Abjuration Enhancements

Absure [self], [creature], [element], or [virtue]

Abjuration spells can provide numerous types of protection and defenses. Most abjuration spells defend individual creatures or objects, but you can create a spell that limits the movements of creatures into or out of an area, enhance Defense, grant damage resistance, or restrict the movements of certain creatures.

Abjuration also includes the suppression or dispelling of magical effects.

An abjure cantrip can grant 1 point of SOAK against a specific damage type for up to one round. This is enough to provide basic environmental protection against nonextreme conditions.

Antimagic

Breaching. Cost 2 MP per 1d6. This gives the target a +1d6 die bonus per 2 MP to attribute checks made to resist or breach a spell effect of the specified type.

Dispel Magic. Cost varies. You can only dispel an effect if its area of effect is within range. You must devote the same amount of MP to the Dispel Magic effect, in addition to MP paid for range, area of effect, duration, etc, as the caster of the spell you are trying to dispel. The more MP you spend, the more powerful effects you can dispel. The check is a MAGIC check directly opposed by the caster’s MAGIC check. In many cases, the caster’s MAGIC check may have been made previously, and should be recorded as the difficulty of the effect.

Antimagic. Cost 5 MP. You can create an antimagic area, making it difficult or impossible for all magic to work within. You must spend a minimum of 5 MP to create antimagic, in addition to area of effect, range, and duration. You make a MAGIC check as normal, and any spells or effects cast within that area must exceed that check as a difficulty value or have that magic countered. Whenever any spell or effect enters the area, or its area of effect intersects the antimagic area, its controller makes the check against this effective difficulty benchmark. Obviously, an antimagic area will not suppress itself.

Targeted Antimagic. Cost 1 MP. As Antimagic, except that you choose a single magical skill and the antimagic effect only applies to spells which use that skill. You can therefore create a cheaper anti-scrying area or other specific defense.

Hedging

Hedging. Cost 1 MP. You must declare a creature type (fey, goblinoid, beast, etc.) or virtue (such as Good or Evil). Creatures with the declared type or virtue who try to enter the area of effect or try to target MENTAL DEFENSE of creatures within the area are subject to a MAG vs. MENTAL DEFENSE attack; if it succeeds, the hedged creature cannot enter the protected area for one minute. Every minute it can make one attempt; if the creature fails, it is stuck outside for at least the next minute. This effect prevents the creature from making melee attacks into the area, but it can still use ranged attacks and spells which don’t target MENTAL DEFENSE.

Hedging, All. Cost 2 MP. As Hedging, but it applies to all creatures. This uses abjure self.

Hedging, Enduring. Cost 3 MP. You can only use this option in combination with Hedging or Hedging, All. Affected creatures only get one chance every day to enter the area, rather than once per minute. Of course, if the duration is less than a day, this benefit is slightly reduced.

Hedging, Greater. Cost 2 MP. You can only use this option in combination with Hedging or Hedging, All. None of the hedged creature’s attacks, spells, or abilities can cross into the area of effect.

Shielding

Shielding. Cost 1 MP per +2 DEFENSE. This a deflection ability; attacks of the secret’s type are diverted away from the target. Affected creatures gain a bonus to their DEFENSE against any selected creature type equal to the MP spent. To gain DEFENSE against all creature types, the cost is 1 MP/+1 DEFENSE and uses abjure self.

Withstanding. Cost 1 MP per +2 SOAK. This enables the target to withstand the damage type of the secret; it does not deflect it away. Affected creatures gain a bonus to their SOAK score vs. any selected damage type equal to the MP spent. To gainSOAK against all damage types, the cost is 1 MP per +1 SOAK instead, and the spell uses abjure self.