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SCHOOL OF ABJURATION

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This school is focused on protective spells, as well as spells which cancel or interfere with other spells, magical effects or supernatural abilities.


Unless otherwise noted, each spell can be used twice per day during combat. Outside of combat, reasonable use applies. In cases of friendly roleplay where a certain effect is agreed upon as exerting a positive effect on the story, magic limitations in combat can be exceeded if both parties agree.


Any material components listed must be in your possession before casting a spell. Additional material components may be required based on your class of character.


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LOW LEVEL SPELLS

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Endure Elements

The caster suffers no harm from being in a hot or cold environment. They can exist comfortably in conditions between –50 and 140 degrees Fahrenheit, but this does not shield from direct blasts of fire or ice.
Material Component: Common.


Hide From Animals

Mundane animals cannot see, hear, or smell the caster. This spell is broken if anything living touches the caster. The caster can still be injured while hiding.
Material Component: Common.


Hide From Undead

Undead cannot see, hear, or smell the caster. Vampires are excluded from the effects of this spell. The spell is broken anything touches the caster. The spell breaks once the caster strays more than 5 m from the casting site.
Material Component: Common.


Remove Fear

The caster can briefly remove the paralysis of fear from a subject. The subject must be willing. The removal of fear may instill bravery in them, but no more so than is natural for the character.
Material Component: Common.


Anti-plant Shell

This spell forms a barrier around the caster (and one other person) that may protect them from attacks by plants, trees, or other flora. It only protects an area 5 m surrounding the caster.
Material Component: Common


Hold Portal / Arcane Lock

This spell magically holds shut and locks a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. The spell only remains active while the caster is either inside the building, or in visual range of the portal while (s)he's outside.
Material Component: Ritual.


Entropic Shield

A magical field appears around the caster, glowing with a chaotic blast of multicolored hues that are visible to the naked eye. The shield has a 3 m maximum area of effect, and one other person may be shielded. It may deflect projectiles such as arrows or magical rays. It does not stop bullets. The shield breaks down after being struck three times.
Material Component: Rare.


Protection From Guns

Resistance to ranged weapons. It does not stop bullets or other strikes, but it does decrease the amount of damage taken by 50%.
Material Component: Rare.


Protection From Energy

Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). Each casting of the spell can only protect against one type of energy at a time.
Material Component: Rare.


Resistance

The caster imbues a subject with magical energy that protects them from harm by magic, effectively decreasing any damage taken by 50% for ranged spells.
Material Component: Occult.


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HIGH LEVEL SPELLS

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Explosive Runes

The caster traces these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read with enough force to throw an average human across the room. The caster and any characters specifically instructed can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another caster can try to erase/dispel the runes, but they may be hard to detect.
Material Component: Rare.


Freedom of Movement

This spell enables the caster or another person to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement. The spell also allows the subject to move and attack normally while underwater. The freedom of movement spell does not, however, allow water breathing.
Material Component: Rare.


Psychic Turmoil

This spell renders characters with psychic abilities unable to use their powers, for up to three rounds in combat.
Material Component: Rare.



Shield

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of the caster. It negates targeted magical attacks.
Material Component: Rare.


Stoneskin

The caster gains resistance to physical attacks like blows, cuts, stabs, and slashes. Subject takes 50% damage for duration of spell.
Material Component: Rare.


Shield Other

This spell wards the subject and creates a mystic connection between the caster and the subject so that some of its wounds are transferred. When the spell ends, subsequent damage is no longer divided between the subject and the caster, but damage already split is not reassigned to the subject. If the caster and the subject of the spell move out of range of each other, the spell ends.
Material Component: Rare AND Ritual.


Remove Curse

Remove curse instantaneously removes a curse on an object or a person. Certain special curses may not be countered by this.
Material Component: Occult.


Break Enchantment

This spell frees victims from enchantments, transmutations, but no curses. Most casters will require a gift or promise in order to cast the spell. 

Material Component: Occult.


Globe of Invulnerability

An immobile, faintly shimmering magical sphere surrounds the caster and excludes low level spells. The globe can be brought down by a targeted dispel magic spell. The caster can leave and return to the globe without penalty. Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled. The sphere functions both ways. While the caster is inside, they cannot perform any attacks to anything outside the sphere either.
Material Component: Occult.


Atonement

This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. Most casters will first require the subject to fulfill a quest. Can be used to reverse the curse of a jikininki.
Material Component: Occult AND Ritual.

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