Show List
|
Area of Effect |
Duration |
Range |
||
| 1 | Research Caster | caster | 24 hrs | touch |
| 2 | - | - | - | - |
| 3 | Privacy Screen | varies | P | touch |
| 4 | - | - | - | - |
| 5 | Scrying Ward I | varies | P | touch |
| 6 | Inner Wardings | varies | P | touch |
| 7 | Phase Ward I | varies | P | touch |
| 8 | Gating Ward I | varies | P | touch |
| 9 | Sentry Ward | varies | P | touch |
| 10 | Scrying Ward I | varies | P | touch |
Perimeter Wardings
Training Pack List
Show Details
- 01 - Research
Caster gains +25 bonus to attempts made at researching the purpose, origin, and effects of a specific perimeter ward.
- 02 -
...
- 03 - Privacy Screen
This ward dampens any sound coming from within or without the room. This has no effect on the ability of the occupants of the room to hear each other. All affected listening Awareness maneuvers are at -50.
- 04 -
...
- 05 - Scrying Ward I
Any Scrying magic attempting to pass the perimeter must resist the level of the warding or be cancelled. Note : Scrying is defined as the use of spells that allow the seeing, hearing, or other knowledge of the future, past, or present.
- 06 - Inner Wardings
This simple enchantment allows a perimeter enchantment to be directed inward .The perimeter ward will now only affect outgoing spells (i .e ., spell crossing the perimeter from the inside).
- 07 - Phase Ward I
If a phase spell directed through the enchanted perimeter fails to resist versus the level of the warding, the spell fails and the caster cannot pass through. Note : Phasing is defined as any of the merging, passing, or phasing spells .
- 08 - Gating Ward I
If a gating spell directed through the enchanted perimeter fails to resist versus the level of the warding, the spell fails and the caster goes nowhere. Note : Gating is defined as any of the teleport, leaving, gate, or long door spells.
- 09 - Sentry Ward
Causes warding's of a structure to glow any time they are activated. A ward is active any time a warded against spell attempts to cross it. If the viewer doesn't know which wards mean what, a Medium (+0 ) Warding Lore maneuver will reveal what wards have been activated.
- 10 - Scrying Ward II
s Scrying Ward I, except the RR suffers a penalty of -25.
Perimeter wardings are a powerful combination of protective warding's and circle spells . The perimeter is defined when the structure is built (usually the outer walls), must be fixed in place, and is built into the fabric of the structure. Any spell warded against that attempts to cross the perimeter (i.e. the caster is trying to cast a spell to affect someone or something that is on the other side of the perimeter) must make an RR versus the level of the ward or be dispelled. Most wards function much like protective circles in that they only affect whatever tries to cross their perimeter (e.g ., a Scrying Ward perimeter enchantment will do nothing to stop a spell user from casting scrying spells on someone inside the perimeter if he is also in the perimeter) . The exception is field wards, which resist any attempt to cast the warded-against magic inside their area of effect .
The level of a warding is equal to the level of the caster of the warding enchantment. In some situations, the warding may resist at a higher level. Such special cases would depend on the nature of the world in which the campaign is taking place.
A perimeter enchantment is also like a protective circle in that if its perimeter is broken, the warding's will cease to function until repaired and restored . Simply punching a hole through the structure will not affect the warding's . The only way to break a perimeter is to totally sever the perimeter's structure. This is rather difficult, as one section from the foundation up must be razed, but it can be done (especially by sappers) .
Perimeter spells start at the foundation of a structure and reach to the top of the structure. The enchantments will forma roughly dome-shaped area over the structure as outlined by their perimeter. Perimeter spells take their level in weeks to cast plus one week per 100' length of circumference of the area warded. Multiple enchantments must be cast while the structure is under construction, and if the structure will take longer to construct than the minimum enchantment time, the caster can (and usually will) space out the casting of the spells . Only when the structure is complete and the last of the required number of spells have been cast will it be protected.
Show List
|
Area of Effect |
Duration |
Range |
||
| 11 | Pass Ward | varies | P | touch |
| 12 | Phase Ward II | varies | P | touch |
| 13 | Gating Ward | varies | P | touch |
| 14 | Field Warding | varies | P | touch |
| 15 | Scrying Ward III | varies | P | touch |
| 16 | Sentry Stone | varies | P | touch |
| 17 | Phase Ward III | varies | P | touch |
| 18 | Gating Ward III | varies | P | touch |
| 19 | Outer Warding | varies | P | touch |
| 20 | Forbidding Ward | varies | P | touch |
Perimeter Wardings
Training Pack List
Show Details
- 11 - Pass Ward
Allows the enchanter to set up a pass or back door in any Scrying Ward, Phase Ward, or Gating Ward enchantment. This can take two forms: either an area can be set inside the perimeter that is not protected by the wards or a physical token (or key) can be made that allows the bearer to bypass the wardings . Multiples keys (up to five) can be made at the time of casting
- 12 - Phase Ward II
As Phase Ward I, except the RR suffers a penalty of -25.
- 13 - Gating Ward II
As Gating Ward I, except the RR suffers a penalty of -25.
- 14 - Field Warding
This ward can be combined with any other ward to produce a "field ward". The wards will now not only attempt to dispel any warded-against magic that crosses the perimeter, but also any attempt to cast the warded-against magic inside the perimeter (e .g ., a Field Scrying Ward III will cause any attempt to scry within the perimeter to resist at -50, even if the spell is cast within the perimeter) .
- 15 - Scrying Ward III
As Scrying Ward I, except the RR suffers a penalty of -50.
- 16 - Sentry Stone
As Sentry Ward except the caster can enchant a stone that will glow anytime any of the perimeter wardings are activated. If the viewer doesn't know which wards mean what, a Medium (+0) Warding Lore roll will inform the viewer what wards have been activated. The stone must be fixed (immobile) and inside the perimeter.
- 17 - Phase Ward III
As Phase Ward I, except the RR suffers a penalty of -25.
- 18 - Gating Ward III
As Gate Ward I, except the RR suffers a penalty of -25.
- 19 - Outer Warding
This warding can be combined with any warding enchantment, and allows the affected warding to be set to only affect incoming spells (i .e . only spells crossing the warding from the outside) .
- 20 - Forbidding Ward
This ward can help prevent a specific class of creature or being (e .g ., Demons of the Second Pale, Orcs, Elementals, or Undead) from crossing the perimeter. Note : This also applies to attempts by the specified creatures to use gating or phasing spells . Such a creature will take an 'A' Electrical critical and must make an RR vs. the level of the warding. Failure indicates that the creature is thrown backward. Success means that it has penetrated the ward. Even if the creature is successful in entering, it will feel great unease in the area (-10 to all actions) . This ward requires some of the essence or a bane of the target creature type to be mixed into the fabric of the structure along the perimeter.
Perimeter wardings are a powerful combination of protective warding's and circle spells . The perimeter is defined when the structure is built (usually the outer walls), must be fixed in place, and is built into the fabric of the structure. Any spell warded against that attempts to cross the perimeter (i.e. the caster is trying to cast a spell to affect someone or something that is on the other side of the perimeter) must make an RR versus the level of the ward or be dispelled. Most wards function much like protective circles in that they only affect whatever tries to cross their perimeter (e.g ., a Scrying Ward perimeter enchantment will do nothing to stop a spell user from casting scrying spells on someone inside the perimeter if he is also in the perimeter) . The exception is field wards, which resist any attempt to cast the warded-against magic inside their area of effect .
The level of a warding is equal to the level of the caster of the warding enchantment. In some situations, the warding may resist at a higher level. Such special cases would depend on the nature of the world in which the campaign is taking place.
A perimeter enchantment is also like a protective circle in that if its perimeter is broken, the warding's will cease to function until repaired and restored . Simply punching a hole through the structure will not affect the warding's . The only way to break a perimeter is to totally sever the perimeter's structure. This is rather difficult, as one section from the foundation up must be razed, but it can be done (especially by sappers) .
Perimeter spells start at the foundation of a structure and reach to the top of the structure. The enchantments will forma roughly dome-shaped area over the structure as outlined by their perimeter. Perimeter spells take their level in weeks to cast plus one week per 100' length of circumference of the area warded. Multiple enchantments must be cast while the structure is under construction, and if the structure will take longer to construct than the minimum enchantment time, the caster can (and usually will) space out the casting of the spells . Only when the structure is complete and the last of the required number of spells have been cast will it be protected.
Show List
|
Area of Effect |
Duration |
Range |
||
| 25 | Perimeter Ward I | varies | P | touch |
| 30 | Center Stone | varies | P | touch |
| 50 | Forbidding Ward True | varies | P | touch |
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - |
Perimeter Wardings
Training Pack List
Show Details
- 25 - Perimeter Ward I
This spell will cancel any active spell crossing its perimeter that fails to resist the level of the warding. This spell may not be used with Outer Warding.
- 30 - Center Stone
This allows a perimeter ward enchantment to be placed or centered on a stone in the perimeter. The stone is the focus of the enchantment, which even allows the enchantment to be added to an existing structure. The stone can hold multiple wards, each of which takes the standard time to enchant. The center stone is keyed to the structure an will only work within it . If the stone is moved, the warding's will cease to function until the stone is returned to its resting place where it was originally enchanted.
- 50 - Forbidding Ward True
As Forbidding Ward, except that such a creature will take a 'C' Electrical critical and must make a RR vs . the level of the wardings modified by -50.
Perimeter wardings are a powerful combination of protective warding's and circle spells . The perimeter is defined when the structure is built (usually the outer walls), must be fixed in place, and is built into the fabric of the structure. Any spell warded against that attempts to cross the perimeter (i.e. the caster is trying to cast a spell to affect someone or something that is on the other side of the perimeter) must make an RR versus the level of the ward or be dispelled. Most wards function much like protective circles in that they only affect whatever tries to cross their perimeter (e.g ., a Scrying Ward perimeter enchantment will do nothing to stop a spell user from casting scrying spells on someone inside the perimeter if he is also in the perimeter) . The exception is field wards, which resist any attempt to cast the warded-against magic inside their area of effect .
The level of a warding is equal to the level of the caster of the warding enchantment. In some situations, the warding may resist at a higher level. Such special cases would depend on the nature of the world in which the campaign is taking place.
A perimeter enchantment is also like a protective circle in that if its perimeter is broken, the warding's will cease to function until repaired and restored . Simply punching a hole through the structure will not affect the warding's . The only way to break a perimeter is to totally sever the perimeter's structure. This is rather difficult, as one section from the foundation up must be razed, but it can be done (especially by sappers) .
Perimeter spells start at the foundation of a structure and reach to the top of the structure. The enchantments will forma roughly dome-shaped area over the structure as outlined by their perimeter. Perimeter spells take their level in weeks to cast plus one week per 100' length of circumference of the area warded. Multiple enchantments must be cast while the structure is under construction, and if the structure will take longer to construct than the minimum enchantment time, the caster can (and usually will) space out the casting of the spells . Only when the structure is complete and the last of the required number of spells have been cast will it be protected.
