Wards aren't Failsafe either. They don't dispel magical spells, they only prevent the spell from having effect beyond the surface they are inscribed on. A hallway with an anti-teleport ward on the floor wouldn't prevent a unicorn from teleporting down the hall; it would prevent the unicorn from teleporting through the floor into the room below. Likewise, a window with an anti-illusion ward would prevent a caster from being able to target someone on the other side of the window with a Compulsion spell.Viewing_Glass wrote:Also, I need to say that a Ward should NOT be able to do anything that a Bypass spell can do. So, it might be able to protect against EFS, but it won't allow a melee weapon to pass through a shield like it wasn't there (or a missile).
It might be a good idea to limit Wards to effecting spells from certain spell groups (Manipulation, Illusion and Perception). There is precedent for Defense spells to have effects limited to other spell groups, and this would eliminate a lot of foreseeable headaches.
I'm not entirely sold on the condition degradation idea, although it has some merit. And I agree that there needs to be something in place to explain why every building ever wasn't (or, at least, still isn't) warded to Tartarus and back.