John Biles Grimoire

Defensive Spells

Original work Copyright John Biles - Reproduced here as "theKeep.org" is no longer active

Spell Name Requires Components Complexity Casting
Time
Description
Anthy's Protective Whirlwind Basic Sorcery Magical Energy
Shadow Manipulation
Shadow Opening
Difficult 1 hour
[12 sec]
This creates a small, intensely powerful whirlwind around the caster. It will turn aside almost any missile attack, and anyone trying to physically attack through it must have Strength superior to the caster's Psyche or be blown aside. It hampers or entirely blocks most physical magical attacks (fireballs, lightning, etc). It lasts for minutes to hours depending on Psyche, and just protects the caster.
Armored Clothing Basic Sorcery Shadow Maniulation variable variable

This spell toughens clothing to become like armor, able to resist assault. It has the disadvantage that it instantly breaks if you move to a shadow where the laws of magic are different. Any weapon imbued with Logrus, Pattern, Trump, or Broken Pattern will slice right through it and break the spell as well.

  • Average:15 minutes [9 sec]: Resistance to Normal Weapons [1]
  • Difficult: 1 hour [12 sec]: Resistance to Firearms [2]
  • Challenging: 3 hours [15 sec]: Impervious to Normal Weapons [4]/li>
AT-Field Basic Sorcery Magical Energy
Shadow Manipulation
Difficult 1 hour
[12 sec]
This creates a glowing field around you which intercepts, and hopefully repels physical and magically-generated physical assaults. It lasts for minutes to hours depending on Psyche, and just protects the caster.
Blink Basic Sorcery Shadow Manipulation
Shadow Opening
Magical Energy
Difficult 30 minutes
[12 sec]
Every few seconds, the caster teleports five to fifteen feet away from his current position, although he remains oriented in the same direction. This makes striking him with missiles very difficult, and melee combat equally frustrating for his foes. This spell requires practice on the part of the caster, or he will disorient himself as much as his foes.
Gaze Reflection Basic Sorcery Countermagic
Mind Touch
Difficult 1 hour
[12 sec]
This spell is designed to counteract psychic attacks, especially the classic 'lock gazes' trick. It transforms incoming psychic force into a reflected psychic attack with a strength equal to the caster's Psyche. Meanwhile, the victim's defense against the reflected attack is lowered by the caster's Psyche. However, an attack by someone with twice the Psyche or more of the caster shatters the spell. Also, a cunning, subtle foe can pick the spell apart and slip through it...of course, they have to know it's there and what it is to DO that... (Example: Gherman has Psyche 30. Julia has Psyche 50. Fiona has Psyche 130. Gherman casts Gaze Reflection. Julia tries to lock gazes and mind-fry him. The spell reflects 30 points back, leaving Julia with 20 points for defense. She gets mindfried by her own attack. Fiona steps up and locks gazes. The spell reflects 30 points back, leaving Fiona with a hundred points of attack...the spell blows out from the feedback and she then spanks Gherman hard.)
Invisibility Purge Basic Sorcery Detect Substance
Magical Energy
Shadow Manipulation
Challenging 4 hours
[15 sec]
This spell renders hidden things visible within the area of effect (Hard or higher magics will resist this unless you have a fair Psyche advantage on their caster).
Keiko's Impregnable Shield Basic Sorcery Shadow Manipulation
Magical Energy
Difficult 1 hour
[12 sec]
Forms a barrier of solid magical energy, glowing faintly green, which serves to keep out physical forces. Repeated attacks can break through it, in time, and someone with a Strength higher than the caster's Psyche can push through it if they're determined. Cast on open ground, it forms a square barrier ten feet high by ten feet wide; cast in a more confined space such as a corridor, it fills the space.
Lily's Obscuring Mist Basic Sorcery Magical Energy
Shadow Manipulation
Shadow Opening
Average 5 minutes
[9 sec]
This creates a cloud of mist about the size of a fair sized room. Only the creator can see more than a few feet in it. Useful for escapes or giving oneself an edge in combat.
Mitsune's Bloody Vengeance Advanced Sorcery
Shapeshifting Sorcery
Creatures of Blood
Intelligent Spells
Magical Energy
Shadow Manipulation
Difficult 1 hour
[12 sec]
This spell is cast upon the caster or a friend. Whenever the target is struck and blood is drawn, the blood comes to life and transforms into a highly acidic creature which can fly. It then goes after the person who drew the blood and doesn't stop until that person dies or it is destroyed.
Mitsune's Defensive Hand Basic Sorcery Magical Energy
Shadow Manipulation
Shadow Opening
Average 6 minutes
[9 sec]
This spell calls up a large magical hand about twice as broad as a human being which then moves to interpose itself between the caster and some designated target. If the target's Warfare beats the caster's Psyche, he can manage to slip past it, if his Strength beats the caster's Psyche he can just shove through it, or if he has a sufficiently powerful weapon or enough time, he can hack it to bits. The hand's target must be specified when the spell is cast.
Mitsune's Doppleganger Horde Basic Sorcery Magical Energy
Shadow Manipulation
Shadow Opening
Difficult 1 hour
[12 sec]
Illusionary doubles of the caster appear and the caster is shunted a slight distance away from her original position with one double taking her place in her original position. The caster is rimmed with the same magical aura as the doubles, so that detecting magic will not reveal which one is real. These doubles all imitate what the caster is doing and mill about close to the caster. Any attack is likely to strike a double instead of the real caster. Those with superior Psyche to the caster can fairly quickly figure out which one is real. The higher the caster's psyche, the more doubles appear.t
Mitsune's Electrical Aura Advanced Sorcery
Shapeshifting Sorcery
Magical Energy
Shadow Manipulation
ShapeShifting Sorcery
Difficult 1 hour
[12 sec]
The caster is suffused with a powerful electrical field. This does nothing to stop attacks, but anyone who strikes the caster, or anyone the caster strikes, will suffer a powerful electrical discharge on the lines of the Taser spell. The caster is transformed to become immune to electrical assaults herself, and highly conductive.
Mitsune's Improved Doppleganger Army Advanced Sorcery Intelligent Spells
Magical Energy
Shadow Manipulation
Shadow Opening
Challenging 4 hours
[15 sec]
As Mitsune's Doppleganger Army, but now the doubles can be made to do whatever the caster desires. Also, the caster becomes invisible, and is thus free to leave the doubles to run about attracting fire while she either runs for it or casts spells from hiding. Or whatever.
Nanami's Magical Sinkhole Basic Sorcery Counter Magic
Magical Energy
Hard 2 days
[18 sec]
This spell creates an up to two mile across zone where magic doesn't work. The sinkhole lasts a few hours normally (varies by caster Psyche), but efforts are made to use magic, it eats the magic and sustains itself with it. Trying to dispel it with magic is futile, as it eats the counterspell. Pattern/Logrus/etc, on the other hand, will work just fine.
Protection From Missiles Basic Sorcery Magical Energy
Shadow Manipulation
Average 5 minutes
[9 sec]
This spell creates a glowing field around the caster which will deflect any incoming missile attack fired by someone whose Warfare is lower than the caster's Psyche. It won't stop area affect explosions, acidic clouds, etc. The spell lasts only a few minutes; pushed up to Difficult, it will last for hours.
Ring of Fire Basic Sorcery Magical Energy
Shadow Manipulation
Shadow Opening
Difficult 1 hour
[12 sec]
This summons up a wall of fire around you.. The higher your psyche, the bigger you can make it. Various variations of this spell exist (Wall of Iron, Wall of Force, Wall of Ice, etc).
Wakaba's Puissant Defense vs. Sorcery Basic Sorcery Counter Magic Difficult 1 hour
[12 sec]
This spell creates a ten foot diameter circular shield against spells. It is immobile, and attempts to dispel any magic which passes through it, using its caster's Psyche. Repeated assaults will cause it to degrade, and spells greater than Difficult in level of complexity will only be weakened by it, unless the PD's caster has a severe Psyche advantage.

Note: For casting time the figure in square brackets is the casting time if hung on a rack. But it still takes the original casting time to hang it on the rack in the first place!