Astral Magic · area defence
Astral Shield
Astral Shield provides strong, brief protection for the caster and up to two nearby allies. It increases both physical and magic defence and can mark an important moment of shared survival. Its high bonus is balanced by its rare availability and requirements. It does not provide permanent protection for the whole group regardless of distance, or unlimited safety.
The party must account for the targets' proximity, the three-round duration and the fact that the effect does not stack. A single use per adventure calls for a specific plan to make the most of the protection. The spell does not itself remove the opponent or every obstacle. The advantage is substantial, but targets can still face dangerous outcomes and must continue to act thoughtfully.
Exact effect: Each of up to 3 targets gains +5 to both PDEF and MDEF. Bonus: +5 PDEF and MDEF. Target: caster and up to 2 nearby allies. Duration: 3 rounds. Limit: once per adventure; does not stack; requires knowledge of the spell. Use requires at least INT 15 and Level 14, the appropriate spellcasting ability and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.
- Requirements:Min. INT 15 · Min. Level 14
- Rules:Exact spell parameters

Spell parameters
Target, duration, restrictions, and exact effect.
- School
- Astral Magic
- Type
- area defense
- Min. Intelligence
- 15
- Min. Level
- 14
- Bonus
- +5 PDEF and MDEF
- Target
- caster and at most 2 nearby allies
- Duration
- 3 rounds
- Restrictions
- Once per adventure; does not stack; requires knowledge of the spell
- Exact effect
- Each of up to 3 targets gains +5 to both PDEF and MDEF.
Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.