Arcane Spell (Abjuration), Ward, Zone
Create advantage while Forcefully Arcane vs a Fantastic (+6) difficulty to create a spell Aspect on a zone and each adjacent zone called Arcane Ward for one (1) full day or until all invocations are used.
When the spell Aspect is added to the zone, any active spell Aspects in the affected area with a difficulty to overcome of Good (+3) or less are removed from play. Additionally, anyone attempting to cast an Arcane spell within or into the spell Aspect's affected area suffers a -5 penalty to their roll; the spell Aspect can be invoked to provide further opposition.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward, Zone
Create advantage while Forcefully Arcane vs a Legendary (+8) difficulty to create a spell Aspect on a zone and each adjacent zone called Arcane Ward for one (1) month or until all invocations are used.
When the spell Aspect is added to the zone, any active spell Aspects in the affected area with a difficulty to overcome of Great (+4) or less are removed from play. Additionally, anyone attempting to cast an Arcane spell within or into the spell Aspect's affected area suffers a -8 penalty to their roll; the spell Aspect can be invoked to provide further opposition.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward, Zone
Create advantage while Forcefully Arcane vs a Great (+4) difficulty to create a spell Aspect on a zone and each adjacent zone called Lesser Arcane Ward for one (1) scene or until all invocations are used.
When the spell Aspect is added to the zone, any active spell Aspects in the affected area with a difficulty to overcome of Fair (+2) or less are removed from play. Additionally, anyone attempting to cast an Arcane spell within or into the spell Aspect's affected area suffers a -2 penalty to their roll; the spell Aspect can be invoked to provide further opposition.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Banish, Teleportation, Prepared
I gain +6 to attack an Outsider target within my zone or an adjacent zone with dimensional magics; if I take the Outsider out they are ejected from my plane of existence. However if the target is not taken out, this attack has no effect at all. Note that this spell does not inflict damage and is not resisted by effects that reduce damage.
Arcane Spell (Abjuration), Dispel, Zone
I may overcome while Forcefully Arcane in an attempt to dispel any and all Invisibility effects in my zone and in any adjacent zones. My result takes a -2 shift penalty and is then applied privately by the GM to the difficulty to overcome any active magical Invisible effects in the affected area.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Dispel
Dispelling magic is handled using the overcome action.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward, Zone
Create advantage while Forcefully Arcane vs a Superb (+5) difficulty to create a spell Aspect on a zone and each adjacent zone called Elemental Ward for one (1) full day or until all invocations are used.
While this Aspect is active elemental beings are ejected from the area and cannot enter the area or attack into the area. Additionally, anyone attempting to cast an elemental spell in the spell Aspect's affected area suffers a -5 penalty to their roll; the spell Aspect can be invoked to provide further opposition.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward, Zone
Create advantage while Forcefully Arcane vs a Epic (+7) difficulty to create a spell Aspect on a zone and each adjacent zone called Greater Elemental Ward for one (1) full day or until all invocations are used.
While this Aspect is active elemental beings are ejected from the area and cannot enter the area or attack into the area. Additionally, anyone attempting to cast an elemental spell in the spell Aspect's affected area suffers a -7 penalty to their roll; the spell Aspect can be invoked to provide further opposition.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward, Zone
Create advantage while Forcefully Arcane vs a Fantastic (+6) difficulty to create a spell Aspect on a zone and each adjacent zone called Outsider Ward for one (1) full month or until all invocations are used.
While this Aspect is active Outsiders are ejected from the area and cannot enter the area or attack into the area. Additionally, the Aspect provides Fantastic (+6) resistance against all attempts to summon an Outsider within its affected area, and can be invoked to provide further opposition.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward, Zone
Create advantage while Forcefully Arcane vs a Wondrous (+10) difficulty to create a spell Aspect on a zone and each adjacent zone called Greater Outsider Ward for one (1) full year or until all invocations are used.
While this Aspect is active Outsiders are ejected from the area and cannot enter the area or attack into the area. Additionally, the Aspect provides Wondrous (+10) resistance against all attempts to summon an Outsider within its affected area, and can be invoked to provide further opposition.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward
Create advantage while Carefully Arcane vs a Great (+4) difficulty to apply the spell Aspect Protective Ward to myself or someone else in my zone. While this Aspect is active the person it is attached to can justify defend or overcome actions taken against all harmful magical abilities targeting them and gains +2 when attempting to do so. This Aspect may also be invoked to offer further protection when defending from physical or magical abilities. The Aspect lasts for a scene or until no invokes remain.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward
Create advantage while Carefully Arcane vs a Legendary (+8) difficulty to apply the spell Aspect Greater Protective Ward to myself or someone else in my zone. While this Aspect is active the person it is attached to can justify defend or overcome actions taken against all harmful magical abilities targeting them and gains +4 when attempting to do so. This Aspect may also be invoked to offer further protection when defending from physical or magical abilities. The Aspect lasts for a scene or until no invokes remain.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward
Create advantage while Carefully Arcane vs a Mediocre (+0) difficulty to apply the spell Aspect Minor Protective Ward to myself or someone else in my zone. While this Aspect is active the person it is attached to can justify defend or overcome actions taken against all harmful magical abilities targeting them. This Aspect may also be invoked to offer further protection when defending from physical or magical abilities. The Aspect lasts for a scene or until no invokes remain.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward, Zone
Create advantage while Forcefully Arcane vs a Fantastic (+6) difficulty to create a spell Aspect on a zone and each adjacent zone called Scrying Ward for one (1) full month or until all invocations are used.
Anyone attempting to scry the affected area suffers a -5 penalty to their roll; the spell Aspect can be invoked to provide further opposition.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward, Zone
Create advantage while Forcefully Arcane vs a Superb (+5) difficulty to create a spell Aspect on a zone and each adjacent zone called Summoning Ward for one (1) full day or until all invocations are used.
While this Aspect is active summoned creatures and constructs are ejected from the area and cannot enter the area or attack into the area. Additionally, the Aspect provides Superb (+5) resistance against all summoning attempts within its affected area, and can be invoked to provide further opposition.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.
Arcane Spell (Abjuration), Ward, Zone
Create advantage while Forcefully Arcane vs a Epic (+7) difficulty to create a spell Aspect on a zone and each adjacent zone called Summoning Ward for one (1) full year or until all invocations are used.
While this Aspect is active summoned creatures and constructs are ejected from the area and cannot enter the area or attack into the area. Additionally, the Aspect provides Epic (+7) resistance against all summoning attempts within its affected area, and can be invoked to provide further opposition.
Overcoming Spell Aspects is explained in the
Simple Magic
guidelines.