Defend

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The defend arcana provides protections. Unwilling creatures can resist with a Will save, but there are no detrimental effects from most Defend spells.

Defend Enhancements

  • Antimagic (+4). The area of effect becomes suffused with antimagic. Casting a spell in the area requires a caster level check against Spell Resistance 10. Ongoing magic effects that enter the area are affected as if they took 10 on their caster level check. Each 1 additional level increases the SR by 1.
  • Antimagic, Targeted (+1). Choose one type of magical skill. The area of effect becomes suffused with antimagic targeted against that type of spell. Casting a spell of that type in the area requires a caster level check against Spell Resistance 10. Ongoing magic effects of that type that enter the area are affected as if they took 10 on their caster level check. Each 1 additional level increases the SR by 1.
  • Armor Class (+2). Affected creatures gain a +1 enhancement bonus to armor class. This enhancement can be improved by 1 for each extra spell level, to a maximum of +5 at 6th level.
  • Damage Reduction (+2). Affected creatures gain DR 1/magic, meaning that the damage reduction can only be bypassed by attacks with at least a +1 magical enhancement bonus. Each 1 additional level increases the DR by 1. For 2 additional levels, the DR can only be bypassed by some other, less obvious substance, like silver or wood.
  • Deflection (+3). Affected creatures gain a +1 deflection bonus to armor class. This enhancement may be chosen up to 5 times.
  • Energy Buffer (+1). Choose an energy type — acid, cold, death, electricity, fire, mental, or sonic. Prevent the first 5 points of damage of that energy type dealt to each affected creature. This overlaps (does not stack with) energy resistance. This enhancement can be chosen any number of times, applying to the same or different energy types.
  • Energy Resistance (+2). Affected creatures gain energy resistance 5 against a chosen energy type — acid, cold, death, electricity, fire, mental, or sonic — preventing the first 5 points of damage of that energy type each round. This enhancement can be chosen up to four times for each energy type.
  • Saving Throws (+1). Affected creatures gain a +1 resistance bonus to one saving throw — Fortitude, Reflex, or Will. This enhancement may be chosen up to 5 times. For an additional 1 level, this bonus applies to all three saving throws (so giving +3 to three saves requires 4 levels).
  • Spell Resistance (+4). Affected creatures gain SR 10. Each 1 additional level increases the SR by 1.
  • Spell Resistance, Targeted (+1). Choose one type of magical skill. Affected creatures gain SR 10 against spells of that skill. Each 1 additional level increases the SR by 1.

See Also

Modern Horror

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