|
help > spells > ward --------------------------------------------------------------------- Spell : Ward Class : Evoker Cost : Selectable Effect Type : defense, by effect Casting Time : 1 round, unless adjusted by metamagic Difficulty : half skill Effect Value : cost + margin of success; max 3x cost Syntax : cast [material] ward <cost> [targets] or cast ward dispel [targets] or cast [material] ward override <cost> [targets] Examples : cast shock ward 20 Wall is an Evoker Method (see help spell methods) which creates a protective field around the subject of the spell. If no element is specified, ward has an effective AC of cost*3. If an element is specified, ward has a higher AC, but only against that element. Note that AC bonuses from ward work normally against attack types that normally bypass AC. Wards are somewhat ablative; as you take damage, they weaken and are eventually destroyed. Wards are applied before armor; thus, they are easily damaged by small attacks. The amount of damage required to destroy a ward is the same for both typed and untyped wards; a typed ward will stop considerably more damage per hit, but total damage stopped remains about the same. The ongoing metamagic causes a ward to automatically regenerate to full every heartbeat, though if it drops below 0 it is still destroyed; however, an ongoing ward is half as strong as a standard ward. You may only cast an ongoing ward on yourself; if cast on any other target, ongoing is ignored. Cast ward dispel removes a ward on you or a ward cast by you; it has no effect on a ward cast by someone else. Cast ward override will dispel the old ward and apply a new ward; again, you can only override your own wards. --------------------------------------------------------------------- See also: metamagic |
|