Courses / AR / Defense Against the Dark Arts
Defense Against the Dark Arts
Code:
AR 139
Prerequisites:
Recommendation
Qualifies For:
Level:
1
Study DC:
9
Defense Against the Dark Arts
This course is only sometimes available, depending on the political sentiments of the day, and only students recommended by a faculty member for their character may enroll.
Students of this course will be made aware of the most common types of dark magic, and learn effective countermeasures.
This spell expands in utility as students advance their mastery of the material.
Students of this course will be made aware of the most common types of dark magic, and learn effective countermeasures.
This spell expands in utility as students advance their mastery of the material.
Inured
Passive
You have advantage on tests to identify dark magic and curses on creatures or objects, what they do, and methods of remedying or mitigating them (but not to actually use dark magic).
Reveal Curse
Spell
Time:
Action
Target:
Ranged: 5 ft.
Cost:
You learn if the target is cursed, and identify the specific nature of the curse.
Insidious curses with special countermeasures hiding or disguising them may remain undetected if you lose a contest of artifice or spellcraft against their caster.
Insidious curses with special countermeasures hiding or disguising them may remain undetected if you lose a contest of artifice or spellcraft against their caster.
Anti Curse
Spell
Time:
Trigger
Trigger:
When a creature makes a save against a curse
Target:
Ranged: sight
Cost:
Target gets advantage on a save against a curse. You may use this after seeing the result of the roll (and this may turn a failure into a pass).
Fear Not
Spell
Time:
Trigger
Trigger:
When a creature makes a save against fear or terror
Target:
Ranged: sight
Cost:
Target gets advantage on a save against fear or terror. You may use this after seeing the result of the roll (and this may turn a failure into a pass).
Protect Life
Spell
Time:
Trigger
Trigger:
When a relevant dark magic or unholy ability is used
Target:
Ranged: sight
Cost:
Duration:
One hit or instance of damage
Resist dark damage from the triggering action.
If the triggering ability would instantly kill the target or reduce them to 1 or 0 HP regardless of their current HP, instead it does not.
If the triggering ability would deal damage based on the target’s maximum HP, instead it deals no damage.
The triggering ability cannot reduce the target’s maximum HP or steal the target’s HP, stats, spellburn, or SP.
This spell also prevents the target from being reanimated as an undead creature for one day.
If the triggering ability would instantly kill the target or reduce them to 1 or 0 HP regardless of their current HP, instead it does not.
If the triggering ability would deal damage based on the target’s maximum HP, instead it deals no damage.
The triggering ability cannot reduce the target’s maximum HP or steal the target’s HP, stats, spellburn, or SP.
This spell also prevents the target from being reanimated as an undead creature for one day.
Banish Darkness
Spell
Time:
Action
Target:
Ranged: sight
Cost:
Duration:
Until the caster rests
A 10 ft. radius sphere around the target expels any magical darkness within it, and prevents any magical darkness from entering it.
This spell’s area can be stationary or move with the target.
This spell’s area can be stationary or move with the target.
“Knowing too much is as dangerous as knowing too little.”
Name | Effort | Requires | Description |
---|---|---|---|
Inured | 5 | Bonus on tests related to information about dark magic. | |
Reveal Curse | 0 | Inured | You can cast Reveal Curse. |
Anti Curse | 5 | You may cast Anti Curse. | |
Fear Not | 5 | You may cast Fear Not. | |
Resist Dark | 5 | You may cast Resist Dark. | |
Protect Life | 15 | Resist Dark | You can cast Protect Life. |
Banish Darkness | 0 | Resist Dark | You can cast Banish Darkness. |
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