Creating Wards

Wards are a way of using energy and strengthening the protection around you and your allies. When casting a spell of warding, success is normally not difficult thanks to the extra time available.However, a more focused and well worded spell of warding draws upon your strength less than a general one and poor one.

Every ward has a triggering requirement, decided by the words of the spell. When this trigger is met, it draws upon your strength to reduce or stop the attack. The attacker rolls damage, and that damage is stopped by drawing upon the energy of the ward. The energy put into a ward can be increased indefinitely, but the amount of energy needed to increase the protection grows quickly. This energy is divided into energy levels, and is discussed later. The base Energy cost is shown below (Roll fatigue costs up, or HP down):

A very specific ward (A named weapon, a specific damage type in a specific area, a single spell effect of a known caster): 5 E per 1 HP.

A narrow ward (A specific type of weapon, all of a damage type in a specific area, a single spell effect): 8 E per 1 HP

A wide ward (All damage of a specific damage type, a single class of weapons, related effects of magic): 11 E per 1 HP.

A very wide ward (All weapons of a similar design, all magic affecting a single object/person): 14 E per 1 HP.

In addition, the cost is modified by the casters level of magery. The base E cost per HP is reduced by their Sorcerous Empowerment level. ( -1 for SE 1, -2 for SE 2 ect)

Any person or object can receive wards, with the cost of wards being based on the size and toughness (HP will be used to represent this). The energy channeled into an object is split into energy levels, with one level being able to hold (HP x 5) units of energy. When storing energy in an object, the conversion of FP to E is 1/(2^energy level). This means that when filling energy level 1, 1 FP = 1 E. When filling energy level 2, 2 FP = 1 E. At energy level 3, 4 FP = 1 E, and so on. This energy can then be directed into a ward (energy not in a ward cannot be retrieved, but may be stored so it can be directed later. If the ward takes any damage, all stored energy is lost)

When an object takes damage, the most specific ward takes the damage first, higher energy level wards (and ward HP) are always affected first. when two wards tie, the one with the lowest E cost absorbs the damage first.

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Single ward example on 10 HP person by SE 1 caster:
Narrow Ward (7 E per 1 HP)

Energy Level…………….Energy Stored………….Ward HP
1…………………………………..49/50 ……………………. 7/7 (6*7 = 49)
2…………………………………..49/50……………………….7/7
3 ………………………………….. 42/50 …………………….. 6/7 (6*7 = 42, 1 HP lost already)
4………………………………………0/50 ………………………..0/0
Continue as nessesary…

Multi ward example on 10 HP person by SE 1 caster:
Narrow Ward (7 E per 1 HP) [All broadsword blows]

Ward 2:
Wide Ward (11 E per 1 HP) [All impaling damage]

Energy Level……………..Energy Stored………Ward 1 HP……………..Ward 2 HP
1…………………………………50/50 (28 + 22)………4/4 (28 E)………………2/2 (22 E)
2…………………………………49/50………………………7/7…………………………0/0
3…………………………………18/50………………………1/2 ………………………..1/2 (Wards already damaged)
4………………………………… 0/50………………………..0/0…………………………0/0 (No energy planed yet)
Continue as necessary…

Wards can be removed by the original caster, and any energy remaining is lost. Energy cannot be transferred between levels, and energy already in one ward cannot be used to reinforce the others.

Creating Wards

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