Post by logan9a on Jan 29, 2019 19:09:48 GMT
Magical defense
Increase magic resistance -> Increase magic resistance (other) -> Detect Scrying -> Shield magic -> Hide from Scrying -> Reflect magic -> [TBD] -> Sigil -> [TBD] -> [TBD] ->
Increase magic resistance
Casting time: 5 rounds
Range: self
Duration: Till sunup/sundown
MP cost: 4mp
Gives a +10% bonus when rolling any defenses, resistance rolls, etc vs new magic. (If you already have some evil spell on you this won’t help against it.)
Increase magic resistance (other)
Casting time: 5 rounds
Range: 1m
Duration: Till sunup/sundown
MP cost: 4mp
Gives a +10% bonus when rolling any defenses, resistance rolls, etc vs new magic. (If they already have some evil spell on them this won’t help against it.)
Detect Scrying
Casting time: 5 rounds
Range: 1m
Duration: Till sunup/sundown
MP cost: 4mp
Any time someone attempts to scry for you (or the area you are in) you can make a ESS x5 to notice this.
Hide From Scrying
Casting time: 5 rounds
Range: 1m
Duration: Till sunup/sundown
MP cost: 6mp
If you have this up and have detected a scrying attempt (using the Detect Scrying spell) you can attempt to hide from the attempt. If you are just trying to hide yourself, ESS x5 to pull it off. If you are attempting to hide yourself and two other people (or you and your horse) ESS x3 to pull it off. If you are attempting to hide more than that (max is a bus of people, gear, beasts) ESS x1 to hide from the scryer.
Shield magic
Casting time: 1 round
Range: Self
Duration: Till used or sunup/sundown, whichever comes first
MP cost: 4mp
This is a ‘dumb defense’ that will automatically activate on the next spell (even friendly or healing) cast upon you negating it. Note that if you cast a spell on yourself after casting this, this spell negates it. Hence you can only have one shield magic active on you at a time and this should be the last spell you cast upon yourself prior to battle. (Obviously, it is impossible to have both a reflect magic and shield magic active on you at the same time.)
Reflect magic
Casting time: 1 round
Range: Self
Duration: Till used or sunup/sundown, whichever comes first
MP cost: 6mp
This is a ‘dumb defense’ that will automatically activate on the next spell (even friendly or healing) cast upon you reflecting it back to the caster. Hence you can only have one reflect magic active on you at a time and this should be the last spell you cast upon yourself prior to battle. (Obviously, it is impossible to have both a reflect magic and shield magic active on you at the same time.)
Sigil
Casting time: 10 minutes (with a bunch of chanting, incense, chalk, etc)
Range: 1m
Duration: Till sunup/sundown or if the caster decides to turn it off.
MP cost: 10mp
The caster makes some sort of nifty roughly circular glyph (like a pentagram, Star of David, Elder Sign, whatever) using something that can be easily seen and unbroken. If the line gets smudged or broken, the spell immediately terminates. This can be used either to keep something in or something out - but only one of those. We recommend using something that cannot be smudged or broken like liquid metal hardened a concrete floor into the protective seal of your choice. Although the sigil need not be redrawn, it does need to be messed with.
If the sigil is used to keep something in (like an unhappy summoned demon, for example) and the caster gets close enough that a bit of them or their stuff extends over the lines then the theoretical demon could grab them and haul the unwary caster into the pentagram. However, if the sigil is made to keep things out, this could occur if the people inside are unwary, stupid or the sigil is too small.