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Magic Ward Function

Ward Function

Purpose: Protect allies from harm

Wards can be created in two modes.

Personal Ward (No Roll Required)

  • Target: Self or one willing ally in Touch range
  • Effect: Target gains Defense bonus = caster's Attribute value
  • Duration: Attribute value in Turns maximum
  • No Threshold Check: Automatically succeeds

Example:

  • Wizard (3 Wit + 4 Magic) casts Ward on Fighter
  • Fighter gains +3 Defense
  • Lasts up to 3 Turns

Area Ward (Requires Roll)

  • Target: All allies within Near range
  • Dice Pool: Attribute + Odd Talent
  • Threshold: 3
  • Effect: All targets gain Defense bonus = caster's Attribute value
  • Duration: Attribute value in Turns with concentration
  • Requires: Concentration (Primary Action each Turn)

Example:

  • Cleric (Wit 4D + Faith 3D = 7D) creates an area Ward
  • Threshold: 3
  • Rolls 7D: 5, 1, 5, 2, 6, 5, 3 = 4 successes
  • All allies gain +4 Defense for 4 Turns while in Near range of the caster.
  • Concentration required