From: Necromancy 583 of the Inquest Constables Iron Ledger
Description: This ritual warding spell creates a temporary, localized sanctuary around a designated investigation zone, crime scene, or camp perimeter. By inscribing perimeter sigils and reciting a formal declaration of authority for longer than six seconds, the caster establishes an invisible, ten-foot-radius circular perimeter centered on the open ledger. Minor spectral entities, wandering feral spirits, and mindless undead cannot cross the perimeter line. Furthermore, any magical scrying attempts, invisible observers, or unauthorized active spells entering the boundary flare with a bright ultraviolet outline, immediately exposing their presence to everyone within the barrier.
Roleplay: Arriving at a chaotic scene in a dark alleyway or secluded cavern vault, the constable sets the ledger down upon a crate or cobblestone and traces a wide circle in the dust using the bone stylus. Reciting the complete constitutional ordinances of municipal quarantine with deliberate, rhythmic volume, the constable draws the attention of all nearby allies and bystanders. The iron pages vibrate with a continuous, low-frequency hum as a faint purple ring illuminates along the ground, sealing off the interior. As curious scavengers or intrusive ethereal spies draw near, the constable stands guard at the circle’s edge, confidently organizing evidence collection while the perimeter ward holds back external interference.
Lore of Decree of the Inquest Barrier 635
- Forged during the early expansion of the Constitutional Monarchies across the 73 island continents of Saṃsāra, this ritual incantation was developed to prevent the contamination of critical crime scenes and royal expedition sites by ambient planar hazards.
- In high-density settlements and treacherous borderland fringes, violent incidents often drew opportunistic scavengers, residual spiritual echoes, feral wraiths, and rival guild scryers seeking to loot evidence or tamper with the scene before royal constables could complete their inquiry.
- Royal magistrates commissioned abjuration-warding masters to construct a legalistic sanctuary spell that could establish an indisputable, magically enforced perimeter grounded directly in municipal jurisprudence.
- By anchoring the ritual to the cold-iron ledger and channeling power from an embedded catalytic crystal, the caster projects an invisible dome of ordered authority that actively rejects chaotic, mindless necromantic residue and reveals covert planar intrusion.
- In modern Saṃsāra, the six-hundred-and-thirty-fifth decree remains the standard operating procedure for coroners, inquest constables, and guild auditors establishing forensic quarantines over volatile ruins, airship crash sites, and homicide scenes.
The Practical Use of Decree of the Inquest Barrier 635
- Forensic Scene Quarantine: Establishes an unbreachable barrier against curious onlookers, petty scavengers, wandering stray spirits, and low-tier mindless undead while investigators collect evidence or conduct spiritual interrogations.
- Anti-Espionage and Scrying Detection: Automatically illuminates invisible spies, lurking astral projections, or remote magical scrying sensors in radiant ultraviolet light the moment they touch the boundary, eliminating surprise surveillance from rival factions.
- Safe Camp Perimeter in Hostile Territory: Deployed during wilderness expeditions or subterranean delves to create a localized, secure redoubt where wounded avatars can safely rest without fear of nighttime ambushes by wandering feral shades or restless dead.
- Choke Point Defense: Placed across narrow dungeon hallways, doorway arches, or cavern bottlenecks to block waves of mindless skeletons or ghouls while backline ranged combatants eliminate targets from within the sanctuary.
- Evidence Preservation: Prevents ambient magical surges, active hexes, or unauthorized spells from penetrating the enclosed area and degrading sensitive physical clues, alchemical fluids, or vellum documents.
Specific Tier-Related Stats, Skills, Cost, and Requirements
- Spell Tier: Tier 1 (Common)
- Frequency / Cooldown: Exactly once per in-game day (resets following a long rest)
- Action Cost: 1 Ritual Action (Somatic and verbal casting time lasting 10 seconds / 2 combat rounds)
- Area of Effect: 10-foot radius circular emanation (centered on the open focus)
- Duration: 1 hour (or until the central focus is moved or closed)
- Ward Threshold: Blocks all Tier 1 mindless undead, feral spirits, and spectral entities possessing 15 or fewer maximum health points from crossing the perimeter
- Detection Trigger: Any invisible entity, stealth-cloaked observer, or active spell effect entering the radius immediately flares with an ultraviolet outline, negating total concealment and revealing exact coordinates
- Skill Requirements: Minimum trained skill level of 1 in Abjuration, Warding, or Municipal Law
- Conduit / Gear Requirement: Requires an open, attuned Tier 1 spell focus (such as an iron-bound inquest ledger, runic bone stylus, and an intact Tier 1 magic crystal)
- Monetary / Mercantile Value: Purchasing a standard standalone scroll or grimoire inscription costs between 15 to 20 gold (150 to 200 silver) at authorized guildhall outfitters, or up to 35 gold in hard coin from private black-market brokers
Tags
- Abjuration, Warding, Tier 1, Common, Sanctuary, Anti-Scrying, Reveal Invisibility, Anti-Undead, Forensic, Ritual, Area Denial, Quarantine, Law Enforcement, Once Per Day, Perimeter Ward, Municipal Sanctuary, Anti-Infiltration, Spectral Repulsion, Evidence Protection, Ultraviolet Reveal, Arcane Cordon, Focus Anchor, Investigation Zone, Containment Circle, Non-Lethal Barrier
Roleplay and Tactics
- Judicial and Procedural Roleplay:
- The constable sets the iron ledger firmly upon a level surface and deliberately carves the perimeter line into the earth using the bone stylus, pacing the boundary with measured, solemn steps.
- Reciting the municipal statutes of formal quarantine in a firm, resonant voice, the caster establishes clear authority, making eye contact with nervous bystanders or party members to reinforce institutional protocol.
- The low-frequency hum of the iron covers and the soft violet glow tracing along the ground serve as a physical cue to treat the enclosed space as an official court chamber under active royal seal.
- When an invisible scout or intrusive spell flares brightly at the threshold, the constable reacts with composed discipline, formally declaring the intruder in breach of royal inquest laws rather than exhibiting surprise or panic.
- Strategic and Encounter Tactics:
- Pairing with Forensic Deposition: Cast this ritual prior to activating Necromantic Summons of the Fallen 419 to ensure that the two-minute spiritual deposition proceeds without outside harassment, physical interference, or astral eavesdropping.
- Countering Invisibility and Infiltration: If combat erupts against stealth-oriented adversaries, retreating inside the ten-foot perimeter forces invisible assassins or phased entities to reveal their positions the instant they attempt a melee strike.
- Anchoring Defensive Formations: Place ranged party members and spellcasters inside the 10-foot radius while tanks guard the outer threshold, ensuring that minor summoned minions or swarming undead are completely halted at the perimeter line.
- Managing the Focus Vulnerability: Because the ward collapses if the ledger is closed or moved, defenders must position themselves to physically block enemy projectiles or area-of-effect spells from disturbing the central book.

Activation perception of Decree of the Inquest Barrier 635:
- Visual Sense
- What is Perceived: A faint violet boundary line illuminating along the floor in a ten-foot circle, rising into a transparent, shimmering dome of ultraviolet warding light.
- Description: As the bone stylus completes the circle in the dust and the verbal statute is spoken, a soft purple luminescence traces the inscribed perimeter. The open pages of the iron ledger pulse with steady violet light, projecting a translucent energy dome that causes invisible entities, lingering magical residues, and active spells crossing the threshold to flare in sharp ultraviolet outlines.
- Positives: Instantly reveals the exact boundary of the sanctuary and highlights hidden or invisible infiltrators without needing secondary detection spells.
- Negatives: The glowing violet perimeter line is clearly visible in dark alleys, caves, or ruins, advertising the party’s defensive perimeter to distant observers.
- Auditory Sense
- What is Perceived: A deep, low-frequency resonance originating from the ledger, accompanied by an authoritative, acoustic clarity within the circle.
- Description: The moment the ward locks into place, the iron covers and catalytic crystal emit a continuous, rhythmic hum like a heavy tuning fork. Within the boundary, ambient echoes and distracting external noises are dampened, allowing spoken words to sound clear, crisp, and authoritative.
- Positives: Filters out chaotic outside noise, allowing investigators to coordinate, conduct interrogations, and examine evidence without auditory interference.
- Negatives: The constant low-frequency vibration produces an identifiable acoustic hum that sharp-eared creatures can track from beyond the barrier.
- Tactile Sense
- What is Perceived: A crisp, pressurized stabilization of the immediate air, paired with a faint tingling sensation along the skin.
- Description: Stepping across or standing within the threshold feels like entering a sealed, climate-controlled vault. The ambient temperature stabilizes, dampening harsh external drafts, while a light static-electric charge causes hair on the forearms to stand upright.
- Positives: Shields occupants from biting winds, ambient environmental drafts, and mild chill while operating within the circle.
- Negatives: The static charge and sudden air pressure shift can cause slight discomfort or skin prickling during extended investigative procedures.
- Olfactory Sense
- What is Perceived: A clean, sharp scent of sterile ozone, cold slate, and aged vellum.
- Description: The activation instantly suppresses external foul odors—such as sewer stench, rotting organic matter, and swamp gas—replacing them with the brisk, dry aroma of ionized air, pulverized quartz flux, and dry binding parchment.
- Positives: Neutralizes distracting, nausea-inducing odors of decomposition and decay at violent crime scenes or ruin depths.
- Negatives: Creates an artificial chemical scent signature that contrasts sharply with natural wilderness or dungeon environments.
- Gustatory Sense
- What is Perceived: A dry, mineral-like tang on the palate reminiscent of powdered chalk and cold iron.
- Description: Completing the long somatic declaration leaves a crisp, chalky dryness across the tongue and lips, as if breathing air filtered through heated quartz sand.
- Positives: Provides somatic assurance that the abjuration perimeter has formed with proper mathematical resonance.
- Negatives: Induces mild throat dryness, requiring the caster to swallow or sip water before issuing further long commands.
- Extra-Sensory Perception: Mind’s Eye Perimeter Integrity
- What is Perceived: A real-time metaphysical diagram overlay displaying the exact health, tier threshold, and structural load of the ward.
- Description: The avatar’s inner vision receives an intuitive numerical gauge showing the remaining duration of the one-hour timer, the proximity of external entities, and the ward’s repulsion capacity against mindless undead.
- Positives: Provides absolute certainty regarding the barrier’s active duration and immediately flags when an entity attempts to test the threshold.
- Negatives: Continuous tracking of the perimeter data consumes a fraction of active cognitive focus, slightly delaying reactions to events occurring far outside the boundary.
- Extra-Sensory Perception: Ethereal Repulsion Resonance
- What is Perceived: A tactile, spring-like resistance vibrating through the avatar’s spiritual core whenever an undead or feral entity approaches the edge.
- Description: The avatar intuitively senses the spiritual mass and hostile intent of any wandering shade or reanimated corpse pressing against the ward, feeling the barrier push back like a taught rubber band.
- Positives: Alerts the caster to approaching threats hidden around corners or obscured by total physical cover before they come into visual line of sight.
- Negatives: Sudden impacts from large groups of mindless undead create sympathetic psychic pulses that momentarily jolt the caster’s internal focus.
- Extra-Sensory Perception: Anti-Scrying Flare Sense
- What is Perceived: A sharp, flashing metaphysical alarm signaling unauthorized magical observation or invisible sensor intrusion.
- Description: The moment an external scrying sensor, divination conduit, or cloaked scout touches the perimeter, the avatar senses a sharp psychic flare that points directly toward the intrusion vector.
- Positives: Prevents enemy spellcasters from secretly observing party preparations, plans, or evidence gathering.
- Negatives: The sudden psychic flare can cause a momentary sensory startle if the intrusion happens unexpectedly during quiet investigation.
Round Line in Mud and Hidden Peeping-Eyes 635
In the early turning of the world, when the great queen of the first crown did sit upon the high throne of the four corners and the moon Gaialilith was yet young and full of white milk, the lands of the seventy and three island continents were full of deep fear and dark holes. In those years of the great beginnings, before the iron steamers did walk upon the salt foam, the border places were thick with bad spirits that have no mothers and no meat upon their white bones.
There was a keeper of the king’s peace named Master Orin. His avatar was built of strong earth-meat, and in the space behind his forehead lived the long thoughts of a high life from the void of the old stars. He was sent by the royal council of the court to an island of cold mud where many diggers of stone had made a deep hole to pull forth the shiny lead and the blue stones of power.
In the deep blackness of the fifth night, a high overseer of the mining huts, who carried the keys of the iron strongbox and the lists of the working men, was made cold and dead inside a narrow valley of grey rocks. His throat was broken, his pockets of coin were turned outward to the sky, and all about his cold body were strange footprints of three-toed things that walk without shoes.
The mining men did cry out with great water from their eyes. They did say to Orin: “A shadow from the low cavern has crawled up through the cracks to eat the keeper! If you sit by his body in the dark hour, the shadow will drink your breath and take away our last bags of flour!” Moreover, the wicked chief of the rival stone-guild did send his invisible runners and his glass-eye spells through the night sky to watch what the king’s watcher would do, hoping to steal the maps of the lead veins before the morning sun Helios did rise.
Orin did not run to the high wooden stockade. He walked to the middle of the dark valley where the dead overseer lay upon the wet stones. He took down his heavy iron book of twenty-and-four leaves of bog-grass, bound in the cold plates that do not take the rust of rain. He set the ledger upon a flat stone and took forth his long stick of beast-bone.
Orin began the six-hundred-and-thirty-fifth pattern of the sacred law of the court. For ten long beats of the pulse, he walked in a round shape of ten paces about the body, dragging the white bone point through the dirt. He spoke the ancient words of municipal quarantine with a loud voice that did shake the small pebbles upon the ground.
A great wonder did come upon the cold mud. The heavy iron covers of the book did begin to make a deep humming noise, like a million bees of the mountain hollow. From the mark in the dirt rose a pale purple fire, standing like a wall of clean water four spans into the night air. The air inside the circle did turn sweet and clean, smelling of dry mountain stone, crushed glass, and the papers of the royal library, while all the bad stenches of the sewer ditch were pushed outside the ring.
Presently, a band of twelve wandering dead men, whose bodies were dry like old sticks and whose minds had zero thoughts, came stumbling down the rocky path to gnaw upon the fallen overseer. But when their dead toes touched the purple line in the dirt, a great invisible hand did throw them back upon their backs. They did beat their dry fists against the air, but the wall of the queen’s law was harder than diamond stone, and they could not pass one finger into the circle.
Then, a wicked sorcerer from the rival guild, who was hiding upon the high cliff, sent an invisible imp of the air to fly into the valley and take the dead man’s paper maps. The imp flew swift and silent, unseen by mortal eyes. But the moment its wing touched the ten-pace round line, the purple light did latch onto its skin, setting it all ablaze in a bright fire of hot violet. The hidden spy became like a burning torch in the black night, shrieking with great shame and showing its crooked shape to all the diggers of the camp.
Orin stood at the boundary line with his bone stylus held high. He looked upon the burning spy and the howling dead men with a calm face, saying: “This ground is held by the seal of the royal court until the second sun reaches the middle hour. No foot of the dead and no false eye of the unseen may cross the threshold of the queen’s ledger.”
Within the peaceful circle, Orin did sit upon the stones for a full hour of the night. He opened the pages, verified the numbers of the lead strongbox with his Mind’s Eye, and wrote the true names of the slayers upon the white leaves in black ink that cannot die. When the morning light Helios broke over the high peaks, the royal soldiers did march into the valley and take the wicked sorcerer into heavy chains.
The people of the mines did bow their heads to the iron book, and the king’s council gave Orin forty bags of silver coin for holding the holy ground against the horrors of the wilderness.
Moral of the Story: The wild beasts of the night and the hidden eyes of the deceitful may swarm like locusts in the dark, but when the six-hundred-and-thirty-fifth circle of the law is drawn, no evil may pass the boundary and no lie can remain unseen.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Ward of the Inquest Sanctuary 635
- Cost: 1D4 Sanity points, 4 Magic Points
- Casting Time: 2 combat rounds (approx. 10 to 12 seconds)
- Components: Tracing a perimeter in earth or stone using an inscribed bone stylus or cold-iron ledger, chanting judicial statutes of containment.
- Range: Self / 3-yard radius (centered on the open ledger)
- Duration: 1 hour (or until the central focus is disturbed or closed)
- Game Mechanics & Syntax:
- The investigator establishes a 3-yard circular boundary by drawing a perimeter line with an attuned focus and making an Occult or POW check.
- On a Regular success, the barrier solidifies. Non-mythos spectral entities, wandering feral shades, and minor reanimated dead with a POW of 50 or lower cannot cross the perimeter line.
- Any invisible entity, astral sensor, or active magical effect crossing the threshold immediately flares with an ultraviolet phosphorescence, removing all concealment benefits and alerting occupants within the circle.
- Higher-tier entities (POW 55+) attempting to breach the boundary must succeed in an Opposed POW Test against the caster’s POW. On a failed roll, they are repelled backward 1D3 yards and suffer 1 point of magical feedback.
- On an Extreme casting success, the sanctuary suppresses ambient odors of decay and stabilizes ambient temperature, granting a bonus die to all Forensics and Search checks conducted inside the boundary.
Blades in the Dark
Inquest Ward Cordon 635
- Spell Type & Action: Arcane Abjuration Ritual (Cast via the Attune action)
- Stress Cost: 2 Stress
- Cast Time: A few moments (Ritual setup, requires tracing a perimeter)
- Range & Area: Close range circular cordon (approx. 3 paces radius centered on an open iron codex or bone focus).
- Duration: An entire Scene / Score Phase (or until the anchor book is closed).
- Game Mechanics & Syntax:
- To establish a forensic sanctuary against supernatural interference and covert observation, spend 2 Stress and roll Attune.
- On a 1–3, the ward misaligns; you suffer 1 Level 1 Harm (Arcane Dissonance) or the circle violently collapses when the first spirit tests its strength.
- On a 4/5, the perimeter forms with Standard Effect. Lesser spirits, minor hollows, and wandering ghosts cannot enter the circle. Invisible observers or scrying rituals reveal themselves as luminous violet outlines. However, you take a complication (e.g., the bright glow draws living lookouts, or the circle’s duration is reduced to a few minutes).
- On a 6, the cordon forms with Great Effect. All minor spectral threats are completely locked out, invisible infiltrators flare brightly, and allies inside gain +1d to resistance rolls against supernatural terror or mental coercion.
- Critical: The ward is impenetrable to any spectral entity of equal or lower Tier, and automatically repels physical projectiles launched from outside the circle.
Dungeons & Dragons (5th Edition)
Decree of the Inquest Barrier 635
- Level: 1st-level Abjuration (Ritual)
- Casting Time: 1 action (or 10 minutes if cast as a ritual)
- Range: Self (10-foot radius centered on the focus)
- Components: V, S, M (an inscribed bone stylus and an open cold-iron grimoire or ledger worth at least 10 gp)
- Duration: 1 hour
- Game Mechanics & Syntax:
- You trace a perimeter around an open focus, erecting an invisible, 10-foot-radius hemispherical sanctuary centered on the ground beneath the item.
- Mindless undead (such as skeletons and zombies) and wandering spirits with a Challenge Rating of 1/4 or lower cannot enter the area by non-magical means. If such a creature is inside the area when the spell is cast, it is gently pushed outside the radius.
- Any invisible creature, sensor created by a divination spell (such as clairvoyance), or stealth-cloaked observer that enters the area immediately glows with a dim ultraviolet light, shedding bright light in a 5-foot radius and negating the benefits of invisibility while within the barrier.
- The spell ends early if the central grimoire or ledger is closed, lifted, or moved from its original inscribed anchor spot.
Knave (2nd Edition)
Decree of the Inquest Barrier 635
- Spell Level & Slots: 1st-tier Spell (Requires 1 Item Slot for the open tome/relic focus)
- Casting Time: 2 Rounds (approx. 12 seconds)
- Range: 10-foot radius centered on the open ledger
- Duration: 1 Turn (10 minutes) or up to 1 Hour when cast deliberately in an undisturbed room
- Game Mechanics & Syntax:
- The caster traces a circle in the earth with a bone stylus and reads the legal statutes aloud, making an Intelligence check against standard task difficulty (DC 15).
- On a success, a protective, transparent ultraviolet perimeter locks into the ground. Mindless undead (skeletons, minor ghouls) and minor phantoms cannot cross the inscribed line.
- Any hidden, invisible, or magically concealed entity that crosses or reaches into the barrier immediately outlines in bright purple fire, stripping them of surprise and stealth advantages.
- The barrier provides total protection from ambient environmental foulness, dampening distracting cavern winds and neutralizing noxious odors of rot.
- If the book is physically kicked, picked up, or closed, the ward instantly collapses into harmless purple mist.
Fate Core System
Decree of the Inquest Barrier 635
- Type: Magic Stunt / Ritual Warding Action
- Cost: 1 Fate Point to establish as a dedicated scene sanctuary (or free if taking 2 rounds of preparation with an attuned focus).
- Mechanics & Syntax:
- When tracing a perimeter in the dust with an iron ledger or bone stylus, roll Lore or Investigate against Mediocre (+0) opposition.
- On a success, create the scene aspect Inquest Cordon Sanctuary with one free invocation (or two free invocations on a style success).
- Mindless undead mobs and wandering feral spirits lack the clearance to cross into the zone containing the ledger without overcoming a Great (+4) passive barrier.
- Any stealthy, magically cloaked, or invisible entity that enters the zone immediately gains the situation aspect Ultraviolet Luminescence, exposing its exact location and stripping all concealment-based defense bonuses.
- Closing or physically moving the ledger immediately removes the aspect and dissolves the barrier.
Numenera & Cypher System
Decree of the Inquest Barrier 635
- Level: 2 Esotery / Ability (Abjuration / Ward)
- Cost: 2 Intellect Points
- Action: Action to initiate (requires 2 full rounds of tracing and vocal decrees)
- Range: Self (Immediate distance / 10-foot radius emanation centered on the open ledger)
- Duration: 1 hour
- Mechanics & Syntax:
- The caster anchors an open codex or focus to a flat surface and performs an Intellect task against a Level 2 difficulty.
- On a success, a hard-light, ultraviolet perimeter locks into the ground around the caster in an immediate radius.
- Mindless automatons, non-sentient undead, and minor spectral entities of Level 2 or lower cannot physically cross or manifest within the perimeter.
- Any invisible, phase-shifted, or cloaked observer entering the radius immediately flares in bright violet phosphorescence, reducing the difficulty of attacks and perception tasks against them by two steps.
- The barrier collapses immediately if the central focus is disturbed, moved, or shut.
Pathfinder (2nd Edition)
Decree of the Inquest Barrier 635 (Spell 1)
- Traits: Uncommon, Abjuration, Occult, Revelation, Ritual
- Cast: 2 Actions (or 1 minute as a ritual); Somatic, Verbal (requires an open cold-iron ledger and bone stylus)
- Area: 10-foot emanation centered on the open ledger; Duration: 1 hour
- Mechanics & Syntax:
- You trace a geometric perimeter in the floor around an anchored focus, establishing an invisible hemispherical quarantine ward.
- Mindless undead and wandering spirits of 1st level or lower cannot enter the area by non-magical physical movement.
- Any creature with the invisible condition or active scrying sensor that enters or originates within the area is immediately outlined in glowing violet light, negating the hidden or undetected condition and making them observed to all creatures inside the ward.
- Moving or picking up the central ledger ends the spell immediately.
- Heightened (+2): The level of mindless undead and wandering spirits blocked by the barrier increases by 1 for every two levels heightened.
Savage Worlds (Adventure Edition)
Decree of the Inquest Barrier 635
- Power Level: Novice
- Power Points: 2 (can spend +1 Power Point per hour to extend duration)
- Range: Smarts (10-foot / 2-yard radius centered on the open ledger)
- Duration: 1 hour
- Trappings: Low-frequency iron vibration, glowing purple inscribed circle, smell of ozone and vellum.
- Mechanics & Syntax:
- The caster inscribes a circle with a bone stylus and makes an Arcane Skill roll with a casting time of 2 full combat rounds.
- On a success, an invisible barrier locks around the open ledger. Mindless undead (such as skeletons or standard zombies) and minor feral spirits cannot cross the threshold by standard movement.
- Any cloaked, invisible, or magically concealed entity crossing the boundary immediately glows with a bright violet outline, canceling all invisibility penalties and granting attackers a +2 bonus to Notice and attack rolls against the infiltrator.
- With a raise on the casting roll, the barrier also dampens ambient acoustic noise and odors, granting allies inside a +1 bonus to all forensic Notice or Research rolls.
- If the central ledger focus is kicked, lifted, or shut, the ward immediately dispels.
Shadowrun (Sixth World Edition)
Decree of the Inquest Barrier 635
- Spell Type & Category: Mana Spell, Detection / Ward (Ritual Sorcery)
- Range: Touch (3-meter radius emanation centered on the open focus)
- Duration: Sustained (Up to 1 hour)
- Drain Value: 4S
- Components / Focus: Inscribed cold-iron ledger, bone stylus, or Force 1+ Abjuration Spell Focus
- Mechanics & Syntax:
- As a Ritual Action lasting 2 combat rounds (6 seconds), the caster sets down the ledger, traces a circular perimeter with the stylus, and makes a Sorcery + Magic vs. Threshold 2 test.
- With at least 2 net hits, an invisible mana barrier locks into the ground in a 3-meter radius around the book.
- Mindless astral entities, feral spirits, and minor reanimated biological constructs with a Force equal to or lower than the caster’s net hits cannot cross or manifest within the perimeter.
- Any stealth-cloaked target, physically invisible agent (under an active Invisibility spell), or active remote optical/scrying sensor crossing the boundary immediately flares with an ultraviolet phosphorescent outline. This removes all concealment modifiers, making the target directly visible to all observers within the barrier.
- Moving, picking up, or slamming the central ledger shut immediately collapses the mana ward.
Starfinder (Second Edition)
Decree of the Inquest Barrier 635 (Spell 1)
- Traits: Uncommon, Abjuration, Force, Tech, Occult, Ritual
- Cast: 2 Actions (or 1 minute as a ritual); Somatic, Verbal (requires an open cold-iron data-ledger and bone stylus)
- Area: 10-foot emanation centered on the ledger; Duration: 1 hour
- Mechanics & Syntax:
- You trace an energy perimeter around an open data-ledger focus on a deck plate or terrain floor, anchoring a 10-foot hemispherical hard-light security cordon.
- Non-sentient robotic drones, mindless reanimated biologicals, and wandering feral entities of 1st level or lower are physically barred from crossing the perimeter line.
- Any creature possessing the invisible condition or utilizing active optical cloaking technology that steps across the boundary immediately sheds bright ultraviolet light in a 5-foot radius. This removes the hidden or undetected condition and marks them as observed to all occupants inside the zone.
- If the central data-ledger is displaced from its anchor point or closed, the security cordon terminates instantly.
Traveller (Mongoose 2nd Edition)
Psionic Forensic Barrier 635 (Bio-Resonance Cordon)
- Talent / Category: Telepathy / Telekinetic Warding (Tech Level 15 / Ancient Psionic Relic)
- Psi Cost: 3 Psi Points
- Skill Check: Telekinesis (Psi) or Science (Psionic) check (Difficulty: Average 8+)
- Range: 3-meter circular radius centered on the focus
- Duration: 1 hour
- Mechanics & Syntax:
- The psionic operator places an open cold-iron data-slate or psi-ledger on the deck floor and traces a 3-meter radius perimeter, taking 2 combat rounds to establish the bio-resonance ward.
- On a successful check (Effect 0+), an invisible psionic-gravitic field forms. Non-sentient biological husks, minor feral psychic echoes, and mindless vermin cannot cross the designated boundary line.
- Infiltrators utilizing personal cloaking suits, active camouflage, or phase-shifting devices immediately experience harmonic interference at the threshold, outlining their physical coordinates in a bright violet thermal glow that negates all stealth DMs.
- Moving or dislodging the central psionic ledger immediately disrupts the bio-resonance frequency and collapses the barrier.
Warhammer Fantasy Roleplay (4th Edition)
Decree of the Inquest Barrier 635
- Lore / School: Lore of Light (Hysh) / Lore of Amethyst (Shyish) Hybrid
- Casting Number (CN): 4
- Range: Touch (2-yard radius emanation centered on the grimoire)
- Target: Area of Effect (Ground perimeter)
- Duration: Willpower Bonus in hours (Maximum 1 hour)
- Ingredients: An open cold-iron ledger, an electrum latch, and a carved animal bone stylus used to score the earth (+1 CN bonus).
- Mechanics & Syntax:
- The caster scores a 2-yard circular boundary in the stone or mud with the bone stylus while chanting formal ordinances of quarantine, rolling a Language (Magick) test against a CN of 4.
- On a successful cast, an invisible ward locks into place around the book. Mindless undead (such as standard Skeletons and mindless Zombies) and minor feral wraiths cannot physically cross or strike through the boundary line.
- Any concealed entity, magically invisible stalker, or active witch-sight sensor entering the perimeter immediately flares in bright, unmistakable violet witch-light, stripping all stealth benefits and alerting every occupant inside.
- The ward instantly dispels if the central ledger is kicked, lifted, or shut.
