Show List
|
Area of Effect |
Duration |
Range |
||
| 1 | Research | varies | P | touch |
| 2 | Seal | varies | P | touch |
| 3 | Portal | varies | P | touch |
| 4 | - | - | - | - |
| 5 | Preservation Ward I | varies | P | touch |
| 6 | Resist Ward I | varies | P | touch |
| 7 | Flame Ward I | varies | P | touch |
| 8 | Reseal | varies | P | touch |
| 9 | Sentry Ward | varies | P | touch |
| 10 | Elemental Ward I | varies | P | touch |
Structure Wardings
Training Pack List
Show Details
- 01 - Research
Caster gains a +25 bonus to attempts made at researching the purpose, origin, and effects of a specific structure ward .
- 02 - Seal
When a structure is finally complete, this spell will act to seal it . This enchantment makes the seal of the structure stronger. This causes roofs to be more leak proof, reduces drafts, and so on .
- 03 - Portal
This warding must be cast on the frame of the portal and the portal itself. The spell will allow the portal to be enchanted to have the same protection as the rest of the structure. The doors or shutters can then be enchanted in a single day with only one casting of each ward that the structure will have. This spell can be used on doors and shutters that replace previous ones as long as the frame of the portal was enchanted when the structure was built.
- 04 -
...
- 05 - Preservation Ward I
This ward will slow the effects of nature on a structure. Any structure so enchanted will age one quarter the normal rate. This does not apply to anything inside the structure.
- 06 - Resist Ward I
This warding will shield a structure from magic. Once enchanted, the structure has an RR equal to the level of the warding versus all base attack spells . If the structure succeeds in resisting, the attacking spell will not affect it .
- 07 - Flame Ward I
This ward will make a structure fire resistant. There is a 25% chance each round that any flame on the structure will be extinguished . Note : This doesn't protect anything inside the structure from catching fire, which might lead to more damage to the structure.
- 08 - Reseal
Allows the caster to restore the wardings to a portion of a structure that has been breached . The section must be repaired by casting Reseal on the repairs each day. The repaired section will then have the same warding enchantments as the rest of the structure.
- 09 - Sentry Ward
Causes the wardings of a structure to glow anytime they are activated. A ward is active any time it must resist . If the viewer doesn't know which wards mean what, a Medium (+0) Warding Lore maneuver will inform the viewer what wards have been activated.
- 10 - Elemental Ward I
The structure is warded against one particular element. Each element must be warded separately. The structure then receives half damage from any attacks from that element, and an RR vs . any spells from that element (e .g., a stone structure warded against fire would receive an RR equal to the level of the warding against a Stone Fires spell) . This warding protects versus both magic and normal forms of the element.
A structure warding is an enchantment designed to protect the structure it is built into . They are inscribed throughout the construction and built into the fabric of the structure. They may not be changed at a later date without rebuilding the entire structure.
The wardings, unless specified otherwise, will protect the structure itself and not anything inside the structure. Such enchantment wardings are inherently part of the structure, and destruction of part of the structure will not affect the wardings on the rest of the structure. A structure that is breached requires re-enchanted after it has been repaired with a Reseal spell, but most minor damage and repair will have no effect on such wardings. A structure can be a castle, a tower, a bridge, a ship, or even a sail (the latter two being prime candidates for Seal and Flame Ward).
The caster has to enchant the structure throughout construction, starting when the structure is first begun, and ending when the last spike (or whatever) is driven into place. Each structure warding takes a minimum number of weeks to cast equal to its level, and the spell must be cast once a day (the construction may be held up because of this). This will affect a structure with a volume equal to one hundred times the caster's level cubed (i .e., [100 x level3]), in cubic feet . This is the total volume of the material of the structure itself (such as the thickness of the walls, roof, and so forth) ; the interior volume does not count towards this value. To affect a larger structure, the caster may combine multiple enchantments together into a single large warding. Multiple enchantments must be done 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 done and the last of the required number of spells have been cast will it be protected.
Show List
|
Area of Effect |
Duration |
Range |
||
| 11 | Strength Ward I | varies | P | touch |
| 12 | Resist Ward II | varies | P | touch |
| 13 | Preservation Ward II | varies | P | touch |
| 14 | - | - | - | - |
| 15 | Conceal Ward I | varies | P | touch |
| 16 | - | - | - | - |
| 17 | Preservation Ward III | varies | P | touch |
| 18 | Resist Ward Ill | varies | P | touch |
| 19 | Sentry Stone | varies | P | touch |
| 20 | Strength Ward II | varies | P | touch |
Structure Wardings
Training Pack List
Show Details
- 11 - Strength Ward I
This ward will reinforce and strengthen the structure, increasing its breach value by 50%.
- 12 - Resist Ward II
As Resist Ward I, except the RR suffers a penaly of -25.
- 13 - Preservation Ward II
As Preservation Ward I, except the structure will age at 1/10 the normal rate .
- 14 -
...
- 15 - Conceal Ward I
Any part of a structure so enchanted is allowed to resist detection or vision spells used on it . It is more subtle than the Privacy Screen or Scrying Ward spell in that it doesn't even reveal that it is there. If the structure successfully resists, he spell will fail to even register that the ward resists (e.g., if a secret tunnel with a Conceal Ward is looked at using Stonevision, the caster would not detect the passage, unless the passage failed to resist).
- 16 -
...
- 17 - Preservation Ward III
As Preservation Ward 1, except the structure will age at 1/20 the normal rate .
- 18 - Resist Ward III
As Resist Ward I, except the RR suffers a penalty of -50.
- 19 - Sentry Stone
As Sentry Ward except the caster can enchant a stone that will glow anytime any of the wardings are activated. If the viewer doesn't know which wards mean what, a Medium (+0) Ward Lore maneuver will inform the viewer what wards have been activated. The stone must be fixed (immobile) and inside the perimeter.
- 20 - Strength Ward II
As Strength Ward I, except the structure's has double its normal hits .
A structure warding is an enchantment designed to protect the structure it is built into . They are inscribed throughout the construction and built into the fabric of the structure. They may not be changed at a later date without rebuilding the entire structure.
The wardings, unless specified otherwise, will protect the structure itself and not anything inside the structure. Such enchantment wardings are inherently part of the structure, and destruction of part of the structure will not affect the wardings on the rest of the structure. A structure that is breached requires re-enchanted after it has been repaired with a Reseal spell, but most minor damage and repair will have no effect on such wardings. A structure can be a castle, a tower, a bridge, a ship, or even a sail (the latter two being prime candidates for Seal and Flame Ward).
The caster has to enchant the structure throughout construction, starting when the structure is first begun, and ending when the last spike (or whatever) is driven into place. Each structure warding takes a minimum number of weeks to cast equal to its level, and the spell must be cast once a day (the construction may be held up because of this). This will affect a structure with a volume equal to one hundred times the caster's level cubed (i .e., [100 x level3]), in cubic feet . This is the total volume of the material of the structure itself (such as the thickness of the walls, roof, and so forth) ; the interior volume does not count towards this value. To affect a larger structure, the caster may combine multiple enchantments together into a single large warding. Multiple enchantments must be done 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 done and the last of the required number of spells have been cast will it be protected.
Show List
|
Area of Effect |
Duration |
Range |
||
| 25 | Elemental Ward II | varies | P | touch |
| 30 | Conceal Ward II | varies | P | touch |
| 50 | Resist Ward True | varies | P | touch |
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - |
Structure Wardings
Training Pack List
Show Details
- 25 - Elemental Ward II
As Elemental Ward I, except that all forms of elemental damage are reduced to one half .
- 30 - Conceal Ward II
As Conceal Ward I, except the RR suffers a penalty of -25.
- 50 - Resist Ward True
Resist Ward I, except the RR suffers a penalty of -100 .
A structure warding is an enchantment designed to protect the structure it is built into . They are inscribed throughout the construction and built into the fabric of the structure. They may not be changed at a later date without rebuilding the entire structure.
The wardings, unless specified otherwise, will protect the structure itself and not anything inside the structure. Such enchantment wardings are inherently part of the structure, and destruction of part of the structure will not affect the wardings on the rest of the structure. A structure that is breached requires re-enchanted after it has been repaired with a Reseal spell, but most minor damage and repair will have no effect on such wardings. A structure can be a castle, a tower, a bridge, a ship, or even a sail (the latter two being prime candidates for Seal and Flame Ward).
The caster has to enchant the structure throughout construction, starting when the structure is first begun, and ending when the last spike (or whatever) is driven into place. Each structure warding takes a minimum number of weeks to cast equal to its level, and the spell must be cast once a day (the construction may be held up because of this). This will affect a structure with a volume equal to one hundred times the caster's level cubed (i .e., [100 x level3]), in cubic feet . This is the total volume of the material of the structure itself (such as the thickness of the walls, roof, and so forth) ; the interior volume does not count towards this value. To affect a larger structure, the caster may combine multiple enchantments together into a single large warding. Multiple enchantments must be done 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 done and the last of the required number of spells have been cast will it be protected.
