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.
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.
- 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.
- 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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