The Fall of Brekhan
Creating Wards
For a list of wards that have already been created see: List of Ward Designs
Spellcasters with at least one level in Magery(Word) have the ability to craft protective wards around an object. A ward resists damage from a particular source, person, event, or other limited field. In theory wards may increase in strength forever, but the process becomes complex and energy intensive. Larger creatures and objects (using HP as a proxy for size) can receive more wards before they begin to interact and become more difficult.
Crafting wards requires hours of quiet concentration with physical access to the target being warded. For each hour of work the spellcaster creates (Magery(Word)+Talent) points to spend on wards. These points may be spent to reinforce existing wards or create brand new ones. Multiple wizards may craft wards on the same object at the same time.
Wards are modeled as ablative DR. All wards begin as:
Base Ward: DR (Ablative(-80%), Forcefield(+20%), Hardened 1( +20%) = 70%)[3.5]
Note that wards are not vulnerable to being dispelled by normal anti-magic effects and that they are difficult to penetrate.
This is used as the base cost for all wards. Modifiers after this are applied as a multiplier to this base cost.
Wards are focused against a specific type of damage or location. They must include a -20% modifier from either the “Directional”, “Limited” or “Partial” Limitations which does not reduce their cost. Higher value limitations reduce the cost of the ward as normal once -20% is subtracted.
Some common ward types are:
Arrow Ward: Base Ward(Required( +20%), All types of projectiles(-20%) = 100%) [3.5/DR]
Blade Ward: Base Ward(Required( +20%), Cutting damage(-40%) = 80%) [2.8/DR]
Head Ward: Base Ward(Required( +20%), Skull Only(-70%) = 50%) [1.75/DR]
Torso Ward: Base Ward(Required( +20%), Torso Only(-10%), Front Only(-20%) = 90%) [3.15/DR]
Any object or creature can be imbued with wards, but wards become progressively more difficult to apply. Keep track of the total number of points a subject has in wards.
Points up to HP: No effect.
Points up to 2xHP: Half points/hour of caster.
Points up to 3xHP: Quarter points/hour of caster.
Points up to 4xHP: Eighth points/hour of caster.
Points up to 16xHP: Sixteenth points/hour of caster.
Pattern continues.
A spellcaster with Magery(Word) 2 and Talent 2 will normally produce 4 points of wards per hour of work. An HP 12 warrior would take 3 hours to give 12 points of wards, after which the spellcaster will only produce 2 points of wards per hour. 6 hours of work would add another 12 points of wards and the spellcasters ward creation rate would drop to 1/hour.
When a warded target is attacked the ward with the lowest point cost is always triggered first. In the event of a tie the target chooses. Wards have a level of hardened, allowing them to resist most mundane armour piercing effects. Higher levels of armour divisors divide the effective DR of the wards and only the effect DR used is subtracted from the ward.
In large cities wizards may cast wards for pay. The average cost is $5 per point of wards; speed will depend on the skill of the wizard.