Wardamancy

Also known as Tegomancy, Customancy, Praesidimancy, and variations on the words guard, shield, and protect, Wardamancy is the magic of defense against harm. At its most basic (Shield Circle), its spells provide protection from simple hostile magicks, rudimentary defense against physical harm, and bars the entrance of hungry ghosts. At higher levels (Tower Circle), it blocks divinations, eliminates more advanced magic, and provides increased protection from mortal weapons. At its pinnacle (Manse Circle), it can wipe away or counter any mortal magic, bestow perfect defenses against physical attacks, and even turn some enemy magicks against their wielders.

Wardamancy is most popular in areas where people are unusually superstitious or have regular contact with practitioners of black magic. It is generally regarded as a harmless art, though that does not prevent Dragon Blooded from taking a dim view of magicians who use it to counter their Charms. They are often called upon by other mortals to break curses, cast out possessing spirits, and shield warriors in battle.

Shield Circle Wardamancy

Copper Countermagic
Cost: 5 or 10 motes
Prerequisite Spells: None
This spell is fast and requires no shaping. The magician can either protect one target with her Compassion in yards from hostile magic for one turn or halt and dispel the effects of a minor hostile magic within (Compassion x 10) yards.

The targeted effect costs 5 motes and requires the magician to concentrate on the magic while its effects last, suffering a -2 penalty on combat, athletics, and similar actions until her next turn. All magic of the First Circle directed at the target until the magician's next turn are snuffed out in a puff of Essence.

The dispelling effect costs 10 motes. One First Circle spell within range is either dispelled (if its effects still linger) or is countered as it is being cast.

Circle of Salt
Cost: 5 motes
Prerequisite Spells: None
This ritual, which requires three hours to perform, wards the area around the magician, to a maximum radius of (Compassion x 10) yards, against entry by Hungry Ghosts. Moreover, creatures slain or buried in the affected area will not rise as hungry ghosts. This spell's magic lasts only for an instant, but its effects are permanent unless great effort to remove the salted soil is taken.

Seal the Armor's Gaps
Cost: 10 motes
Prerequisite Spells: None
This spell targets one creature within (Compassion x 10) yards. Until the end of the scene, if the target's soak is equal to or greater than the damage of an attack, the attacker rolls no dice of damage. Moreover, the target gains bashing and letal soak equal to the magician's Compassion.

Tower Circle Wardamancy

Silver Countermagic
Cost: 10 or 20 motes
Prerequisite Spells: Copper Countermagic
This spell is similar to Copper Countermagic except it may be used to block, counter, or dispel any magic of the First or Second Circles. In addition, it may be used to protect against hostile Charms with a minimum Essence of 1 that target the protected creature or, in its more expensive incarnation, dispel or counter one of these Charms.

Ritual of Exorcism
Cost: 15 motes
Prerequisite Spells: Circle of Salt
This ritual takes one hour to perform and drives possessing entities out of a target within (Conviction x 10) yards. This includes spirits using the Possession Charm, Dragon-Blooded using (Sense)-Riding Technique, and magicians using Ride the Beast's Mind. The magician rolls a contested Willpower check against the possessing entity's Permanent Essence. If the magician scores more successes, the possessing entity is driven out of the target - either back into its body or into the surrounding area, depending on the nature of the possession. If the magician botches this roll, the entity may choose to immediately possess the magician, instead, even if it is not normally able to change targets or take possession of an intelligent creature.

Deflective Shield
Cost: 20 motes
Prerequisite Spells: Seal the Armor's Gaps
This spell targets one creature within (Compassion x 10) yards. Until the end of the scene, whenever the target is subjected to an attack that could normally be parried or dodged, if the attacker scores fewer successes on the initial attack roll than the magician's Compassion, this spell turns aside the attack, preventing a hit. This provides no benefit against attacks that score more successes before defense is declared, though shields raise the difficulty of attacks as normal.

Manse Circle Wardamancy

Gold Countermagic
Cost: 15 or 30 motes
Prerequisite Spells: Silver Countermagic
This spell is similar to Silver Countermagic except it may be used to block, counter, or dispel any magic of the First, Second, or Third Circles. In addition, it may be used to protect against hostile Charms with a minimum Essence of 2 that target the protected creature or, in its more expensive incarnation, dispel or counter one of these Charms.

Banish the Dark Sorcerer's Servant
Cost: 25 motes
Prerequisite Spells: Ritual of Exorcism
This spell automatically sends one Demon of the First Circle within (Conviction x 10) yards back to Malfeas. If used on more powerful demons or materialized spirits (not Elementals, since they are naturally material), these beings must roll their Conviction + Essence against a difficulty equal to the magician's Valor or dematerialize immediately (return to Malfeas, in the case of Demons) provided their Permanent Essence is equal to or lower than the magician's Heroism.

Wind-Dodging Defense
Cost: 30 motes
Prerequisite Spells: Deflective Shield
Until the end of the scene, a target within (Compassion x 10) yards is nearly impossible to strike, for she vanishes Elsewhere whenever an attack would strike her. Opponents attacking the target have only a (their Essence) or (their Heroism), whichever is higher, in 10 chance of successfully striking the target of this spell.