Abjuration
Abjuration (Syllabus of Defense)
Bending mana defensively to deny, protect, and isolate. Abjuration is the immovable object; structured denial and counter-control are the whole discipline. In current play, casting follows Technique Glyph declarations (Intent -> School -> Glyph -> Scale -> Tags). Classification: Core School
Fictional Permission
When you hold Abjuration in your Grimoire, you have specific fictional positioning.
Abjuration CAN:
- Create temporary physical and magical barriers (shields, walls of force).
- Dispel, counter, or unravel active magical effects.
- Grant temporary resistance to specific types of damage or magic.
- Cleanse magical debuffs or curses from a target.
Abjuration CANNOT:
- Deal direct damage to enemies (except by reflecting attacks or harming highly specific magical constructs).
- Create long-lasting, area-anchored suppression zones (that requires the Ward specialization).
- Heal physical wounds (that is Alteration / Medical Magic).
Technique identity: Abjuration defaults to Wacht for boundary control and Anker for persistent defensive locks.
The Core Matrix
Your Abjuration training unlocks cumulative Technique Glyph access:
Use this tier ladder as canonical for live casting.
Stack example: Catch a spell mid-flight -> Abjuration -> Faden + Wacht -> Standard -> intercept, precision
Cost Examples
Costs follow the canonical scale (see Magic System). School-specific examples:
- Trivial (0 Ticks): Wacht deflection shimmer.
- Regular (1 Tick): Wacht shield line or intercept.
- Hard (2 Ticks): Wacht + Anker prepared zone denial.
- Complex (2 Ticks): Siegel/Hohl suppression against high-grade effects.
- Miracle (4+ Ticks): total lock-state containment with severe upkeep and fallout.
Specializations
Specializations now function as Glyph Doctrines:
- Ward: Wacht + Anker doctrine (prepared boundaries and trigger states)
- Sealing: Wacht + Anker doctrine (lock geometry and anti-tamper closure)
- Negation: Wacht + Faden doctrine (counter windows and precise interruption)
(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)
Negation
Cutting hostile magic apart: dispelling what is already anchored, disrupting what is still forming. Pure defense, and no offense of its own. In current play, casting follows Technique Glyph declarations (Intent -> School -> Glyph -> Scale -> Tags). Classification: Specialization Parent School: Abjuration
Technique Glyph Doctrine
Negation specializes in interruption windows, cancellation timing, and precision counter-shaping.
Glyph Behavior Upgrade: a cut may be kept open: the interrupted spell stays down until the caster restarts it deliberately (fiction-gated, no extra tick).
[!NOTE] Doctrine Move
Cut the Thread (doctrine move): When you shape a Negation declaration to interrupt a spell mid-formation, roll + Finesse (or +Calculation to unpick it). 10+: you cut it; choose one — the caster is exposed, the energy disperses harmlessly, you learn the spell's shape. 7-9: you cut it, but choose one — +1 tick, some energy bleeds out (harm or collateral), the caster knows who did it. 6-: the thread snaps back; the GM makes a hard move.
Fictional Permission
When you hold Negation in your Grimoire, you have specific fictional positioning.
Negation CAN:
- Collapse weak or stray magical emissions and sloppily anchored effects.
- Contest an opposing spell mid-formation when your fiction positions you to interrupt it.
- Strip minor sustained effects (floating lights, cheap glamours) within your Abjuration permission.
Negation CANNOT:
- Deal direct harm by itself (damage requires another school, usually Projection).
- Create persistent wards, seals, or zone rules (that is Ward / Sealing).
- Erase soul bindings, curses carved into identity, or deep Mind Magic without Soul Magic / table consent framing.
The Core Matrix
This specialization's live-casting access follows its Technique Glyph doctrine.
Cost Examples
Costs follow the canonical scale (see Magic System). School-specific examples:
- Trivial (0 Ticks): Snuff stray ambient sparks. Snuff weak residue -> Abjuration -> Faden -> trivial effect, touch range, point target, instant
- Regular (1 Tick): Unravel a simple maintained cantrip (e.g. floating light). Collapse sustained cantrip -> Abjuration -> Wacht -> standard effect, near range, point target, brief
- Hard (2 Ticks): Break a serious sustained effect, including light ward layers. Break anchored sustained effect -> Abjuration -> Wacht+Kreis -> hard effect, near range, small area, short
- Complex (2 Ticks): Nullify a heavy inbound attack mid-flight. Nullify inbound burst -> Abjuration -> Wacht+Siegel -> complex effect, line range, beam width, instant
- Miracle (4+ Ticks): Wide denial field against hostile magic. Deny hostile magic in zone -> Abjuration -> Wacht+Gitter -> miracle effect, room area, sphere, sustained
(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)
Core-school glyph sets by training level: Abjuration.
Sealing
Sealing (Locks/Binding)
Sealing points Abjuration and Ward magic at one job: locking things down, physically, spatially, magically. It is the art of absolute containment. Classification: Specialization Parent School: Abjuration
Technique Glyph Doctrine
Sealing specializes in lock-state enforcement, anti-tamper closures, and containment permanence.
Glyph Behavior Upgrade: a seal may be keyed: it recognizes one creature's touch and lets them pass (fiction-gated, no extra tick).
[!NOTE] Doctrine Move
Hold the Lock (doctrine move): When you shape a Sealing declaration to contain something struggling, roll + Calculation. 10+: it holds; choose one — it holds a full scene, the seal hides itself, you layer a second rule. 7-9: it holds, but choose one — +1 tick, it needs a physical anchor (you're tied to it), it groans (urgency/attention). 6-: the seal cracks; the GM makes a hard move.
Fictional Permission
When you hold Sealing in your Grimoire, you have specific fictional positioning.
Sealing CAN:
- Lock physical objects, doors, and containers against mundane and magical intrusion.
- Prevent spatial travel (teleportation, portals) within a localized area.
- Bind creatures, spirits, or mages, restricting their movement or spellcasting.
Sealing CANNOT:
- Deal direct physical damage to the target. It is purely restrictive.
- Be easily cast in a split second. Powerful containment seals require complex geometry and physical anchors to maintain their grip.
The Core Matrix
This specialization's live-casting access follows its Technique Glyph doctrine.
Cost Examples
Costs follow the canonical scale (see Magic System). School-specific examples:
- Trivial (0 Ticks): Mundane latch gets a magical snap. Seal simple door closed -> Abjuration -> Wacht+Faden -> trivial effect, touch range, single door, until broken
- Regular (1 Tick): Ghost-iron cuffs on wrists. Bind wrists with spectral chains -> Abjuration -> Anker+Kreis -> standard effect, near range, one target, short
- Hard (2 Ticks): Cage a dangerous object mid-air. Cage hostile artifact -> Abjuration -> Wacht+Siegel -> hard effect, near range, chest volume, sustained
- Complex (2 Ticks): Pin a huge creature under layered bonds. Pin giant with light chains -> Abjuration -> Kreis+Siegel+Wacht -> complex effect, near range, large creature, sustained
- Miracle (4+ Ticks): Mythic restraint that eats cast magic. Anchor mythic entity and damp its casting -> Abjuration -> Kreis+Siegel+Gitter -> miracle effect, near range, single entity, permanent hook
(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)
Core-school glyph sets by training level: Abjuration.
Ward
Ward (Prepared Boundaries)
Ward magic transforms temporary Abjuration defense into persistent, area-anchored effects. Wards enforce local rules inside bounded domains and can react violently on trigger. In current play, casting follows Technique Glyph declarations (Intent -> School -> Glyph -> Scale -> Tags). Classification: Specialization Parent School: Abjuration
Technique Glyph Doctrine
Ward specializes in prepared boundaries, trigger geometry, and anchored defensive persistence.
Glyph Behavior Upgrade: a ward may whisper: you feel it trip even at distance (fiction-gated, no extra tick).
[!NOTE] Doctrine Move
Triggered Perimeter (doctrine move): When you shape a Ward declaration to arm a boundary against a specific threat, roll + Calculation. 10+: it arms clean; choose one — it fires exactly on the trigger, it warns you when it trips, it stays armed past the scene. 7-9: it arms, but choose one — the trigger is loose (fires early or wide), +1 tick, it drains you while armed. 6-: the boundary turns on the wrong target; the GM makes a hard move.
Fictional Permission
When you hold Ward in your Grimoire, you have specific fictional positioning.
Ward CAN:
- Pre-cast boundaries that arm on triggers (intrusion, intent, tag match).
- Layer multiple compatible rules in one site when fiction supports careful stacking.
- Tie ongoing wards to your Mana Track until they fire or you dismiss them.
Ward CANNOT:
- Replace instant reactive shields in a knife fight without prior setup (use core Abjuration reactions).
- Seal identity or soul-level prisons without Sealing / Soul Magic where fiction demands it.
- Ignore anti-ward countermagic or competent dispelling without contest in fiction.
The Core Matrix
This specialization's live-casting access follows its Technique Glyph doctrine.
Cost Examples
Costs follow the canonical scale (see Magic System). School-specific examples:
- Trivial (0 Ticks): Tripwire ping when crossed. Mark boundary trigger -> Abjuration -> Anker -> trivial effect, touch range, line on floor, until dismissed
- Regular (1 Tick): Camp perimeter alarm and soft pushback. Arm soft perimeter -> Abjuration -> Wacht+Anker -> standard effect, short range, circle, until dawn
- Hard (2 Ticks): Dome that springs on intrusion. Arm dome on intrusion -> Abjuration -> Wacht+Anker+Kreis -> hard effect, room scale, hemisphere, short
- Complex (2 Ticks): Corridor lock that blocks passage and hostile magic. Lock corridor zone -> Abjuration -> Wacht+Siegel -> complex effect, corridor length, tunnel volume, sustained
- Miracle (4+ Ticks): City-scale permanent ward (rare, high fiction cost). Anchor city ward lattice -> Abjuration -> Kreis+Gitter+Anker -> miracle effect, district area, layered, permanent hook
(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)
Core-school glyph sets by training level: Abjuration.