Warding

Warding


Warding 1 - Mage Armor
Cost: 1 Mana
Range: Touch
Intelligence + Arcana + Warding
Duration: 2 hour per success
An invisible but tangible field of force surrounds the target, providing 1 Armor per success.
Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Warding 2 - Magic Circle Against (Alignment)
Cost 2 Mana
Intelligence + Religion + Warding
Range: 10 foot circle centered on caster
Duration: 1 Scene
All creatures within the area gain +1 Defense per 2 successes against attacks made or effects created by evil creatures.

The spell blocks any attempt to possess the warded creature or to exercise mental control over it. The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil 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. This second effect works regardless of alignment.

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. Good 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. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

No nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay, but the defense bonus and the protection from mental control apply regardless of enemies’ spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the planar binding spell) for a maximum of 1 week per success, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel can simply leave the circle through that means. The creature cannot reach across the magic circle, but its ranged attacks can. The creature can attack any target it can reach with its ranged attacks except for the circle.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires an Intelligence + Arcana roll. You do not know the result of this check. If the check fails, the diagram is ineffective.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Resolve + Composure check to break free of the trap (see the planar binding spell),an extra success is needed. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly.

Warding 3 - Stoneskin
Cost: 3 Mana and 1 Willpower
Range: Touch
Resolve + Arcana + Warding
Duration: 1 Scene
This spell absorbs damage directed at the touched creature. A number of points of bashing or lethal damage equal to 5 times the number of successes rolled are aborbed by the armor, or the same number of aggravated damage are converted to bashing damage. This spell cannot abosrb more than 5 damage a turn.

Warding 4 - Guards and Wards
Cost 2 Mana
Resolve + Arcana + Warding
Range: An area to be warded
Duration: 1 day per success

This powerful spell is primarily used to defend your home or base. The ward protects 1000 square feet per success. The warded area can be as much as 100 feet high per success, 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 5 feet. A creature within 5 feet has concealment (attacks have a -1 penalty). Creatures farther away have total concealment (-3 penalty, 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.
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Lost Doors - One door per caster level is covered by a major image to appear as if it were a plain wall, targets can roll willpower in they interact with it.

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.

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 whole warded area radiates strong magic. A successful dispel magic cast on a specific effect, removes only that effect.

Warding 5 - Mind Blank
Cost: 3 Mana + 1 Willpower
Intelligence + Arcana + Warding
Range: 50 Feet
Duration: 1 day per success
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. In the case of scrying that scans an area the creature is in, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

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