Protection
Dissipate the force of incoming attacks. The only way to avoid harm if you value staying human.
Witch Ward
- Speed: Action.
- Range: Touch.
- Target: Creature.
- Cost: 4.
- Concentration.
Affected creature adds 2 to rolls it makes on defence.
Reactive Armour
Prerequisite: Arcane 4
You gain an alternate way of casting Witch Ward, with the following changes:
- Cost: 0.
- Affected creature must pay 1 mana any time it rolls defence; if it can't, this spell ends (it still gains the bonus to that roll).
Shield
Prerequisite: Reflexes 4
- Speed: Reaction.
- Range: Self.
- Target: Creature.
- Cost: X.
Cast as a reaction when you would be hit by an attack. Add X to your result on the roll, potentially causing a hit to miss.
Active Interception
Prerequisite: Reflexes 6
- Speed: Reaction.
- Range: 10 m.
- Target: Creature.
- Cost: 4.
Cast as a reaction when an ally within range (not yourself) would be hit by an attack. The attack misses, and you lose concentration on anything you are concentrating on.
Nine Lives
Prerequisite: Reflexes 4, Alchemy 6
- Speed: Action.
- Range: Touch.
- Target: Creature.
- Cost: 4.
- Concentration.
When the affected creature would be rendered helpless, it isn't, and this spell ends.
Starshield
Prerequisite: Energetics 4
- Speed: Action.
- Range: Self.
- Area: Sphere (2 m).
- Cost: X.
- Concentration.
Create an insubstantial spherical barrier around yourself that moves with you. The barrier is the same shape as this spell's Area's surface. Ranged attacks that would cross the barrier hit it, reducing its durability by the damage they deal. The barrier has X durability (maximum 3). If its durability is reduced to zero, the spell ends.
Wall of Light
Prerequisite: Energetics 6
When you cast Starshield, its maximum durability is 5.
Tactical Cover
Prerequisite: Energetics 4, Visualisation 4
When you cast Starshield, you may change its Range to 5 m. If you do, the barrier remains in place and doesn't move with you.
Supernova
Prerequisite: Energetics 4, Reflexes 6
When a creature reduces your Starshield's durability to zero with an attack on their turn, that creature's turn immediately ends.
