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Chapter 5: Magic Spells


Protection Spells


Barrier Against Remote Senses

Protection

Blocks the Insight Spell Remote Senses

Cost: 1 MP
Casting time: 1 standard action
Range: 10 feet
Target: An area of space
Duration: 1 hour (stage 1)
Saving Throw: None
Casting: Arms spreading out while closing eyes.

When cast, this spell creates an invisible barrier in a specified area which blocks the Insight Spell Remote Senses from entering. No one from within the barrier can use Remotes Senses to perceive anything outside the barrier either (although the original caster could temporarily drop the barrier). This spell does not block normal vision, hearing or movement.

Stage 1: Spell lasts 1 hour. Affects a small room or an alley way.

Stage 2: Spell lasts 4 hours. Affects a large room or a courtyard.

Stage 3: Spell lasts 12 hours. Affects a small house or a banquet hall.

Stage 4: Spell lasts 24 hours. Affects a large house or a market square.

Notes: A person can see if a building is protected by Barrier against Remote Senses by using the spell Examine Supernatural. The caster obviously must be close enough for their Examine Supernatural vision to be in range, and then make a DC 15 Spot check.

The other way to spot a building protected by Barrier against Remote Senses is using Remote Senses. When using Remote Senses, the caster can see any barriers if they are within 10 feet of it.

About 1 in 10 buildings will have a near constant Barrier against Remote Senses up, more in richer areas.

Breaking down a Barrier against Remote Senses: this spell can be attacked with either a Death Ray Spell or Daggers of Light. The barrier has an AC of 15, +0 Reflex save, 0 Damage Reduction (DR) and 20 Hit Points (HP) per level of the caster. The barrier remains active until it reaches zero Hit Points. Generally these barriers are difficult and time consuming to take down.

If a Barrier looses more than half its Hit Points, the original caster is alerted, providing they are inside or near the barrier’s location.



Breathe

Protection

Allows the spell recipient to breathe, even when they normally couldn't.

Cost: 1 MP
Casting time: 1 standard action
Range: 10 feet
Target: 1 living creature (stage 1)
Duration: 30 minutes (stage 1)
Saving Throw: None
Casting: Hand held near the target’s mouth.

Once cast, the spell’s recipient is able to breathe under water, in heavy smoke, or other environments where breathable air is not available. This spell does not protect from underwater pressure, extreme heat, or other environmental hazards.

Stage 1: Duration is 1 hour. Affects 1 person.

Stage 2: Duration increases to 2 hours. Affects up to 2 people.

Stage 3: Duration increases to 3 hours. Affects up to 3 people.

Stage 4: Duration increases to 4 hours. Affects up to 4 people.



Extend Shielding

Protection

Extends Magical and Physical Shield spells to others.

Cost: 1 MP
Casting time: 1 standard action
Range: 10 feet
Target: 1 person (stage 1)
Duration: 1 hour
Saving Throw: None
Casting: Arm held out towards recipient.

Stage 1: If Magical Shield or Physical Shield is active on the caster, those spells become active on the recipient of Extend shielding.

Stage 2: Can extend spells to two people.

Stage 3: Can extend spells to three people.

Stage 4: Can extend spells to four people.

Notes: An individual may only benefit from one Magical Shield Spell and one Physical Shield Spell at a time. Generally the one cast at the highest spell stage remains, but is up to the recipient to choose if need be.

The recipient receives whatever spells are active on the caster at the time of casting. After that, it is as if the Shield Spell(s) were cast on the recipient, lasting 1 hour, fully independent of the Extend Shielding Caster’s situation.

The recipient of this spell may use their new shielding to later cast Extend Shielding (providing they could normally cast it).



Magical Shield

Protection

Provides protection from some magic spells.

Cost: 1 MP
Casting time: 1 standard action
Range: 10 feet
Target: 1 living creature
Duration: 1 hour
Saving Throw: none
Casting: Hand held up and an incantation.

Magical Shield provides Damage Reduction versus the following spells: Death Ray, Steal Life, Dagger of Light and Choke.

Stage 1: Provides 1d6 Damage Reduction (DR) from some magical attacks.

Stage 2: Provides 1d8 Damage Reduction (DR) from some magical attacks.

Stage 3: Provides 1d10 Damage Reduction (DR) from some magical attacks.

Stage 4: Provides 1d12 Damage Reduction (DR) from some magical attacks.

Magical Shield Notes: Like all Damage Reduction, when a player rolls a die to determine DR, they keep the result for all subsequent applicable attacks for the remainder of the round. Next round, make a new roll as needed.

An individual may only benefit from one Magical Shield Spell at a time. Generally the one cast at the highest spell stage remains, but is up to the recipient to choose if need be.



Physical Shield

Protection

Provides protection from most physical attacks.

Cost: 1 MP
Casting time: 1 standard action
Range: 10 feet
Target: 1 living creature
Duration: 1 hour
Saving Throw: none
Casting: Hand held up and an incantation.

Physical Shield provides Damage Reduction versus Ranged and Melee attacks, unless otherwise specified. It also provides Damage Reduction versus the following spells: Fire Blast, Fists of Fire, Flaming Surface, Fists of Ice, Ice Blast and Lightning Bolt.

This spell adds to any DR granted from Armour.

Stage 1: Provides 1d6 Damage Reduction (DR) from most physical attacks.

Stage 2: Provides 1d8 Damage Reduction (DR) from most physical attacks.

Stage 3: Provides 1d10 Damage Reduction (DR) from most physical attacks.

Stage 4: Provides 1d12 Damage Reduction (DR) from most physical attacks.

Notes: Like all Damage Reduction, when a player rolls a die to determine DR, they keep the result for all subsequent applicable attacks for the remainder of the round. Next round, make a new roll as needed.

An individual may only benefit from one Physical Shield Spell at a time. Generally the one cast at the highest spell stage remains, but is up to the recipient to choose if need be.






Up Next: Shadow Spells

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