Actually, I would fully expect a lot of PC use for similar purposes. What party wouldn't want to be able to secure a base or campsite from teleporting alicorns or enemy S.A.T.S.?Thanqol wrote:Yes, but 99% of that spell's use is going to be by a GM who wants to shut down a teleport-using PC...
It would create a barrier that a spell's effects could not cross, and would have to be inscribed onto a physically existing surface such as a wall or floor. If all exterior walls, floors and ceilings of a building were warded, then characters with teleport would still be able to teleport within the building, but not from inside out or from outside in.Thanqol wrote:Also, does it prevent all teleportation inside the warded building or just teleportation in and out of the warded building? The former is an extra kick to combat teleporter unicorns because any pre-war structure that cared about security at all would be virtually guaranteed to have wards up.
I'm thinking of three ward spells. An object could not have more than one ward, as wards would interfere with each other. In fact, the way to disrupt a ward would be to either use Arcane Mark (with a Science roll, and the threat of backlash if you fail) or to replace it with another ward of greater power.
- One would be a basic ward that would simply function against a specific type of energy damage (fire, cold or electricity), and would only offer a degree of protection against the warded object (not, say, somebody wearing it). This would be based on the arcane fireproofing evident in the Arbu mall. Advanced and expert versions would allow more protection or protection against two or all three energy types.
- The second would be a spell ward. This would be an advanced spell and would be designed to ward against a single spell. The expert version would protect against an entire spell set.
- Finally, an expert spirit ward that would prevent spirits from passing. The ward would have a rating based on Potency, and would not stop spirits more powerful than the rating. (And thus, how Discord could get through Celestia's warded horn-lock door.)
I really like the idea of needing to know the spell or make that check! I'll definitely include that. I wouldn't want to make it general, though. The Defense set could use more spells, and this is definitely appropriate for that set.Viewing_Glass wrote:Might make Ward a general school spell with the specification that, in order to make a Ward against a specific spell, you must know the spell OR be able to make a check at a -30.