Defense Lore

Copyright Cory Magel © 2015

Edited by Terence Wynne for The Guild Companion

"Caster blends into surrounding terrain."

Spell Area of Effect Duration Range Type
1. Resistance I 1 target 1min/lvl touch U
2. Shield 1 target 1min/lvl touch U
3. Aura caster 10min/lvl self U
4. Blur* 1 target 1min/lvl touch U
5. Deflections I* 1 missile - 50' U
6. Resistance II 1 target 1min/lvl touch U
7. Self Cloaking caster 1rnd/lvl(C) self U
8. Bladeturn I* 1 attack - 10' U
9. Aura II caster 10min/lvl self U
10. Deflections II* 2 missiles - 50' U
11. Resistance III 1 target 1min/lvl touch U
12. Spell Shield I caster 1rnd/lvl(C) self U
13. Bladeturn II* 2 attacks - 10' U
14. Spell Deflect I* 1 spell - 50' U
15. Deflections III* 3 missiles - 50' U
16. Resistance IV 1 target 1min/lvl touch U
17. Alkar caster 10min/lvl self U
18. Bladeturn III* 3 attacks - 10' U
19. Spell Shield II caster 1rnd/lvl(C) self U
20. Resistance True 1 target 1min/lvl touch U
25. Spell Shield True caster 1rnd/lvl(C) self U
30. Mass Deflections* 1 missile/lvl - 10' U
50. Defense Mastery caster varies self U
1. Resistance I
Caster gets a +5 bonus to his RRs and DB.
2. Shield
Create an invisible force shield in front of the caster. This functions as a normal shield (subtracting 25 from appropriate attacks, etc.), except it does not occupy a hand. This spell cannot be combined with a "real" shield.
3. Aura
Creates a bright aura about the caster, making him appear more powerful and subtracting 10 from all attacks against him.
4. Blur*
Causes target to appear blurred to attackers. This subtracts 10 from all attacks.
5. Deflections I*
Caster can deflect any one missile that passes within 10' of him (caster must be able to see the missile). This causes 100 to be subtracted from the missile's attack.
6. Resistance II
As Resistance I, except bonus is +10.
7. Self Cloaking
Caster blends into surrounding terrain. This results in a +75 bonus to Hiding attempts. Caster may not move (appreciably) without losing this bonus.
8. Bladeturn I*
Caster can deflect any one melee attack that he can see (and is within range). This causes 50 to be subtracted from the attack.
9. True Aura
As Aura I, except it makes the caster appear very powerful; subtracting 15 from all attacks against him.
10. Deflections II
As Deflections I, except will deflect up to two missiles.
11. Resistance III
As Resistance I, except bonus is +15
12. Spell Shield I
Creates a shimmering shield in front of the caster. This shield subtracts 10 from all frontal spell attack rolls from one realm chosen at the casting of this spell. If the caster performs no other actions during a round, he can "parry" (as with a normal shield) one spell attack. The parry bonus is equal to the sum of all the bonuses that the caster would normally have for his spell's base attack roll.
13. Bladeturn II*
As Bladeturn I, except affects 2 attacks.
14. Spell Deflect I*
Deflects one elemental spell against caster. The attack roll has -50 added to it (must be in the caster's field of vision).
15. Deflections III*
As Deflections I, except will deflect up to three missiles.
16. Resistance IV
As Resistance I, except bonus is +20
17. Alkar
As Aura, except target seems like a minor god and the subtraction is 25.
18. Bladeturn III*
As Bladeturn I, except affects up to three attacks.
19. Spell Shield II
As Spell Shield I, except it is effective against two realms of the caster's choice.
20. Resistance True
As Resistance I, except bonus is +25
25. Spell Shield True
As Spell Shield I, except all three realms are affected.
30. Mass Deflections*
As Deflections I, except will deflect one missile per level of the caster.
50. Defense Mastery
Caster may cast any one of the spells of 20th level or lower on this list per round. Any spells with a range of 'self' may now use a range of 'touch.'