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.
Awaken Potential (make something better)
Blessed Weal (good luck)
Eye of Alarm (set a magical alarm)
Force Field (zone/wall/dome of repellant force)
Magic Armor (put magic around something to protect it)
Pax (hostiles won't attack unprovoked)
Repair (fix a broken thing)
Purify (remove stain, rot, corruption, degradation)
Lock (freeze something in space, in status, in time, etc.)
Ward (repel specific types of creatures away from a person, place, or object)
Awaken Potential (make something better)
Blessed Weal (good luck)
Eye of Alarm (set a magical alarm)
Force Field (zone/wall/dome of repellant force)
Magic Armor (put magic around something to protect it)
Pax (hostiles won't attack unprovoked)
Repair (fix a broken thing)
Purify (remove stain, rot, corruption, degradation)
Lock (freeze something in space, in status, in time, etc.)
Ward (repel specific types of creatures away from a person, place, or object)
ANTI-MAGIC FIELDNegate all the magic in a 1 meter sphere within 10 meters of your position, causing all creatures, objects, and environmental effects touched by this field to become stripped of their magic and returned to a normal, mundane state until the start of your next turn (if the target is magical by nature, permanently enchanted, or generates its own internal magic, its magic returns instantly - otherwise, the flow of magic is interrupted and the target stops being magical until magic once again acts upon it).
Those affected by an Anti-Magic Field function as though they are in our normal "non-game" world, with no access to any supernatural abilities, equipment, or qualities. |
Timing: Action Area/Range: 1 meter sphere within 10 meters Duration: 1 round Components:
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Instead of affecting a 1 meter sphere, your Anti-Magic Field is cast as a 3 meter cone in front of you or as a 3 x 3 meter sphere centered within 10 meters of your position.
As Level 1, but you can hold Concentration to maintain the effects of your Anti-Magic Field on all those who werre affected by it.
As Level 2, but increase the range/size of your Anti-Magic Field to a 5 meter cone or a 5 x 5 meter sphere centered within 20 meters of your position.
avert harMA creature within 10 meters gains Advantage on their next Save.
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Timing: Half Action Area/Range: 10 meters Duration: One Save Components:
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A creature within 10 meters gains Advantage on their next Save. Make a Spellcraft Feat. For every Bump you roll, the target also gains a +1 bonus to Save until they fail a Save or the Scene ends (whichever comes first).
As Level 1, but you also target up to (Spellcraft) additional creatures of your choice within range.
As Level 2. A creature benefiting from Avert Harm can Save to end any status condition, even those which a Save could not normally end.
AWAKEN THE DORMANT FLAMEAn object you touch begins to awaken to its true potential, temporarily shaking off any flaw or disrepair to become the best version of itself.
For the next ten minutes, the target object becomes nigh-unbreakable, functions at peak capacity, and offers Advantage to any Feat made to use it as it was designed to be used. |
Timing: Half Action Area/Range: Touch Duration: 10 minutes Components: None |
Increase the Duration to 1 hour instead of 10 minutes. During this time, the target object is considered magical and can be summoned into your possession as a Free Action no matter where it may be. Target object gives a +(Spellcraft) bonus to any Feat made to use it as it was designed to be used.
As Level 1, but increase the range to 5 meters. You can target up to (Spellcraft) additional objects within range.
As Level 2, but the enchantment gradually diminishes over several days; each time you take a Full Rest, the target's bonus to Feats made to use it decreases by 1. The Spell's effect ends when this bonus diminishes to 0.
ANTI-MAGIC FIELD
An Anti-Magic Field works to neutralize any magic it comes into contact with, returning reality to its rightful shape within the area of effect. Such a spell is an invaluable tool for those who hunt rogue magic-users and a boon for anyone delving into a dungeon filled with magical traps.
Make a Spellcraft Feat as an Action and spend 0 - 3 Mana to cast Anti-Magic Field as a Cantrip (0 Mana), a Level 1 Spell (1 Mana), a Level 2 Spell (2 Mana), or a Level 3 Spell (3 Mana), then consult the effect described under the corresponding Spell Level.
CANTRIP EFFECTS
(0 Mana)
(0 Mana)
A space within 5 meters is filled with an Anti-Magic Field. Any time a creature, object, or environmental effect enters or starts its turn in the Anti-Magic Field, it loses all its magic and functions as though it were completely ordinary, subject to all the normal physical laws of the universe. When the creature/object/environmental effect is no longer within the Anti-Magic Field, the effect ends and its magic is returned.
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects to your Anti-Magic Field:
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects to your Anti-Magic Field:
- Increase the range of Anti-Magic Field by 5 meters (you can take this multiple times for a cumulative effect).
LEVEL 1 EFFECTS
(1 Mana)
(1 Mana)
As the Cantrip. Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any Cantrip-level effect) to your Anti-Magic Field:
- The Anti-Magic Field manifests either as a 3 meter cone in front of you or as a 3 x 3 meter sphere centered within range.
- After leaving the Anti-Magic Field, its effects linger until a Save ends them.
- asdf
LEVEL 2 EFFECTS
(2 Mana)
(2 Mana)
As the Cantrip. Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any Cantrip or Level 1 effect) to your Anti-Magic Field:
- The Anti-Magic Field manifests either as a 5 meter cone in front of your or as a 5 x 5 meter sphere centered within range.
- After leaving the Anti-Magic Field, its effects linger for the remainder of the Scene.
- asdf
LEVEL 3 EFFECTS
(3 Mana)
(3 Mana)
description
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any effect from the previous Spell Levels) to your Anti-Magic Field:
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any effect from the previous Spell Levels) to your Anti-Magic Field:
- asdf
- asdf
- asdf
SPELL NAME
What does this Spell do?
Who uses it? How is it useful for adventurers?
What is the history of this Spell? What are the implications of its existence?
Who uses it? How is it useful for adventurers?
What is the history of this Spell? What are the implications of its existence?
Make a Spellcraft Feat as an Action Type and spend 0 - 3 Mana to cast Spell Name as a Cantrip (0 Mana), a Level 1 Spell (1 Mana), a Level 2 Spell (2 Mana), or a Level 3 Spell (3 Mana), then consult the effect described under the corresponding Spell Level.
CANTRIP EFFECTS
(0 Mana)
(0 Mana)
description
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects to your Spell Name:
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects to your Spell Name:
- asdf
- asdf
- asdf
LEVEL 1 EFFECTS
(1 Mana)
(1 Mana)
As the Cantrip. Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any Cantrip-level effect) to your Spell Name:
- asdf
- asdf
- asdf
LEVEL 2 EFFECTS
(2 Mana)
(2 Mana)
description
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any Cantrip or Level 1 effect) to your Spell Name:
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any Cantrip or Level 1 effect) to your Spell Name:
- asdf
- asdf
- asdf
LEVEL 3 EFFECTS
(3 Mana)
(3 Mana)
description
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any effect from the previous Spell Levels) to your Spell Name:
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any effect from the previous Spell Levels) to your Spell Name:
- asdf
- asdf
- asdf
SPELL NAME
What does this Spell do?
Who uses it? How is it useful for adventurers?
What is the history of this Spell? What are the implications of its existence?
Who uses it? How is it useful for adventurers?
What is the history of this Spell? What are the implications of its existence?
Make a Spellcraft Feat as an Action Type and spend 0 - 3 Mana to cast Spell Name as a Cantrip (0 Mana), a Level 1 Spell (1 Mana), a Level 2 Spell (2 Mana), or a Level 3 Spell (3 Mana), then consult the effect described under the corresponding Spell Level.
CANTRIP EFFECTS
(0 Mana)
(0 Mana)
description
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects to your Spell Name:
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects to your Spell Name:
- asdf
- asdf
- asdf
LEVEL 1 EFFECTS
(1 Mana)
(1 Mana)
As the Cantrip. Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any Cantrip-level effect) to your Spell Name:
- asdf
- asdf
- asdf
LEVEL 2 EFFECTS
(2 Mana)
(2 Mana)
description
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any Cantrip or Level 1 effect) to your Spell Name:
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any Cantrip or Level 1 effect) to your Spell Name:
- asdf
- asdf
- asdf
LEVEL 3 EFFECTS
(3 Mana)
(3 Mana)
description
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any effect from the previous Spell Levels) to your Spell Name:
Make a Spellcraft Feat; for each Bump you rolled, add one of the following effects (or any effect from the previous Spell Levels) to your Spell Name:
- asdf
- asdf
- asdf