Haras — Spell List Draft (Protection)¶
Working draft, not locked in. Haras is a partial spellcasting school of Protection — wards, barriers, counterspells, magical preservation.
Pulled from High Magic's protective/defensive entries. As a partial school, Haras uses WWN's partial-Mage tables, and its spells stop at 3rd level (2026-10-15). A partial caster reaches 2nd level spells at 5th character level and 3rd at 9th. Haras leans on its Arts more than its spells.
Spell List (draft)¶
Tier 1 - Weapon-Ward (adapted from Wardpact Invocation) — Cast in one of two forms. On a creature within 200 feet: the target becomes partially immune to physical weapons. Any weapon hit on them is negated unless the attacker makes a Physical save. This lasts one round per two caster levels, rounded up, and can't target the caster. On a weapon visible within 200 feet: the weapon becomes entirely harmless and can't inflict damage for the rest of the scene, with no save. A given creature or weapon can be affected only once per scene, and natural body weapons, like claws and fangs, aren't affected. - Amber Stasis (adapted from The Long Amber Moment) — Willing/helpless touched target shifted out of time; they and their gear become impervious to non-magical harm, frozen until released or up to 1 day/caster level. A strong emergency-preservation tool.
Tier 2 - Warding Glass (adapted from Dazzling Mirror — fan homebrew) — Surrounds the caster or an ally with small floating mirrors for up to a scene. If the warded target is struck in melee or ranged combat, the attack still resolves, but the mirrors shatter and the attacker must save or be blinded for the rest of the scene. If the warded target is hit by a hostile spell instead, it reflects back at the caster and the wards end immediately. A genuinely distinct protective tool — punishes attackers rather than just absorbing the hit. - Unmaking (adapted from Extirpate Arcana) — Sweeps away all unwanted magical effects and enchantments in a 20-foot radius, centered on any visible point within 100 feet per caster level. An effect cast by a creature of equal or fewer levels or hit dice is negated automatically. Otherwise, make contested Int/Magic or Cha/Magic checks; the higher-level caster gets +2, and the dispeller wins ties. Standing magic, like a Working, can't be permanently removed this way. Unmaking needs the contested check to have any effect on it, and success only suppresses it for 1d6 rounds. Against a very large enchantment, only the part inside the radius is suppressed. The direct counterspell entry the school's description promised. - False Death (adapted from Prudentially Transient Abnegation of Life) — Cast as an Instant action, even if another spell was cast the same round, on the caster or a willing visible target. It can only be used in immediate response to an injury that drops the target to zero hit points. The target dies a dramatic and obvious death, and they're dead to any mundane or magical examination. At any point up to two hours later, at the target's choice, their remains flow back together, restoring them with two hit points per caster level and two additional System Strain. If the remains are deliberately scattered, burned, or eaten, they can't revive. The target stays aware of their surroundings while "dead." Pairs naturally with Amber Stasis as a second buy-time-in-a-crisis tool.
Tier 3 - Conjured Plate (adapted from Swift Embodiment of the Tortoise's Carapace — fan homebrew) — Conjures a full suit of magical Plate Armor onto an unarmored target, +1 enchantment bonus to AC (rising to +2 at 7th level, +3 at 9th). Lasts one scene; caster can dismiss it early, or the wearer can shake it off with a Mental save as a Main Action. Base AC 18 (plate's 17 plus the +1), rising to 19 and then 20. It's real armor for casting purposes: a mage wearing it can't cast spells or use Arts, unless they have the Armored Magic Focus. This is probably Haras's single best tier-3 signature piece so far — "conjure real protection out of nothing" is about as on-the-nose as the school's identity gets. - Mind Ward (new) — The caster is warded against mind-affecting magic that targets only them, which covers almost all of Mirage. The ward holds 10 points of protection. Each effect it blocks costs points equal to its spell tier, or 1 for an Art. The ward lasts 4 hours plus 1 hour per caster level, or until its points run out. Area effects, like The Long Sleep or The Compelling Word, aren't blocked. - Unbreakable Ward (adapted from Invocation of the Invincible Citadel, a 5th-level spell) — A ritual: casting it takes 10 minutes (a turn), so it can't be raised in a crisis. It creates a transparent bubble of force around the caster, up to 20 feet in radius. Nothing outside can get in — not attacks, magic, or objects — and the inside stays warm, breathable, and safe whatever's happening outside. Those inside can leave, but they can't come back in. Appropriate magic can dispel it. The ward lasts until the caster leaves it. A shelter for a safe camp, or for waiting out a siege. Haras-exclusive. - As a Working: Haras practitioners also build Unbreakable Wards permanently into places — palaces, vaults, and embassies — to be triggered in an emergency. This is a large part of why every government wants Haras. - Difficulty: 22 points, using WWN's Working rules. The ward itself is a 20-point Great effect: it blocks more than the book's "only particular subjects may enter" ward, but it sits dormant until triggered and doesn't last forever. The safe, breathable interior adds a 4-point effect at half value. - Scale: a vault (Room, ×1) is 22 points: 22,000 sp and about two months, and a 6th-level Haras mage with Magic-2 can build it alone. An embassy, manor, or palace (Building, ×4) is 88 points: 88,000 sp and about five and a half months. No mortal mage reaches 88 alone, so it's always a team job, and the lead needs at least 44 (8th level with Magic-3, for example). Anything larger (Village, ×16, 352 points) is beyond anyone living. Wards larger than a building survive only from before the war. - Trigger: each Working is keyed to a seal or token. Whoever holds it can speak the word as a Main Action, and the ward goes up. No mage is needed, which is the selling point, and it makes the seal itself worth stealing or forging. - Duration: the ward holds until the keyholder lowers it, up to one week. As with the spell, those inside can leave but can't come back in. Afterward, it lies dormant for a month before it can be raised again. - Weak point: Unmaking can't remove the Working, but winning a contested check against the builder's level suppresses a 20-foot patch for 1d6 rounds. Besiegers need their own mages to open short-lived breaches.
Arts (draft)¶
- Warding Mantle — Commit Effort to ward yourself; it can't be used on anyone else. As long as the Effort stays committed, your base Armor Class is 14 plus a third of your level, rounded down. Like any base Armor Class, it doesn't stack with armor. Haras's version of D&D's Mage Armor.
- Turn the Blow — Commit Effort for the day as an Instant action when you or an adjacent ally is hit. The hit is negated. Unlike Weapon-Ward, it can protect the caster, and it's certain, but it stops only one hit.
- Threshold Ward — Commit Effort to ward a doorway or boundary. As long as the Effort stays committed, you know the moment anyone crosses it.
- Warden's Lock — Commit Effort to seal a door, lid, or container. As long as the Effort stays committed, it can't be opened by ordinary means.
- Honey Stasis — Commit Effort for the day to stop food, a body, a document, or a wound from decaying or worsening, for a day. A small, short-lived version of Amber Stasis.
- Counter Magic (from High Magic) — Commit Effort for the day as an Instant action when a visible enemy mage casts a spell. Make opposed Int/Magic or Cha/Magic checks; if you win, their spell fizzles. Only works on actual spellcasters. Kept for now, to see how it plays.
- Suppress Magic (from High Magic) — Commit Effort for the day to suppress a visible or known magical effect within 100 feet for 1d6 rounds plus your level. Kept for now.
- Preparatory Countermagic (from High Magic) — Commit Effort for the scene when a spell you have prepared affects you; you're unaffected by its direct effects. Kept for now.
Still open¶
- Unbreakable Ward's Working: the numbers are a first pass (2026-10-18), to adjust once the WWN rules are more familiar.
- Cut (2026-10-15) for the 3rd-level ceiling: Stored Unmaking, Second Chance, and Stopped Clock. Iron Ward was cut too, since Conjured Plate already covers it.
Sources used¶
- Official WWN High Magic spell list (Worlds Without Number Free Edition PDF, pages 60–93).
- Fan "Project Gemini" spellbook and "Prompts Without Number" Inktober page (sites.google.com/view/projectgemini/spellbook and /inktober) — homebrew, not official Sine Nomine content.
- See /High_Magic_Audit.md for the full 52-spell cross-school assignment.