Difference between revisions of "Abjure Spirit"

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Create a glowing ring 10' radius, projecting a 20' high cylindrical effect.  Supernatural beings (unless you grant access to individual or a type, during casting) must Spirit save or cannot cross the circle.  Magical movement (teleportation, spirit walking, etc) cannot enter the circle.  Targets within the circle are protected as by Spirit Ward.  When cast, you can invert the circle, so that supernatural beings and magical travel can't leave it (rather than enter it), and those outside are protected from those within.
Create a glowing ring 10' radius, projecting a 20' high cylindrical effect.  Supernatural beings (unless you grant access to individual or a type, during casting) must Spirit save or cannot cross the circle.  Magical movement (teleportation, spirit walking, etc) cannot enter the circle.  Targets within the circle are protected as by Spirit Ward.  When cast, you can invert the circle, so that supernatural beings and magical travel can't leave it (rather than enter it), and those outside are protected from those within.


???Blast the Eldritch
???Globe of Invulnerability?
???Globe of Invulnerability?



Revision as of 22:17, 15 April 2022

Red Age > Rules > Magic > Spells > Spirit Ward


Spirit Ward (Power 1, conc (10 min), 1 action, 1 creature, touch) Protects the subject from supernatural beings (demons, elementals, ichorspawn, spirits, celestials, undead, etc). They gain +A to defense against these creatures, and is immune to their powers of fear, charm, and possession (if already affected, they may reroll their save). A warded body cannot rise as an undead.

Warding Circle (Power 3, (Power-2) hours, 1 minute, range 10') Create a glowing ring 10' radius, projecting a 20' high cylindrical effect. Supernatural beings (unless you grant access to individual or a type, during casting) must Spirit save or cannot cross the circle. Magical movement (teleportation, spirit walking, etc) cannot enter the circle. Targets within the circle are protected as by Spirit Ward. When cast, you can invert the circle, so that supernatural beings and magical travel can't leave it (rather than enter it), and those outside are protected from those within.

???Globe of Invulnerability?

block (but not falisify) divinatio spells Astral Mask (Power 2+, 1 action, touch, 24 hours, 1 willing creature, object, or location up to 5' radius) Apply either or both: False Logos: hide an existing magical aura from detection, or present a fake aura (making something non-magic appear magic, or altering the apparent nature of existing magic). You can determine the details of the false aura (what it appears to do, etc). An examiner must Wits save to see through your deception. Divination Mask: you alter how the subject detects to magical examination (making a demon not register as a demon, making someone with malicious intent appear kindly to mind-reading, etc). You can give someone the "magical signature" of a specific person (allowing them to walk through a ward or alarm keyed to ignore them), but you must have an arcane connection to that person, which is consumed in casting. If the same mask is cast on the same object or location for 30 days in a row, the duration becomes indefinite. +1 Power, 25 gp ritual materials: the subject can't be targeted by divinations or perceived through scrying at all. It's as if they don't exist.

mask can be made to detect if you are scryed upon

- prot from evil, sustained (acks) - death ward (just make it part of spirit ward, protect against soul magic, death magic, possession, etc) - mind blank? - strength of mind (acks)