Professional Documents
Culture Documents
Wards
Wards
10 Repulsion Ward 5'r/lvl 1 hr/lvl Touch U As Protected Site, except for the area of effect.
11 Spell Ward IV 5'r/lvl 1 hr/lvl Touch U As Spell Ward I, except that caster may prevent up to four different
spells (and all versions of those spells).
12
13 Spell Ward V 5'r/lvl 1 hr/lvl Touch U As Spell Ward I, except that caster may prevent up to five different
spells (and all versions of those spells).
14
15 Scrying Ward II 10'r/lvl 1 hr/lvl Touch U As Scrying Ward I, except for the area of effect.
16 Spell Ward VII 5'r/lvl 1 hr/lvl Touch U As Spell Ward I, except that caster may prevent up to seven
different spells (and all versions of those spells).
17
18 Alarm Ward III 15'r/lvl 1 hr/lvl Touch U As Alarm Ward I, except for the area of effect.
19
20 Exclusion Ward 5'r/lvl 1 hr/lvl Touch U As Repulsion Ward, except that caster may also specify a single
sentient race that will receive an additional penalty of 20 to their
RR (when they attempt to enter the protected area).
25 Spell Ward X 5'r/lvl 1 hr/lvl Touch U As Spell Ward I, except that caster may prevent up to ten different
spells (and all versions of those spells).
30 Transport Ward 5'r/lvl 1 hr/lvl Touch U As Spell Ward I, except that all forms of magical transportation
(leaping, leaving, long door, teleportation, returning, etc.) are
prevented. Casters/beings attempting to enter or leave must make
an RR (with a special -30 modifier) versus the level of the caster to
actually enter or leave via magical methods.
50 Spell Ward True 5'r/lvl 1 hr/lvl Touch U As Spell Ward /, except that caster may prevent one spell (and all
versions of that spell) for each level of the caster.
NOTE: A ward is a magical inscription placed on an object. The object can be mobile, but if the object is moved while the ward is
active, the ward is cancelled. All spells above second level create wards.