John Biles Grimoire

Warding Spells

Original work Copyright John Biles - Reproduced here as "theKeep.org" is no longer active

Spell Name Requires Components Complexity Casting
Time
Description
Alarm Advanced Sorcery Detect Substance
Intelligent Spells
Magical Energy
Shadow Manipulation
Variable Variable

This spell alerts the caster that someone has entered the area of effect by ringing a bell loudly in his ears. This will rouse the caster from slumber if necessary. The triggering condition can be set as broadly or narrowly as one likes, within the limitations of magic's ability to detect things (With no mind touch component, the spell has to go by appearance and behavior, but can't measure attitude. Identities can be specified if you know the person's biological imprint or have some bit of them, like hair.).

The alarm endures for a duration based on the spell complexity; area of effect ranges from a few feet at human psyche to hundreds of feet in radius at high ranked psyche.

  • Minor:30 seconds [6 sec]: A few minutes
  • Average:15 minutes [9 sec]: A few hours
  • Difficult: 1 hour [12 sec]: A day.
  • Challenging: 3 hours [15 sec]: A week
  • Hard: 1 Day [18 sec]: A month
Contingency Defense Advanced Sorcery Detect Substance
Intelligent Spells
Magical Energy
Shadow Manipulation
Shadow Opening or Counter Magic
Detect Substance
Intelligent Spells
Magical Energy
Challenging 5 hours
[15 sec]
Once cast, this spell hangs around the caster, waiting for a trigger condition to be set off, at which time it activates the pre-chosen defense against that condition. It comes in two major forms: One can set it to detect various kinds of physical attacks and prepare some countermeasure (incoming flame triggers a jet of water, incoming bullet turns your clothing into armor, incoming lightning gets grounded by a sudden lightning rod), or it can be set to detect incoming magic and automatically counterspell it. Contingency Defenses last for hours at Chaos Psyche, and proportionally longer at higher ranks, however, the spell gradually devours the pool of magical energy which it uses to fuel the defense, so smart sorcerors renew their Contingency Defenses every few days.
Explosive Runes Advanced Sorcery Detect Substance
Intelligent Spells
Magical Energy
Shadow Manipulation
Shadow Opening
Challenging 4 hours
[15 sec]
This spell enchants written letters to explode if looked at or read or touched. The caster can set the explosion to be anything from a small focused burst of flame or lightning at the person looking at them to a room-annhilating explosion that takes the written material with it. The caster can also set the runes to not go off if certain specified people look at them. The spell lasts for days to months, depending on Psyche.
Impenetrable Seal Basic Sorcery Magical Energy
Shadow Manipulation
Variable Variable

This seals a door or chest or cabinet or other closable thing shut for some period of time dependent on caster psyche and on the difficulty of the spell. It also reinforces the thing to make it harder to break.

  • Petty:3 seconds: Seconds
  • Minor:30 seconds [6 sec]: Minutes
  • Average:15 minutes [9 sec]: Hours
  • Difficult: 1 hour [12 sec]: Days
  • Challenging: 3 hours [15 sec]: Weeks
  • Hard: 2 Day [18 sec]: Months
Nanami's Improved Impenetrable Seal Advanced Sorcery Counter Magic
Detect Substance
Intelligent Spells
Magical Energy
Shadow Manipulation
Variable Variable

This seals a door or chest or cabinet or other closable thing shut for some period of time dependent on caster psyche and on the difficulty of the spell. It also reinforces the thing to make it harder to break. And the spell will actively resist efforts to dispel it, countermagicking any such efforts with the power of the Caster's Psyche.

  • Petty:3 seconds: Seconds
  • Minor:30 seconds [6 sec]: Minutes
  • Average:15 minutes [9 sec]: Hours
  • Difficult: 1 hour [12 sec]: Days
  • Challenging: 3 hours [15 sec]: Weeks
  • Hard: 2 Day [18 sec]: Months
None Shall Pass Advanced Sorcery
Pattern Sorcery
Detect Substance
Intelligent Spells
Magical Energy
Pattern Sorcery
Shadow Manipulation
Challenging 4 hours
[15 sec]
This spell protects a region so that no one who lacks the appropriate password or who lacks some defined quality, can enter it. Anyone who tries simply finds themselves exiting the area at the spot exactly opposite where they entered. Fired missiles, moving vehicles, fireballs, etc, simply bypass that area of space as if it wasn't there. Pattern or Logrus Defense can be used to break into the region so warded. Depending on the environment, the spell's effects may or may not be noticable.
Pattern Alarm Advanced Sorcery
Pattern Sorcery
Intelligent Spells
Measure Substance
Pattern Sorcery
Hard 2 days
[18 sec]
Once cast, this spell monitors an entire Shadow, alerting you if someone who possesses Blood of Amber or Pattern or Broken Pattern enters the Shadow, or if they use Pattern or Broken Pattern within the shadow. The spell will run for a number of days equal to your Psyche + 30 before it breaks down and has to be recast.
Teleportation Redirection Advanced Sorcery Detect Substance
Intelligent Spells
Magical Energy, Shadow Opening
Variable Variable

This spell allows teleportation within the same shadow. The spell has two modes of operation. At any given time, the spell must be set to a specific mode and destination, but until the spell uses up its magical energy supply, those factors can be changed at any time. The spell detects any use of teleportation within a radius of the caster specified at the time of casting, then redirects that teleportation, if the caster's Psyche exceeds that of the Psyche backing up the teleportation. You can:

  • Transport a victim naked somewhere (requires beating their psyche)
  • Transport a victim somewhere with whatever he is holding

The number of times the spell can redirect teleportation attempts is based on the difficulty of the spell. If you possess Pattern or Logrus, you can shove the victims across Shadow by this means. If you possess Trump Sorcery, you can detect incoming Trumps, and immediately try to teleport the trumpees away.

  • Difficult: 1 hour [12 sec]: Redirects one teleportation to anywhere in the same shadow
  • Challenging: 3 hours [15 sec]: Redirects two teleportations to anywhere in the same shadow
  • Hard: 2 Day [18 sec]: Redirects four teleportations to anywhere in the same shadow
  • Incredibly Hard: 3 Weeks [30 sec]: Redirects eight teleportations to anywhere in the same shadow