Protector Spell List

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By the Defences...

Level 1

Disarm

Range Duration Target Save
10 feet Instant Individual no

This spell releases a blast of magic, causing an individual within 10 foot to drop any and all weapons they are currently holding. These weapons may be immediately picked up again, but only after they have fallen completely to the floor. The target does not get a save.

Resist

Range Duration Target Save
N/A 1 Day Caster no

Drawing upon their will to resist any negative thing that may come their way, the caster becomes more resistant to spells and effects for the day. They draw a save at random, which counts as theirs for the rest of the day.

Revive

Range Duration Target Save
Touch 1 Minute Individual no

With this spell the Protector may infuse a touched unconscious person with energy for one minute, even if the unconsciousness is caused by severe wounds (OOC – if the individual is on their death count, but not past it). Limbs on zero or less hit points are however still unusable.

Sheen

Range Duration Target Save
Touch 15 Minutes Individual no

By using their magic as a defensive barrier, the Protector may grant a touched individual an aura of protection, acting as rank one magical armour, or repairing one point of natural armour for each armoured location. If used on the caster no magical armour is gained, however it may still repair armour as above.

Level 2

Bar Entry

Range Duration Target Save
Touch 2 Minutes Item no

With this spell the Protector may cause one touched entrance/exit to stay closed, but only if some suitable physical barrier exits, like a window or a door. This spell has the effect of holding the barrier closed, preventing it from being opened, for 2 minutes.

Blacksmith

Range Duration Target Save
Touch 1 Combat Armour no

During combat armour is likely to get damaged. The Protector can, with this spell, cause a touched person’s armour to continuously repair itself during a single combat. The armour must be normal (ie. not magically generated) and it repairs itself at a rate of one point per minute.

Restraint

Range Duration Target Save
Touch 15 Minutes Individual no

Designed to turn a person’s aggression against themselves, this spell makes the next blow of the touched individual (so long as it is within 15 minutes of the casting of the spell) result in the individual taking one point of enchanted damage to their chest, no matter what they were aiming at.

Seal

Range Duration Target Save
Touch 1 Hour Item no

Originally designed to protect a client’s possessions, this spell prevents anyone except the caster from opening one hand-held object for an hour.

Level 3

Flaw

Range Duration Target Save
30 Feet Instant Location no

This spell draws on the Protectors affinity wth armour to strip the effectiveness of one point of armour from a specified location on an individual within 30 foot, as if the armour had been damaged. This damage may be repaired as normal.

Intuition

Range Duration Target Save
Touch 1 Day Individual no

This is the first of the true “Guarding” spells learned by a Protector. With it the Protector attunes their sixth sense to the touched individual so as to better guard them. Fir the next 24 hours, if the individual is in danger, the Protector will be aware that there is a problem regardless of the distance involved. This spell does not reveal the nature of the problem, only that one exists.

Locate Poison

Range Duration Target Save
10 Foot Radius Instant Area no

When cast this spell gives the Protector knowledge of any poisons in the surrounding 10 foot. It will not identify the poison unless the caster possesses enough ranks in poison law to identify it themselves, but it does allow the caster to know where all the poisons are located.

Mantle

Range Duration Target Save
Touch 15 Minutes Caster or Individual no

The second of the Protectors basic arts, this spell the Protector may wield their magic to give a touched individual the equivalent of rank 2 armour, or themself rank 1 armour for the next 15 minutes. This armour is magical in nature, and just like sheen (lvl 1), this armour cannot be repaired.

Level 4

Forcefield

Range Duration Target Save
10 Foot 15 Minutes Area no

With the casting of this spell a 10 foot long magical barrier comes into being next door to the caster, for 15 minutes it will prevent any weapon from passing through that area. However, it is visible as a shimmering in the air, and may be gone round. It also doesn’t prevent spells from being cast through it.

Magical Shield

Range Duration Target Save
Touch 1 Hour Individual no

With this spell the Protector may make a touched individual more resistant to unfriendly magical spells for the next hour. In effect the individual gains the caster’s saves for the next hour. Any duplication of saves are ignored.

Poison Ward

Range Duration Target Save
30 Foot Radius 24 Hours Area no

By drawing a circle upon the ground and casting this spell the Protector may render any Poisons within the area harmless. Any that are used in the area have no effect, but they still count as being used up. This is effective until it is taken down by some means.

True Sense

Range Duration Target Save
Touch 15 Minutes Caster or Individual no

This spell renders the individual touched immune to all illusions for the next 15 minutes – they can see through them, and if the illusion has a solid component they may ignore any damage it calls. In effect, for the duration of the spell, illusions do not exist for the target.

Level 5

Aura of Protection

Range Duration Target Save
Touch 15 Minutes Caster or Individual no

When this spell is cast, the touched individual’s armour is reinforced by a shimmering glow for the next 15 minutes, which fills in the gaps between protected areas, protecting the target from arrows and assassin’s daggers. For the duration of this spell, the target becomes immune to the effects of the ‘Through’ damage call. All ‘Through’ damage is considered ‘Normal’.

Cloak

Range Duration Target Save
Touch 15 Minutes Caster or Individual no

Just like Sheen (lvl 1) and Mantle (lvl 3) this spell grants armour to an individual touched for the next 15 minutes. This armour is the magical equivalent of rank 3 armour for anyone but the caster, who it counts as rank 2 armour.

Good Fortune

Range Duration Target Save
N/A 1 Day Caster no

Providing reliable resistance to undesirable effects, this spell causes the Protector to automatically pass the next save to be called at them during that day, no matter the source.

Magic Ward

Range Duration Target Save
10 Foot Radius 15 Minutes Area no

This spell creates a bubble of pure magic with a 10 foot radius around the caster, lasting for 15 mins. It stops anyone outside from coming into the bubble with a weapon, and no spells may be cast in or out of the bubble. People within the bubble may travel out of it with a weapon, but they will be unable to come back in while holding a weapon. This spell ends if the caster leaves the bubble.

Level 6

Neutralise Poison

Range Duration Target Save
Touch Permanent Caster no

This spell infuses the caster with magic, rendering the next poison the caster touches harmless. The poison does not get a save. This spell is permanent in duration, but only lasts until the caster next touches a poison.

Plate Self

Range Duration Target Save
Touch 15 Minutes Caster or Individual no

The ultimate in the Protector’s armouring spells, this grants a touched individual the magical equivalent of rank 4 armour, or the Protector rank 3 magical armour, for the next 15 minutes.

Saving Grace

Range Duration Target Save
Touch 15 Minutes Caster or Individual no

This spell creates a small personal forcefield around touched individual for the next 15 minutes. All damage done to the touched individual counts as subdual damage for the duration of the spell.

Ultimate Sacrifice

Range Duration Target Save
Touch 15 Minutes Individual no

After this spell has been cast, for the next 15 minutes, all spells, damages and effects done to the touched individual affect the caster instead of the target.

Level 7

Fatal Flaw

Range Duration Target Save
30 Feet Instant Individual no

A much more powerful version of the Flaw spell (lvl 3), this spell instantly strips all armour, including magical armour, from the specified individual within 30 foot. The armour may be repaired as normal. The target does not get a save.

Purge

Range Duration Target Save
30 Foot Radius Instant Area no

When cast this spell instantly destroys any poisons within 30 foot of the caster, regardless of type or origin of the poisons.

Redemption

Range Duration Target Save
Touch Instant Corpse no

This is one of the greatest powers for the Protector. The touched corpse (someone past their death count) rises from the dead, and the caster dies in their place. The caster may be resurrected as normal, and the target must fulfil one single sentence contract as specified by the caster (previous examples include ‘Obey the Guild council in all things’ to simply ‘learn to have some fun’).

Reinforcement

Range Duration Target Save
Touch Until Used Individual no

This is the most powerful of the “guard” spells. Once it is cast upon an individual, the Protector and his client are bonded permanently until this spell is used. When this spell is activated (with the call ‘Reinforcement’), the caster instantaneously transports to the target regardless of distance. This spell will also activate if the target falls to his/her 10 minute count, and transports the target to the caster (where hopefully he/she will be safer and can be healed). The caster may only bond him/herself to one person at a time using this spell, but a given target may have any number of Protectors bonded to him/her. This spell may be blocked by any spell or effect that would block the Portal spell.


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