Interdiction
Counter-summon. Deny para-causality. Cling desperately. Walk through the valley of the shadow of death, and fear.
Contents
- Protection Circle
- Greater Key — Composure 2
- Dreambreaker — Composure 2, Depths 6
- Worldly Mists — Composure 2, Discretion 6
- Mirrorskin — Alchemy 4
- Armour of the Natural — Alchemy 4, World 6
- Anti-Paracausal Mantra — Alchemy 4, Depths 6
- Lesser Natural Ward — Arcane 4
- Divine Sense — Spirituality 4
- Sense Passage — Spirituality 4, Awareness 4
- Dismiss — Spirituality 4, Spirituality 6
- Warden of Worlds — Spirituality 4, Spirituality 6, Presence 6
Protection Circle
- Speed: Action.
- Range: Touch.
- Area: Cylinder (5 m).
- Cost: 6.
- Concentration.
You infuse the affected area with magic; you are entitled to any of the following effects:
- Outsiders cannot willingly enter or leave the affected area.
- Outsiders cannot target creatures through the boundary of the affected area with spells or abilities.
- Magic cannot teleport anything into or out of the affected area.
Greater Key
Prerequisite: Composure 2
You gain an alternate way of casting Protection Circle. This version has the following changes:
- Speed: Ritual.
- Cost: 0.
- When the spell is cast, it's traced into the ground, persisting without concentration.
- As part of casting this spell, you outline the affected area on the ground in chalk (or another similar material); if the circle is broken (takes at most an action by any creature adjacent to it) the spell ends.
Dreambreaker
Prerequisite: Composure 2, Depths 6
When you cast Protection Circle, you are entitled to the following effect:
- Willing creatures within the area cannot be affected by Distortion or Control magic; existing effects are suppressed while in the area.
Worldly Mists
Prerequisite: Composure 2, Discretion 6
When you cast Protection Circle, you are entitled to the following effects:
- The boundary of the area cannot be seen through (this effect counts as Distortion magic).
- Sound cannot pass through the boundary of the area (this effect counts as Distortion magic).
Mirrorskin
Prerequisite: Alchemy 4
- Speed: Action.
- Range: Touch.
- Target: Creature.
- Cost: 3.
- Concentration.
Affected creature gains an edge on rolls made on defence against non-attack abilities used by Outsiders.
Armour of the Natural
Prerequisite: Alchemy 4, World 6
When you cast Mirrorskin, affected creature also gains an edge on rolls made on defence against attacks used by Outsiders.
Anti-Paracausal Mantra
Prerequisite: Alchemy 4, Depths 6
When you cast Mirrorskin, affected creature also gains an edge on rolls made on defence against non-attack spells cast by Outsiders.
Lesser Natural Ward
Prerequisite: Arcane 4
- Speed: Action.
- Range: Self.
- Area: Sphere (100 m).
- Cost: 4.
- Concentration.
You become aware when Summoning magic would bring an object or creature to a location within the affected area, learning the nature of the spell and the identity of the caster. As a reaction, you may roll Personal Reality against the caster to counter the spell.
Divine Sense
Prerequisite: Spirituality 4
- Speed: Action.
- Range: Self.
- Area: Sphere (15 m).
You sense the presence of Outsiders within 15 m of you, even through walls. You learn their precise locations and natures.
Sense Passage
Prerequisite: Spirituality 4, Awareness 4
When you cast Divine Sense, you gain the following:
- You can sense traces of Outsiders for up to 48 hours after they've left the area; you learn their natures, the general path they took through the area, and how long ago they were present.
Dismiss
Prerequisite: Spirituality 4, Spirituality 6
- Speed: Attack.
- Range: 5 m.
- Target: Creature.
- Cost: 3.
Target must be an Outsider. Attack with Depths vs. Presence. If you render a creature helpless with this spell, you can transport it to the plane of its nature.
Warden of Worlds
Prerequisite: Spirituality 4, Spirituality 6, Presence 6
When you render an outsider helpless, you can transport it to the plane of its nature.