything produced, altered, animated, or otherwise affected by magic behaves as though it were in our mundane, non-game world for the remainder of the Scene after exposure.
Create a shaped field (in any shape you desire; a cone, a dome, a box, etc.) that occupies up to 9 contiguous 1 meter spaces, with one of these spaces being adjacent to you. All magic within this field is neutralized (as described above). Anything produced, altered, animated, or otherwise affected by magic behaves as though it were in our mundane, non-game world for the remainder of the Scene after exposure.
Level 2
As Level 1, but the field may occupy up to a 25 meter area with the nearest affected space within 10 meters of your position. Magic exposed to this field is neutralized for the next hour.
As Level 1, but the field may occupy up to a 25 meter area with the nearest affected space within 10 meters of your position. Magic exposed to this field is neutralized for the next hour.
Level 3
As Level 1, but the field may occupy an area of up to 100 interconnected 1 meter spaces with at least one of these spaces within 20 meters of you. Magic exposed to the field is rendered inert for the next 24 hours.
As Level 1, but the field may occupy an area of up to 100 interconnected 1 meter spaces with at least one of these spaces within 20 meters of you. Magic exposed to the field is rendered inert for the next 24 hours.
AWAKEN THE BLADE
Cantrip
You beckon arcane energies to flow through a creature, focusing their might and guiding their strikes to where they are most efficient. Touch a creature to grant them a +1 bonus to their choice of Melee, Ranged, Defense, or Save; this bonus endures while you hold Concentration.
Level 1
Until the Scene ends, a creature within 10 meters of you gains a +2 bonus to their choice of two of the following stats: Melee, Ranged, Defense, or Save.
Level 2
Until the Scene ends, a creature within 10 meters of you gains a +3 bonus to their choice of three of the following stats: Melee, Ranged, Defense, or Save.
Level 3
Until the Scene ends, a creature within 10 meters of you gains a +4 bonus to Melee, Ranged, Defense, and Save.
You beckon arcane energies to flow through a creature, focusing their might and guiding their strikes to where they are most efficient. Touch a creature to grant them a +1 bonus to their choice of Melee, Ranged, Defense, or Save; this bonus endures while you hold Concentration.
Level 1
Until the Scene ends, a creature within 10 meters of you gains a +2 bonus to their choice of two of the following stats: Melee, Ranged, Defense, or Save.
Level 2
Until the Scene ends, a creature within 10 meters of you gains a +3 bonus to their choice of three of the following stats: Melee, Ranged, Defense, or Save.
Level 3
Until the Scene ends, a creature within 10 meters of you gains a +4 bonus to Melee, Ranged, Defense, and Save.
COUNTERSPELL
Cantrip
Trigger: A spell is cast within 10 meters of you. Make a Spellcraft Feat as an Interrupt. For every Bump, reduce the Spell's Level by 1; a Spell reduced below Cantrip is negated.
Level 1
Trigger: A Spell is cast within 10 meters of you. Take one of the following Interrupts:
Level 2
Trigger: A Spell is cast within 10 meters of you. Take one of the following Interrupts:
Level 3
Trigger: A Spell is cast within 10 meters of you. Take one of the following Interrupts:
Trigger: A spell is cast within 10 meters of you. Make a Spellcraft Feat as an Interrupt. For every Bump, reduce the Spell's Level by 1; a Spell reduced below Cantrip is negated.
Level 1
Trigger: A Spell is cast within 10 meters of you. Take one of the following Interrupts:
- If the Spell is a Cantrip, negate it.
- If the Spell is Level 1, choose a different target for the Spell.
- If the Spell is Level 2, force its caster to choose a different target.
Level 2
Trigger: A Spell is cast within 10 meters of you. Take one of the following Interrupts:
- If the Spell is a Cantrip or Level 1, negate it.
- If the Spell is Level 2, choose a different target for the Spell.
- If the Spell is Level 3, force its caster to choose a different target.
Level 3
Trigger: A Spell is cast within 10 meters of you. Take one of the following Interrupts:
- If the Spell is a Cantrip, negate it, Silence the caster (Save ends), and absorb any Mana used to cast the Spell.
- If the Spell is Level 1, negate it and Silence the caster (Save ends).
- If the Spell is Level 2, negate it.
- If the Spell is Level 3, choose a different target for the Spell.
EYE OF ALARM
Cantrip
Make a Spellcraft Feat to place an Eye of Alarm at any point within 10 meters of you which resembles an actual living eye comprised of magical energy. The Eye will magically adhere to any surface or can float in the air, locked in place. For 1 hour per Bump rolled, 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.
Level 1
As the Cantrip, but your Eye of Alarm lasts for 1 day per Spellcraft Bump. The eye can relay sensory input to your vision and one other sense you choose when creating the eye (doing so temporarily tunes out input from this sense so you can perceive what the eye is sending).
Level 2
As Level 1, but your Eye of Alarm is Invisible when you place it. The eye can relay sensory input to your vision and up to two other senses you choose when creating the eye (doing so temporarily tunes out input from this sense so you can perceive what the eye is sending).
Level 3
As Level 2, but your Eye of Alarm is impervious to harm. The eye can relay sensory input to your vision and up to three other senses you choose when creating the eye (doing so temporarily tunes out input from this sense so you can perceive what the eye is sending).
Make a Spellcraft Feat to place an Eye of Alarm at any point within 10 meters of you which resembles an actual living eye comprised of magical energy. The Eye will magically adhere to any surface or can float in the air, locked in place. For 1 hour per Bump rolled, 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.
Level 1
As the Cantrip, but your Eye of Alarm lasts for 1 day per Spellcraft Bump. The eye can relay sensory input to your vision and one other sense you choose when creating the eye (doing so temporarily tunes out input from this sense so you can perceive what the eye is sending).
Level 2
As Level 1, but your Eye of Alarm is Invisible when you place it. The eye can relay sensory input to your vision and up to two other senses you choose when creating the eye (doing so temporarily tunes out input from this sense so you can perceive what the eye is sending).
Level 3
As Level 2, but your Eye of Alarm is impervious to harm. The eye can relay sensory input to your vision and up to three other senses you choose when creating the eye (doing so temporarily tunes out input from this sense so you can perceive what the eye is sending).
FORCE FIELD
Cantrip
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 Bumps you roll on a Spellcraft feat; for each Action spent, the size of the area increases by 1 meter in all directions (1 Bump = 1 x 1 meters, 2 Bumps = 3 x 3 meters, 3 Bumps = 5 x 5 meters and so on).
Level 1
Create a 3 x 3 meter sphere centered on a space within 10 meters of you. Any creature or object moving at a normal walking or running speed may enter this area, but all projectiles, attacks, and harmful forces cannot penetrate the field from outside and are repelled. The barrier lasts until the Scene ends or you stop sustaining the Spell's effect with Concentration.
Level 2
Create a 3 x 3 or 5 x 5 meter sphere centered on a space within 20 meters of you. Dangerous forces and environmental hazards (that can conceivably be moved) are immediately pushed outside the zone (though creatures may Save to avoid being moved). Any friendly creature or object moving at a normal walking or running speed may enter this area, but all projectiles, attacks, and harmful forces cannot penetrate the field from outside and are repelled. Hostile creatures must make a Save to cross or start their turn within the barrier's threshold; failure places them in the nearest space outside the force field. The barrier lasts until the Scene ends or you stop sustaining the Spell's effect with Concentration.
Level 3
As above, but you may create a 3 x 3, 5 x 5, or 7 x 7 meter sphere centered on a space within your line of sight. The barrier lasts until the Scene ends or you end its effect as a Free Action (Concentration is not required to sustain the force field at this Level).
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 Bumps you roll on a Spellcraft feat; for each Action spent, the size of the area increases by 1 meter in all directions (1 Bump = 1 x 1 meters, 2 Bumps = 3 x 3 meters, 3 Bumps = 5 x 5 meters and so on).
Level 1
Create a 3 x 3 meter sphere centered on a space within 10 meters of you. Any creature or object moving at a normal walking or running speed may enter this area, but all projectiles, attacks, and harmful forces cannot penetrate the field from outside and are repelled. The barrier lasts until the Scene ends or you stop sustaining the Spell's effect with Concentration.
Level 2
Create a 3 x 3 or 5 x 5 meter sphere centered on a space within 20 meters of you. Dangerous forces and environmental hazards (that can conceivably be moved) are immediately pushed outside the zone (though creatures may Save to avoid being moved). Any friendly creature or object moving at a normal walking or running speed may enter this area, but all projectiles, attacks, and harmful forces cannot penetrate the field from outside and are repelled. Hostile creatures must make a Save to cross or start their turn within the barrier's threshold; failure places them in the nearest space outside the force field. The barrier lasts until the Scene ends or you stop sustaining the Spell's effect with Concentration.
Level 3
As above, but you may create a 3 x 3, 5 x 5, or 7 x 7 meter sphere centered on a space within your line of sight. The barrier lasts until the Scene ends or you end its effect as a Free Action (Concentration is not required to sustain the force field at this Level).
GALVANIZE
Cantrip
You beckon arcane energies to flow through a creature, improving their strength, skill, and focus. Touch a creature to grant them a +1 bonus to a BASIC stat of their choice; this bonus endures while you hold Concentration.
Level 1
Until the Scene ends, a creature within 10 meters of you gains a +2 bonus to two BASIC stats of their choosing.
Level 2
Until the Scene ends, a creature within 10 meters of you gains a +3 bonus to three BASIC stats of their choosing.
Level 3
Until the Scene ends, a creature within 10 meters of you gains a +4 bonus to four BASIC stats of their choosing.
You beckon arcane energies to flow through a creature, improving their strength, skill, and focus. Touch a creature to grant them a +1 bonus to a BASIC stat of their choice; this bonus endures while you hold Concentration.
Level 1
Until the Scene ends, a creature within 10 meters of you gains a +2 bonus to two BASIC stats of their choosing.
Level 2
Until the Scene ends, a creature within 10 meters of you gains a +3 bonus to three BASIC stats of their choosing.
Level 3
Until the Scene ends, a creature within 10 meters of you gains a +4 bonus to four BASIC stats of their choosing.
MAGIC ARMOR
Cantrip
A suit of translucent armor appears over the target creature's body, granting them magical protection from specific types of harm. While you hold Concentration, a creature you touch gains 1 Non-Physical Resistance of your choice.
Level 1
A suit of translucent armor appears over a creature within 10 meters of you, granting them either +2 to one Non-Physical Resistance of your choice or +1 to two Non-Physical Resistances of your choice. This lasts for as long as you hold Concentration.
Level 2
As Level 1, but the target may be within 20 meters of you and gains a total of +3 Resistances to distribute amongst their Non-Physical Resistances as they see fit so long as you hold Concentration.
Level 3
As Level 2, but the target may be anywhere within your Line of Sight, gains a total of +4 Resistances to distribute amongst their Non-Physical Resistances as they see fit. This effect ends after 1 hour or may be maintained longer via Concentration.
A suit of translucent armor appears over the target creature's body, granting them magical protection from specific types of harm. While you hold Concentration, a creature you touch gains 1 Non-Physical Resistance of your choice.
Level 1
A suit of translucent armor appears over a creature within 10 meters of you, granting them either +2 to one Non-Physical Resistance of your choice or +1 to two Non-Physical Resistances of your choice. This lasts for as long as you hold Concentration.
Level 2
As Level 1, but the target may be within 20 meters of you and gains a total of +3 Resistances to distribute amongst their Non-Physical Resistances as they see fit so long as you hold Concentration.
Level 3
As Level 2, but the target may be anywhere within your Line of Sight, gains a total of +4 Resistances to distribute amongst their Non-Physical Resistances as they see fit. This effect ends after 1 hour or may be maintained longer via Concentration.
MEND
Cantrip
Touch a creature to grant them health and vitality. Make a Spellcraft Feat; the creature gains 1d6 Endurance for every Bump you rolled. Any pain or physical discomfort the creature is experiencing is soothed while they have these points of Endurance.
Level 1
The wounds of a creature within 10 meters of you begin to close and mend. Make a Spellcraft Feat; the creature recovers 1d6 HP for every Bump you rolled.
Level 2
Serious injuries, broken bones, and internal bleeding of a creature within 20 meters of you are magically mended. Make a Spellcraft Feat; the creature recovers 1d10 HP for every Bump you rolled and can remove one Trauma they have or be instantly cured of one non-magical disease.
Level 3
The power of this Spell is great enough to bring any creature within your line of sight back from the brink of death. No matter their current HP, the creature is instantly restored to 100% HP, removes all Trauma they have, and is cured of all non-magical diseases afflicting them.
Touch a creature to grant them health and vitality. Make a Spellcraft Feat; the creature gains 1d6 Endurance for every Bump you rolled. Any pain or physical discomfort the creature is experiencing is soothed while they have these points of Endurance.
Level 1
The wounds of a creature within 10 meters of you begin to close and mend. Make a Spellcraft Feat; the creature recovers 1d6 HP for every Bump you rolled.
Level 2
Serious injuries, broken bones, and internal bleeding of a creature within 20 meters of you are magically mended. Make a Spellcraft Feat; the creature recovers 1d10 HP for every Bump you rolled and can remove one Trauma they have or be instantly cured of one non-magical disease.
Level 3
The power of this Spell is great enough to bring any creature within your line of sight back from the brink of death. No matter their current HP, the creature is instantly restored to 100% HP, removes all Trauma they have, and is cured of all non-magical diseases afflicting them.
PURIFY
Cantrip
All matter (organic or inorganic) within a 1 meter cube you are adjacent to is totally cleansed of all dirt, rust, corrosion, micro-organisms, impurities, and any other filt; it is cleaned as though it were brand new.
Level 1
Remove one non-magical poison or disease from a creature or object within 10 meters. The target may Save (with Advantage) to end one status condition a Save could normally end.
Level 2
Remove all non-magical poisons and diseases from a creature or object within 20 meters. The target may Save (with Advantage) to end any status condition affecting them, even those which a Save could not normally end.
Level 3
Remove all non-magical poisons and diseases or one magical poison/disease from a creature or object within your line of sight. All status conditions currently affecting the target immediately end.
All matter (organic or inorganic) within a 1 meter cube you are adjacent to is totally cleansed of all dirt, rust, corrosion, micro-organisms, impurities, and any other filt; it is cleaned as though it were brand new.
Level 1
Remove one non-magical poison or disease from a creature or object within 10 meters. The target may Save (with Advantage) to end one status condition a Save could normally end.
Level 2
Remove all non-magical poisons and diseases from a creature or object within 20 meters. The target may Save (with Advantage) to end any status condition affecting them, even those which a Save could not normally end.
Level 3
Remove all non-magical poisons and diseases or one magical poison/disease from a creature or object within your line of sight. All status conditions currently affecting the target immediately end.
OVERSHIELD
Cantrip
Touch a creature; a glowing barrier appears just over their skin, offering an added layer of protection. The target is Shielded.
Level 1
As the Cantrip, but make a Spellcraft Feat; for each Bump you roll, the target also gains 1d6 Endurance, which can stack on top of any Endurance they already have (that doesn't originate from Overshield.)
Level 2
As Level 1, but increase the size of Overshield dice to d8s instead of d6s. While Shielded by Overshield, the target has Advantage on Defense Feats.
Level 3
As Level 2, but increase the size of Overshield dice to d10s instead of d8s. Whenever the Shielded status from Overshield would end, the Shielded creature may Save. If successful, the Shielded status returns when the Action that ended it resolves.
Touch a creature; a glowing barrier appears just over their skin, offering an added layer of protection. The target is Shielded.
Level 1
As the Cantrip, but make a Spellcraft Feat; for each Bump you roll, the target also gains 1d6 Endurance, which can stack on top of any Endurance they already have (that doesn't originate from Overshield.)
Level 2
As Level 1, but increase the size of Overshield dice to d8s instead of d6s. While Shielded by Overshield, the target has Advantage on Defense Feats.
Level 3
As Level 2, but increase the size of Overshield dice to d10s instead of d8s. Whenever the Shielded status from Overshield would end, the Shielded creature may Save. If successful, the Shielded status returns when the Action that ended it resolves.
SORCERER'S SEAL
Cantrip
Touch an unattended non-magical object and Concentrate; while you hold Concentration, it cannot be opened, lifted, or moved from where it sits upon the ground.
Level 1
An unattended object within 10 meters becomes locked in place for one hour and cannot be opened, lifted, or moved from its place (if in mid-air, it will fall to the ground and then cannot be moved). You may designate a pass-phrase that, when spoken aloud, neutralizes the Spell for a few seconds; just long enough to open the object or move it a few (1d6) feet.
Level 2
As Level 1, but you may lock an object within 20 meters for up to 24 hours.
Level 3
As Level 2, but the target object will remain locked in its position in space, even in mid-air, totally fixed and immoveable (but still moving with the rotation/orbit of the planet through the Cosmic Machine).
Touch an unattended non-magical object and Concentrate; while you hold Concentration, it cannot be opened, lifted, or moved from where it sits upon the ground.
Level 1
An unattended object within 10 meters becomes locked in place for one hour and cannot be opened, lifted, or moved from its place (if in mid-air, it will fall to the ground and then cannot be moved). You may designate a pass-phrase that, when spoken aloud, neutralizes the Spell for a few seconds; just long enough to open the object or move it a few (1d6) feet.
Level 2
As Level 1, but you may lock an object within 20 meters for up to 24 hours.
Level 3
As Level 2, but the target object will remain locked in its position in space, even in mid-air, totally fixed and immoveable (but still moving with the rotation/orbit of the planet through the Cosmic Machine).
WARD
Cantrip
Make a Spellcraft Feat to create a Ward covering a 3 x 3 meter sphere with you at its center, then name something specific that cannot cross the Ward's threshold (like undead, projectiles, metal, wild animals, air). For every Bump rolled, your Ward gains one charge. A charge will automatically be used to thwart one attempt on this entity's part to voluntarily cross the Ward, stopping the trespasser at the Ward's threshold and Stunning them (Save ends) (a creature involuntarily moved into the Ward is stopped without Stunning them or expending a charge). After all after the Ward's charges are used up, it vanishes.
Any being not named by this Spell can use an Action to physically disrupt the Ward while adjacent to it, ending its effect prematurely.
Level 1
As the Cantrip, but you may name two things that cannot cross the ward. An Intellect Feat (whose Difficulty is equal to the Bumps you rolled casting Ward) is required to physically disrupt the Ward.
Level 2
As Level 1, but your Ward is also maintained by Concentration and cannot be disrupted unless you stop Concentrating. Your Ward gains two charges per Spellcraft Bump rolled when creating it.
Level 3
As Level 2, but you may name three things that cannot cross. Your Ward cannot be disrupted by any mundane force and gains three charges per Spellcraft Bump rolled when creating it.
Make a Spellcraft Feat to create a Ward covering a 3 x 3 meter sphere with you at its center, then name something specific that cannot cross the Ward's threshold (like undead, projectiles, metal, wild animals, air). For every Bump rolled, your Ward gains one charge. A charge will automatically be used to thwart one attempt on this entity's part to voluntarily cross the Ward, stopping the trespasser at the Ward's threshold and Stunning them (Save ends) (a creature involuntarily moved into the Ward is stopped without Stunning them or expending a charge). After all after the Ward's charges are used up, it vanishes.
Any being not named by this Spell can use an Action to physically disrupt the Ward while adjacent to it, ending its effect prematurely.
Level 1
As the Cantrip, but you may name two things that cannot cross the ward. An Intellect Feat (whose Difficulty is equal to the Bumps you rolled casting Ward) is required to physically disrupt the Ward.
Level 2
As Level 1, but your Ward is also maintained by Concentration and cannot be disrupted unless you stop Concentrating. Your Ward gains two charges per Spellcraft Bump rolled when creating it.
Level 3
As Level 2, but you may name three things that cannot cross. Your Ward cannot be disrupted by any mundane force and gains three charges per Spellcraft Bump rolled when creating it.