One of the most widely practiced forms of magic, the Protection tradition serves the interests of those who need to safeguard places, people, and objects of import.
Protection magic is commonly wielded by those of a secular bent, but anyone who relies on magical power is likely to find a use for the spells of this tradition because of the safety and security they provide.
Danger Sense
Target You and up to five creatures within short range
Duration 1 minute
None of the targets can be surprised for the duration.
Triggered If you would be surprised, you can use a triggered action to cast this spell, but the spell affects only you.
Magic Lock
Target One object within short range that can be opened or closed such as a door, chest, or window
Duration 1 minute
The target closes and locks. For the duration, it cannot be opened by nonmagical means by a creature other than you, although it can be destroyed.
Secure Site
Area A sphere with a 10-yard radius centered on a point you can reach
Duration 6 hours
An invisible field springs into existence along the circumference of the area. For the duration, you know whenever a Size 1/2 or larger creature moves into the area from outside it. This knowledge wakes you if you are asleep.
Untouchable Object
Target One Size 1/2 object you can reach
Duration 1 hour; see the effect
You touch the target and imbue in it a minor ward. Until the spell ends, no creature other than you can touch the object. The object can still be damaged by objects and effects, but it cannot be physically touched by another creature, even if the creature wears gloves.
Binding Shackles
Target One creature within 1 yard of the ground that you can see within medium range
Heavy iron chains leap from you toward the target. Make an Intellect attack roll with 1 boon against the target’s Agility. On a success, the chains wrap around the target and anchor themselves at a point on the ground you choose within 3 yards of the target. For 1 minute, the target cannot move more than 3 yards from that point. A target affected by this spell can use an action to make a Strength challenge roll with 3 banes and ends the spell on a success.
Attack Roll 20+ The target also takes 1d6 damage from the constricting chains.
Bravado
Target One creature you can reach
Duration 1 minute
You touch the target. For the duration, the target makes attack rolls and challenge rolls to resist attacks with 1 boon.
Evade
You move up to four times your Speed without triggering free attacks.
Triggered You can use a triggered action to cast this spell when you take damage. If you do, you instead move up to twice your Speed without triggering free attacks.
Forcefield
Duration 1 minute; see the effect
An invisible field of force surrounds you and moves with you. The field has Health 10. For the duration, when you would take damage, the field takes the damage instead. If the field’s damage total equals its Health, the effect ends immediately.
Perfect Target
Target One willing creature you can see within short range
Duration 1 minute; see the effect
Faint light limns the target for the duration, granting any creature that attacks the target’s Defense or Agility 1 boon to its attack roll. If the target takes damage from any attack, the spell ends, releasing a wave of destructive energy in a 3-yard radius centered on a point in the target’s space. Each creature in that area other than you and the target takes 3d6 damage. A creature in the area can make an Agility challenge roll and takes half the damage on a success.
Sanctuary
Target One creature you can reach
Duration 1 minute; see the effect
You touch the target, causing it to become hidden from all creatures for the duration. The effect ends immediately when the target attacks.
Scales of the Snakemen
Target One creature you can reach
Duration 1 minute
You touch the target. For the duration, the target creature gains a +2 bonus to Defense and makes challenge rolls to resist or remove the poisoned affliction with 2 boons.
Electrify
Target One creature or object within medium range
Duration 1 hour
The target emits a faint buzzing noise for the duration. If the target is a creature and it attacks with a metal weapon, the attack deals 1d6 damage from a jolt of electricity in addition to the weapon’s normal damage.
In addition, any creature that touches the target directly, is touched by the target, or touches the target with a metal weapon takes 1d6 damage from a jolt of electricity.
A creature that takes this damage must make an Agility challenge roll. On a success, the creature takes half the damage. On a failure, the creature is repelled 1d6 yards away from the target and falls prone.
Screen
Area A 5-yard-radius sphere centered on a point you can reach
Duration 8 hours
An insubstantial mirror-like field springs into existence on the area’s outer edge and remains for the duration. Creatures outside the area cannot use their senses to perceive into the area, nor can creatures choose origin points inside the area for spells they cast unless the choice does not require sight. Sound emanating from within the area does not reach beyond the edges. Otherwise, creatures can freely enter and exit the area. In addition, creatures inside the area can see beyond the edge of the area as if the field were not there.
Finally, the spell prevents Divination magic and similar spells from perceiving or detecting anything inside the area.
Secure Object
Target One Size 3 or smaller object that you have buried within short range.
Duration Permanent (see effect)
The target cannot be located by Divination spells, and each creature you choose within long range that had knowledge of the target instantly forgets that knowledge. The spell is permanent until the object is no longer buried.
Sacrifice You can use an action and expend a casting of this spell to cast the protective field Protection spell.
Vigilance
Target One creature you can reach
Duration 4 hours
You touch the target, granting it heightened readiness and awareness. For the duration, the target makes Perception challenge rolls with 1 boon and cannot be charmed, compelled, frightened, surprised, or put to sleep by magic.
Vigor
Target One creature you can reach
Duration 1 hour
You touch the target, granting it a +10 bonus to Health for the duration.
Forceful Rebuke
Area Each creature of your choice within 2 yards of you
A sudden blast of magical force slams into each chosen creature and causes it to take 4d6 damage. A creature that takes this damage must make a Strength challenge roll with 1 bane. On a failure, the force causes the creature to move 5 yards in a straight line away from you and then fall prone.
Fortify Mind
Target Up to three creatures within short range
Duration 1 minute
You remove the frightened affliction from each target. Then, for the duration, each target receives 3 boons on challenge rolls to resist the effects of the frightening and horrifying traits or to resist gaining Insanity.
Magic Trap
Target A point you can reach on a solid surface
Duration 8 hours; see the effect
You touch the target and leave behind a glowing mark that fades after a moment. When you cast this spell, you can designate any number of creatures you can see to become immune to the spell’s effect.
Until the spell ends, whenever a creature other than a creature you designated moves to within 2 yards of the target, the mark explodes in a 5-yard radius centered on the target and the spell then ends. Fire loosed by the spell deals 6d6 damage to everything in the area. A creature in the area can make an Agility challenge roll and takes half the damage on a success.
The sound of the explosion can be heard from up to 1 mile away. Each creature within 20 yards of the point must get a success on a Strength challenge roll or become deafened for 1 minute.
Protection From Spells
Target One creature you can reach
Duration 1 hour
You touch the target and grant it protection from spells for the duration. Until the effect ends, creatures attacking the target with spells make the attack rolls with 1 bane. As well, the target makes challenge rolls with 1 boon to resist a spell’s effect.
Protective Field
Area A sphere with a 3-yard radius centered on a point you can reach
Duration 1 minute
An immobile, invisible barrier springs into existence along the circumference of the area and remains for the duration. When you cast the spell, you designate any number of creatures within medium range of you. Designated creatures can freely move and make attacks through the barrier. No other creature can move through the barrier or make attacks with melee weapons against targets on the other side.
Energy Ward
Target Up to three creatures within short range
Duration 1 hour
You shield the targets with a field of magic, rendering them immune to damage from cold, heat, fire, and lightning for the duration.
Triggered If you would take damage from heat, fire, or lightning, you can use a triggered action to cast this spell. After reducing the damage to 0, the spell ends.
Force Shield
Duration 4 hours
A 1-yard-diameter glowing shield of magical force springs into existence at a point you can reach and hovers there vertically for the duration. The shield moves with you and moves around your body to deflect attacks. Until the spell ends, the shield imposes 2 banes on attack rolls made against your Defense or Agility. In addition, you can use the following special attack.
Shield Smash You can use an action to attack with the shield. Make an Intellect attack roll with 1 boon against the Agility of one creature you can reach. On a success, the creature takes 3d6 + 2 damage and moves 1d3 yards away from you. If the total of your attack roll is 20 or higher and beats the target number by at least 5, the creature also falls prone.
Invulnerability
Target One creature you can reach
Duration Concentration, up to 1 minute
You touch the target, making it immune to all damage for the duration.
Entrapping Globe
Target One Size 2 or smaller creature that you can see within medium range
Bands of magical energy fly toward the target. Make an Intellect attack roll against the target’s Agility. On a success, the bands wrap themselves around the target to form a hollow sphere large enough to encase the target for 1 hour. The sphere is impervious to damage, and nothing thicker or heavier than air can pass through it. Until the effect ends, you can use an action to move the sphere and everything it contains up to 10 yards in any direction, but no farther than 100 yards from you. If the sphere is ever more than this distance from you, the spell ends immediately.
A target trapped inside the sphere is blinded and deafened with regard to everything outside the sphere. The target can, however, use an action to roll the sphere from inside it, causing the sphere to move up to a number of yards equal to the target’s Strength modifier (minimum 1 yard) in a randomly determined direction. The sphere stops moving if it encounters a solid creature or object.
Attack Roll 20+ You can immediately move the sphere up to 10 yards.
Globe of Negation
Area A sphere with a 5-yard radius centered on a point you can reach
Duration 1 minute
An immobile, invisible barrier springs into existence along the circumference of the area and remains for the duration. Attack rolls with spells of rank 5 or lower against targets behind the barrier automatically get failures. As well, the area within the barrier is excluded from the area of any spell of rank 5 or lower. Finally, spells cast from within the barrier cannot have origin points beyond the barrier’s edge.
Imprison
Target One creature within long range that is standing on the ground
Adamantine chains spring up from the ground, forcing the target to make an Agility challenge roll. A target with Health 50 or lower makes the roll with 1 bane per point of its Power score. A target with Health 100 or higher makes the roll with 1 boon. On a failure, the creature is immobilized for as long as you concentrate, up to 1 minute. While it is immobilized, the target can use an action to make a Strength challenge roll with 1 bane plus 1 bane for each round you used an action to concentrate on the spell. On a success, the target removes the immobilized affl iction and the chains disappear.
If you concentrate on maintaining the effect for 1 minute, the chains drag the target 3d6 miles down into the earth, where it remains bound until you use an action or a triggered action at any time to free it. While bound in this way, the target cannot be perceived with Divination spells.
Protection from Corruption
Target One creature you can reach
Duration 8 hours
Until the spell ends, the target cannot gain Corruption from other creatures. The spell also imposes a number of banes on attack rolls made against the target by creatures that have Corruption, and grants the target a number of boons on challenge rolls made to resist attacks from such creatures. The number of boons or banes is equal to half the attacking creature’s Corruption score (minimum 1).
Remove Curse
Target One cursed creature you can see within medium range
Make an Intellect challenge roll. On a success, you remove one curse from the target. If the total of your challenge roll is 20 or higher, you remove all curses from the target.