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