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Monday, February 9, 2009

Guards and Wards

These small magical objects are found in sets of four, five, or six. The exact form the items take varies, depending on the maker. Typically they are cubes of Dark Wood inlaid with silver or mithril symbols of power. If examined for magical properties they will radiate Good protection magic. If an incomplete set of Guards and Wards is found, the general direction and distance of the missing pieces can be discovered from those in hand with a Good test of divination magic. A complete set is required to allow the item to function.

To use Guards and Wards they must be laid out on the edges of the area the owner wishes to protect. Once placed their command word is spoken and the warding magic is activated, enclosing a spherical area up to the maximum size supported by the wards. Wards last until they expire or a second command word is spoken from within the warded area. All wards have the following characteristics so long as their magic is active:
  • The area warded radiates Good protection magic and glows with a faint light (equivalent to moonlight in brightness).
  • Each set of wards is attuned to a specific category of creature (undead, demons, mundane beasts, etc.). Any such creature attempting to enter the warded area must make a Great resistance check or be repelled.
  • Individual wards cannot be moved while active. Attempts to do so will inflict a Good magical attack of a type most repellent to the attuned creature type.
Each type of Guards and Wards has additional powers.

Minor - four wards
  • Each warding lasts up to eight hours, usable once per day
  • Protects an area up to 20 feet in diameter
  • Emit a loud gonging sound when an attuned creature approaches within 60 feet of the warded area.
Major - five wards
  • Each warding lasts up to 24 hours, usable once per day
  • Protects an area up to 30 feet in diameter
  • Emit a loud gonging sound when an attuned creature approaches within 60 feet of the warded area.
  • Absorbs / dispels up to Fair harmful magic effects entering the warded area.
  • Provides Fair defense against missile weapons fired into the warded area.
Supreme - six wards
  • Each warding lasts until commanded to cease.
  • Protects an area up to 40 feet in diameter
  • Emit a loud gonging sound when an attuned creature approaches within 60 feet of the warded area.
  • Absorbs / dispels up to Great harmful magic effects entering the warded area.
  • Provides Good defense against missile weapons fired into the warded area.
  • Serves as a Good physical barrier to entry.

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