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Wards

Wards are fun stuff, especially if you know what you're doing. For the most part, I agree with Palladium's working of Wards. However, in order to work with my system, some adaptations need to be made, such as assigning each Ward an M.P. value to prevent abuse, aswell as various tweaks that allow wards to work with my magic systems. Unless noted otherwise, all Palladiums rules on Wards apply (see PFRPG 2nd Edition pg. 121-133).

Alarms
All Alarm symbols cost 5 M.P.

Conditions
Agony:
Reduce damage to 1d4 per level. 6 M.P. to activate. Duration is 15 seconds per level of experience.
Burning Pain:
8 M.P. to activate. Duration is 30 seconds per level of experience.
Blind:
6 M.P. to activate. Reduce duration to One minute per level of experience.
Charm:
5 M.P. to activate. Reduce duration to One minute per level of experience.
Cold:
4 M.P. to activate.
Confusion:
Costs 4 M.P. to activate.
Dark:
Costs 6 M.P. to activate.
Death:
Costs 25 M.P. to activate. Change damage to 1d4 direct to hit points per level.
Despair:
Costs 6 M.P. to activate.
Evil:
Costs 2 M.P. to activate.
Energy:
Costs 4 M.P. to activate.
Fear:
Costs 3 M.P. to activate.
Fire:
Costs 4 M.P. to activate.
Good:
Costs 2 M.P. to activate.
Hate:
Costs 3 M.P. to activate.
Invisible:
Costs 10 M.P. to activate.
Knowledge:
Costs 6 M.P. to activate. The Sorcerer using this symbol in an Inflict sequence can also use it to show the person who set off the Ward a series of images or share vital information, rather than bestow mystic knowledge of languages.
Light:
Costs 1 M.P. to activate.
Magic:
Costs 4 M.P. to activate.
Mystic Energy Drain:
Costs 15 M.P. to activate. When used in conjunction with the Magic symbol, this spell creates a slow magical vacuum, reducing the ammount of M.P. that Sorcerers and such can draw in one action by half.
Sleep:
Costs 6 M.P. to activate.
Undead:
Costs 10 M.P. to activate.
Colors:
Costs 1 M.P. to activate.
Numbers:
Costs 1 M.P. to activate.

Major Wards
Area Affect:
Activating the Area Affect symbol to a ward sequence requires 25% the cost of the rest of the sequence. For example, a total sequence costs 20 M.P., so the Area Affect symbol would require 5 M.P. All other standard rules apply.
Inflict:
The Infliction symbol is very standard, and only requires a minor 5 M.P. to activate.
Power:
A very mean enhancing symbol. Activating this symbol requires 75% of the M.P. cost of the rest of the sequence. If your sequence were to cost 20 M.P., this symbol would cost 15 all by it's loansome for a total of 35 M.P.
Protection by Infliction:
A bit more complex, requires 10 M.P. to activate.
Protection From:
Another standard symbol, requires 5 M.P. to activate.
Permanence:
Another powerful enhancing symbol, requires 100% of the M.P. cost of the rest of the sequence to activate. If your sequence were to cost 20 M.P., this would cost twenty M.P. as well. Note in the cast of combining the Power & Permanence Symbols, account for the cost of Power before accounting the cost of permanence. So in the afforementioned case, where the total cost came out to 35 M.P. after the Power symbol, this symbol would cost 35 aswell, leading to a total of 70 M.P. for the whole sequence.

Warding Weapons & Armour

I've always felt that maybe warding weapons shouldn't be restricted, however it is very difficult. The symbol inscribed can only be used by a specific individual, and that individual must spill their blood as it is one of the necessary components to writing the symbols. This process can only be achieved by a full blown Diabolist. If the Diabolist does not attach a Permanence symbol to the sequence, then the affect of the sequence must be recharged by another Sorcerer who knows atleast half of the symbols in the sequence. Also the time for affixing the wards is doubled, as the Diabolist must be very slow going as to not damage the weapon or armour. Note: You cannot place a Power or Area Affect symbol on a weapon or body armour. Only plate armour can be warded, as it would be pretty hard to put symbols on chain or scale mail, doofus. All manner of weapons can be warded accept for crossbows, bows, and the projecticles they throw, or weapons made of iron. For each additional inflict sequence you place on a weapon or armour after the first, you pay twice as many M.P. for the sequence. This is cumulative. (i.e. You place a Fire inflict sequence, costing 9 M.P. to activate. Then you place an Energy inflict sequence, that will cost 18 M.P. instead of 9. Then you place an Agony inflict sequence that will cost 44 M.P. instead of 11 to activate, and so on and so forth). You account for the cheapest sequence first and then second cheapest sequence, etc. (no trying to fudge around this boys).
The game rules for warded weapons & armour are as follows.
Weapons
Inflict
This is the standard major symbol put upon weapons, coupled with an appropriate Condition symbol. The listed symbols and their affects are applicable to Weapon Warding.
Agony:
Being touched by a weapon warded with this condition will cause all the penalties listed the Agony symbol.
Cold:
The weapon will glow a pale blue and emit an aura of chill, thus giving it special properties at fighting fire elementals. It causes all the penalties for the Cold symbol.
Evil: This weapon is specialized at harming supernaturally or magical good creatures, and causes the weapon to do an extra D of damage against such creatures. (For example, a bastard sword with this ward would do 3d6+2 damage against supernatural or magical good creatures instead of 2d6+2).
Energy: This sword is imbued with mystic energy enabling it to harm ethereal creatures and mazoku.
Fire: The weapon will glow a pale orange and emit an aura of heat, thus giving it special properties at fighting water elementals. It also causes all the standard penalties inflicted by Burning Pain.
Good: This weapon is specialized at harming supernaturally or magical evil creatures, and causes the weapon to do an extra D of damage against such creatures. (For example, a bastard sword with this ward would do 3d6+2 damage against supernatural or magical evil creatures instead of 2d6+2, note that since animated dead do not have minds of their own they are not considered evil).
Light: This enables the weapon to do damage to vampires that does not regenerate normally, as if the weapon were forged from sunlight! Just looking at the weapon requires Vampires to save vs. H.F. 14
Undead: This weapon is a perfect undead slayer, doing an additional dice of damage against animated dead and the undead.

Protection From

The only other major symbol that can be used on weapons. In this case activating the Protection From symbol costs 10 M.P. to activate instead of 5. The listed symbols and their affects are applicable to Weapon Warding.
Energy: An invisible field surrounds this weapon, enabling the wielder to deflect energy attacks (lasers, plasma, particle beams, natural blasts made from mutants or monsters). This parry is done at -3 to parry (with standard bonuses).
Magic: An magical repulsion field surrounds the weapon, enabling the wielder to deflect attack magic (fireballs, etc.). This parry is done with -3 to parry (with standard bonuses).
Undead: This weapon is as effective as a holy relic or weapon at repelling the undead and animated dead, they will want to stay as far away from this weapon and it's wielder as they can if they can.
Armour
Protection From

The only major symbol placed on armour aside from Permanence. The listed symbols and their affects are applicable to Armour Warding.
Cold, Energy, Evil, Fire, Good, Magic:
For any of these symbols, the damage sustained by the condition is half, 25% in the case of magic. Good and Evil only account for supernatural and magical creatures of good and evil, and White & Black Magic respectively. Magic only accounts for Wizard Magic & Spirit Shamanism.
Mystic Energy Drain: The wearer of this armour is immune to any kind of mystic energy drain effects.
Undead:
Animated Dead and the Undead must make a saving throw vs. magic if they wish to try and attack the wearer of this armour.