The Sphere of Warding includes spells that protect the caster and their allies from harm.
Focus: A shield, a bracelet or an amulet of steel.
Range: Touch
Rote Casting: 1 Minute
Duration: 8 Hours
Target: Close-range Burst
You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a size 3 or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert, or an audible alarm with the sound and volume of a hand bell. Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Awareness check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the spell when moving into the area.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Day
Target: 1 door, lock, filing cabinet, or other container with a latch.
The target's latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an Athletics and Manipulation DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.
If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can Dismiss this spell at any time and from any distance.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 willing creature
You ward a creature against a specific creature type. The target gains a +1 bonus to their defenses against creatures of that type, and any supernatural abilities they use.
Heightened: For every 1 level you heighten this spell by, the bonus to defences increases by +1.
Range: Melee
Rote Casting: 1 Action
Duration: Concentration, up to 1 Minute
Targets: You, all Allies in Melee range of you, and all Allies Behind you
You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to your defenses.
Heightened: For every 1 level you heighten this spell by, the bonus to defences increases by +1.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 willing creature
You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must succeed on a Resolve check against your Spell DC each time. If the target uses a hostile action, the spell ends.
Critical Success Sanctuary ends.Success The creature can attempt its attack and any other attacks against the target this turn.Failure The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn.Critical Failure The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration.Range: Touch
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 willing creature or unattended object within 2 range
You ward a target from temperature changes. The target gains Resistance 3 against Fire damage and Resistance 3 against Cold damage.
Heightened: For every 1 level you heighten this spell by, the bonus to each resistance increases by 3.
Range: 4 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 spell effect or unattended magic item
You unravel the magic behind a spell or effect. Attempt a Counter check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 1 minute. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Targets: All Outsiders in Close Range.
You invoke the Elder Sign to ward off beings anathematic to Earth's natural order.
When you cast this spell, you trace the Elder Sign into the air, leaving a faint glowing blue rune suspended before you for a brief moment before it flashes and fills the area around you with a pulse of cerulean light.
Make a Ward spell attack check against the Willpower of all Outsiders in the area:
Critical Success The Outsider gains 3 applications of Stunned
Success The Outisder gains 1 application of Staggered.
Failure The Outsider gains 1 application of Slowed.
Critical Failure The Outsider is unaffected.
Range: Touch
Rote Casting: 1 Action
Duration: Unlimited
Target: 1 object
You specify a trigger and a message up to 25 words long. When the specified trigger occurs within Close range of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 willing creature
A shield of ephemeral energy protects a creature against one type of energy damage. Choose one type of energy damage. The target and its gear gain resistance 5 against the damage type you chose.
Heightened: For every 2 levels you heighten the spell by, you increase the Resistance granted by 5 points, and you can target 1 additional creature.
Range: Touch
Rote Casting: 1 Minute
Duration: 1 Day
Targets: 1 object or willing creature
You trace protective wards around the target, making them difficult to detect via magic. The target gains a +6 bonus to defences against Scrying spells.
Heightened: For every 1 level you heighten this spell by, you can increase the defence bonus by +2.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 Willing Creature
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute