Abjuration
Abjuration is the magic of warding, refusal and enforced boundaries: spells that keep harm, influence and intrusion from taking hold. It raises protective barriers, hardens bodies and minds against danger, and unravels hostile magic that doesn't belong. It can seal thresholds, punish trespassers and drive threats away by denying them a foothold. Its signature is calm and decisive: the blow turns, the curse comes undone, the intruder is halted before the threat becomes a disaster.
Abjuration Spells at a Glance
| Spell | Complexity | Strain | Summary |
|---|---|---|---|
| Aegis Touch | Cantrip | 0 | Ward the target until the start of your next turn: its next save before then gains +1 per 2 Mysticism ranks. |
| Stitch Ward | Cantrip | 0 | The creature you touch becomes Stable. |
| Ward Spark | Cantrip | 0 | Each target makes a Fortitude save vs your Channeling result. Failure: 1 Disadvantage on all checks until the start of your next turn. |
| Arcane Protection | 1 | 1 | The target gains 1 Advantage on saves against hostile magic for the duration. |
| Banish | 1 | 2 | An extraplanar creature (ghost, demon, elemental…) makes a Charisma save vs your Channeling result or is sent back to its home plane. The GM decides if and when it returns; on a critical failure, later rather than sooner. |
| Conceal Arcana | 1 | 2 | Mask a creature, object or area from detect-magic attempts: they suffer 1 Disadvantage. A failed detector isn't aware anything was hidden unless evidence is obvious. Larger than Medium: +2 base Strain per size. |
| Protection | 1 | 2 | Increase the target's Soak by 2 (stacks with armor). |
| Deflection | 2 | 2 | Choose melee or ranged: attacks of that type against the target suffer 1 Disadvantage. |
| Dispel | 2 | 2 | Target an active spell (2 AP), or counter a spell being cast as a Reaction (2 RP). Opposed Channeling (or the caster's Charisma save for innate magic). Win: the spell ends or fails. Beat it by 15+: the caster treats it as a critical failure. |
| Damage Field | 4 | 4 | At the end of each affected creature's turn, every creature adjacent to it (allies included) takes 2d6 damage. |
Spells
Aegis Touch
Cantrip · Strain 0 · Invocation, 2 AP · Duration 1 round
Brewable, Buff, Safeguard, Ward
You ward the target until the start of your next turn. The next time it attempts a save before the ward ends, it adds +1 to that save for every 2 Mysticism ranks you have (round down). The ward is then spent.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: The target also rolls that save twice and uses the better result.
Optional Modifiers
- Extended Ward (+1): The ward lasts 1 minute instead, but it still ends as soon as it has applied to one save.
Stitch Ward
Cantrip · Strain 0 · Invocation, 2 AP · Duration Instant
Brewable, Healing, Ward, Touch
You give a creature you touch a moment of minor medical aid: it becomes Stable.
Restricted delivery (Touch): using any delivery other than Touch costs +1 Strain.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: The target also heals 1d4 HP and has Resistance to all damage until the start of your next turn.
Ward Spark
Cantrip · Strain 0 · Invocation, 2 AP · Duration 1 round · Save: Fortitude
Damage, Debuff, Hex
A disruptive spark of magic jolts your targets. Each target makes a Fortitude save opposed by your Channeling result. On a failure it suffers 1 level of Disadvantage on all checks until the start of your next turn; on a critical failure, 2 levels instead.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: Every target that fails its save also takes 1d4 force damage, plus 1d4 more for every 3 Mysticism ranks you have.
Arcane Protection
Complexity 1 · Strain 1 · Invocation, 2 AP · Duration 5 rounds
Brewable, Ward, Concentration, Concentration
You ward the target against hostile magic. For the duration it has 1 level of Advantage on saves against hostile magic. This spell requires Concentration.
Critical Success: The target has 2 levels of Advantage instead.
Optional Modifiers
- Greater Arcane Protection (+2): The target has 2 levels of Advantage (3 on your critical success).
- ★ Self-Sustaining (+3): The spell no longer needs Concentration for its duration. [School Mastery, 6+ ranks]
Banish
Complexity 1 · Strain 2 · Invocation, 2 AP · Duration Instant · Save: Charisma
Movement, Planar
You try to force an extraplanar creature (a ghost, demon, elemental or similar, at the GM's discretion) back to its home plane. It makes a Charisma save opposed by your Channeling result. On a failure it is banished home; the GM decides whether and when it can come back, and on a critical failure it should return later rather than sooner, if at all.
Delivery restriction (area): an area delivery costs +1 Strain, and each increase to the area costs +1 Strain more.
Conceal Arcana
Complexity 1 · Strain 2 · Ritual (10 minutes) · Duration 1 hour
Buff, Detection, Concealment
You mask a creature, object or area from attempts to detect magical auras and effects. Attempts to detect magic on it suffer 1 level of Disadvantage. A creature that fails to detect it doesn't realize anything was hidden unless there is obvious evidence (GM's call).
Size scaling: for a target larger than Medium, add +2 to the base Strain for each size category above Medium.
Critical Success: Detection attempts suffer 2 levels of Disadvantage instead.
Optional Modifiers
- Strong (+1): Detection attempts suffer 1 more level of Disadvantage.
Protection
Complexity 1 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Brewable, Buff, Ward
You wrap the target in protective force: its Soak increases by 2 for the duration. This stacks with worn and natural armor.
Critical Success: Soak increases by 4 instead.
Optional Modifiers
- ★ Greater Protection (+4): Double the Soak increase from this spell. [School Mastery, 8+ ranks]
Deflection
Complexity 2 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Brewable, Buff, Ward
A screen of deflecting force surrounds the target. Choose melee or ranged: for the duration, attacks of that kind against the target suffer 1 level of Disadvantage.
Critical Success: Those attacks suffer 2 levels of Disadvantage instead.
Optional Modifiers
- Multiangled Protection (+2): The Disadvantage applies to both melee and ranged attacks.
- Greater Deflection (+2): Attacks suffer 2 levels of Disadvantage (3 on your critical success).
Dispel
Complexity 2 · Strain 2 · Invocation, 2 AP · Duration Instant
Countermagic, Debuff
You unravel hostile magic, either ending a spell already in effect or countering one as it is cast.
- Cast (2 AP): target one active spell within range.
- Counter (Reaction, 2 RP): when a creature within range begins casting a spell, try to counter it.
Resolve it as an opposed check: your Mysticism (Channeling) against the other caster's Channeling total (a creature that casts innately rolls a Charisma save and uses that as its total). If you win, the targeted spell ends, or the spell being cast fails. If you beat their total by 15 or more, the caster treats their spell as a Critical Failure.
Area deliveries cost double Strain for this spell.
Optional Modifiers
- Multiple Spells (+1): If you dispel the target successfully, you also end every other spell it currently has active.
- Power (+2): Target a magic item instead of a spell or creature. Your Channeling check takes 1 level of Disadvantage (2 for an uncommon item, 3 for a rare one; GM's call). On a success the item's magic is suppressed for 1 round. Critical success with Power (requires School Mastery (Abjuration) and 5+ ranks): Dispel gains Concentration and a duration of 5; the item stays suppressed while you concentrate, up to the duration, and you can sustain it normally. If your Concentration breaks, the item works again.
- Push (+2*): For every 2 extra Strain spent on this modifier, gain 1 level of Advantage on the Mysticism check to dispel. You can take it more than once.
- ★ Anti-Magic Field (+6): Create a 10-foot-radius sphere centered on you that lasts while you concentrate, up to 3 rounds. Spells, magical effects and magic items have no effect inside it. A summoned creature that enters must make a Charisma save against your Channeling total or gain 1 level of Exhaustion. This modifier can't be combined with any other. [School Mastery, 7+ ranks]
Damage Field
Complexity 4 · Strain 4 · Invocation, 2 AP · Duration 5 rounds
Creation, Damage
You surround the target with a dangerous field. At the end of each affected creature's turn, every creature adjacent to it (allies included) automatically takes 2d6 damage.
Area deliveries cost double Strain for this spell.
Critical Success: The field deals 3d6 damage instead.
Optional Modifiers
- Self Preservation (+2): You are immune to your own field.
- Damage Boost (+2): The field deals 2d8 damage (3d8 on your critical success) instead of 2d6.
- ★ Greater Damage Field (+4): The field deals 4d6 Heavy damage (5d6 on your critical success). [School Mastery, 6+ ranks]
- Mobile (+2): Requires Self Preservation. You can detach the field from yourself and move it up to your normal delivery range each round for 1 AP.
Abjuration Wild Surges
Roll on Wild Surge — Abjuration: 1d30 on a failed Channeling check; 2d8 on a critical failure (negative entry 2 × roll − 3) or critical success (positive entry 2 × roll − 2). Use the severity for the triggering spell's Total Strain: Minor 0–4, Moderate 5–9, Major 10+.
| 1d30 | 2d8 | Surge | Minor (0–4) | Moderate (5–9) | Major (10+) |
|---|---|---|---|---|---|
| 1 | 2 | Ward Feedback (−) | 1 Disadvantage on saves until the start of your next turn. | 2 Disadvantage on saves until the start of your next turn. | 2 Disadvantage on saves until the end of your next turn. |
| 2 | 2 | Aegis Flare (+) | Resistance to one damage type of your choice until the start of your next turn. | Resistance to two damage types until the start of your next turn. | Resistance to two damage types until the end of your next turn. |
| 3 | 3 | Null Pulse (−) | One ongoing spell you control on yourself ends (random if several). | One ongoing spell you control ends (random). | All ongoing spells you control on yourself end. |
| 4 | 3 | Clean Cut (+) | End one negative condition on yourself a spell could remove (GM call). | End one negative condition, or reduce one Lingering condition by 1. | End up to two negative conditions on yourself. |
| 5 | 4 | Backlash Barrier (−) | +2 Soak but −10 ft Speed until the start of your next turn. | +3 Soak but −10 ft Speed until the end of your next turn. | +4 Soak but −20 ft Speed until the end of your next turn. |
| 6 | 4 | Warding Step (+) | Move up to 10 ft without provoking reactions. | Move up to 15 ft without provoking. | Move up to 20 ft without provoking. |
| 7 | 5 | Reflected Ward (−) | Your spell's defensive benefit goes to an adjacent creature instead (or you). | It goes to a random creature within 10 ft of the target point. | It goes to a random creature within 20 ft of the target point. |
| 8 | 5 | Mirror Ward (+) | The first hit against you before the end of your next turn suffers 1 Disadvantage. | That first hit suffers 2 Disadvantage. | That first hit suffers 2 Disadvantage. |
| 9 | 6 | Dispel Sting (−) | Take 1d4 damage per Total Strain of the spell (min 1d4). | Take 1d6 per Total Strain (min 1d6). | Take 1d8 per Total Strain (min 1d8). |
| 10 | 6 | Dispel Spark (+) | A creature you perceive suffers 1 Disadvantage on its next save before the end of your next turn. | It suffers 2 Disadvantage. | Up to two creatures each suffer 2 Disadvantage on their next save. |
| 11 | 7 | Over-Shield (−) | You are Encumbered until the start of your next turn. | Encumbered until the end of your next turn. | Encumbered until you pass a DC 15 flat check at the end of your turn. |
| 12 | 7 | Anchor (+) | You can't be pushed or pulled until the start of your next turn. | Can't be pushed or pulled until the end of your next turn. | Can't be pushed, pulled or knocked Prone until the end of your next turn. |
| 13 | 8 | Ward Inversion (−) | Your next buff spell before your next turn is 1 step weaker (GM call). | Next buff spell is 2 steps weaker. | Next buff spell until the end of your next turn is 2 steps weaker. |
| 14 | 8 | Ward Resonance (+) | Your next buff spell before your next turn is 1 step stronger (GM call). | Next buff spell is 2 steps stronger. | Next buff spell until the end of your next turn is 2 steps stronger. |
| 15 | 9 | Hollowing (−) | You can't benefit from Advantage on saves until the start of your next turn. | No Advantage on saves until the end of your next turn. | No Advantage on saves and 1 Disadvantage on saves until the end of your next turn. |
| 16 | 9 | Lucky Ward (+) | Reroll the next save you fail before the end of your next turn (keep the new result). | Reroll the next two failed saves. | Reroll the next two failed saves until the end of your next turn. |
| 17 | 10 | Static Field (−) | Your next spell this turn has delivery range 1 step shorter. | Next spell's range is 2 steps shorter. | Your spells' ranges are 1 step shorter until the end of your next turn. |
| 18 | 10 | Open Channel (+) | Your next spell this turn has delivery range 1 step longer. | Next spell's range is 2 steps longer. | Your spells' ranges are 1 step longer until the end of your next turn. |
| 19 | 11 | Warding Echo (−) | Your next action this turn becomes Taxing. | Your next two actions this turn become Taxing. | Your actions are Taxing until the end of your next turn. |
| 20 | 11 | Steady Channel (+) | Ignore Taxing on your next action this turn. | Ignore Taxing on your next two actions. | Ignore Taxing until the end of your next turn. |
| 21 | 12 | Seal Slip (−) | Drop one held item. | Drop one held item; you can't draw or ready it until the start of your next turn. | Drop one held item; you can't draw or ready items until the end of your next turn. |
| 22 | 12 | Sure Grip (+) | You can't be disarmed until the start of your next turn. | Can't be disarmed until the end of your next turn. | Can't be disarmed until the end of your next turn, and pick up one dropped item in reach. |
| 23 | 13 | Anti-Magic Splash (−) | One random worn magic item goes inert until the start of your next turn. | One random worn magic item goes inert until the end of your next turn. | Two random worn magic items go inert until the end of your next turn. |
| 24 | 13 | Purity Surge (+) | 1 Advantage on saves vs magic until the start of your next turn. | 2 Advantage on saves vs magic until the start of your next turn. | 2 Advantage on saves vs magic until the end of your next turn. |
| 25 | 14 | Ward Bleed (−) | One ally within 10 ft suffers 1 Disadvantage on its next save. | That ally suffers 2 Disadvantage. | Up to two allies within 10 ft each suffer 2 Disadvantage on their next save. |
| 26 | 14 | Shared Ward (+) | One ally within 10 ft gains 1 Advantage on its next save. | That ally gains 2 Advantage. | Up to two allies within 10 ft each gain 2 Advantage on their next save. |
| 27 | 15 | Brittle Ward (−) | If you take damage before the end of your next turn, you become Dazed. | If damaged before the end of your next turn, you become Dazed and Off-Guard until the end of your next turn. | If damaged before the end of your next turn, you become Dazed. |
| 28 | 15 | Hardened Ward (+) | The next damage you take before the end of your next turn is reduced by 1d6. | Reduced by 2d6. | Reduced by 2d6. |
| 29 | 16 | Grounded (−) | Until your next turn you can't use deliveries that push or pull. | No push/pull deliveries until the end of your next turn. | No push/pull deliveries until the end of your next turn, and your next spell can't use AOE. |
| 30 | 16 | Catch-and-Release (+) | The next time you're damaged before the end of your next turn, push the attacker 5 ft (no save). | Push the attacker 10 ft. | Push the attacker 10 ft and move 5 ft yourself (no reactions). |
− negative (odd), + positive (even).