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10-11-2022, 06:00 PM | #1 |
Join Date: Oct 2015
Location: New England
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Talent/Spell of the Week: Ward
This IQ 10 Special spell allows a wizard to have a sorcerous early warning system, since any entity which passes through a warded area triggers the spell to alert the wizard that the area has been breached and whether or not the intruder has ill intent. Ward is perfect for wizards who hate taking watch, since it will wake them from sleep. Costing only 2 ST, Ward offers protection for a full day, but its effectiveness is diminished by the fact that the caster must stay within 15 hexes (a mere 60 feet) of the enchanted area at all times. How large an area Ward affects is undefined, but the wording of the spell suggests that it is probably a single hex[EDIT: Nope! 3 hexes]. This small area makes it less ideal for use out in the wilderness where a camp perimeter must be under surveillance--even at 2 ST per hex, it would be impractical to Ward even a megahex's perimeter.
Many NPCs in my games over the years have learned Ward, and they've put it to good use to add wrinkles to adventures. But, if memory serves, only a single PC in games I've GMed has taken it, and only a few of the wizards I've ever played bothered to learn this spell. Conversation Starters
Last edited by Shostak; 10-11-2022 at 09:12 PM. Reason: correction |
10-11-2022, 07:03 PM | #2 |
Join Date: Jun 2008
Location: Boston area
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Re: Talent/Spell of the Week: Ward
I thought that Ward pretty clearly works on up to three hexes (contiguous, I assume).
I haven't seen a PC with Ward in my short time playing TFT, but I too use it a lot for NPCs. That said, only once has Ward been triggered in a consequential way in my game so far. But the other wards (typically cast daily on specific vulnerable areas) are still waiting... I think players pass over Ward because PCs are active forces usually, and it's the NPCs who sit and wait for something to happen. |
10-11-2022, 09:09 PM | #4 |
Join Date: Oct 2015
Location: New England
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Re: Talent/Spell of the Week: Ward
d'oh! Still a very small area if you have a perimeter to secure.
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10-11-2022, 09:11 PM | #5 | |
Join Date: Jun 2008
Location: Boston area
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Re: Talent/Spell of the Week: Ward
Quote:
One issue with Ward is how high up the protective spell works. Suppose I cast it outside and a gargoyle flies overhead. Do I notice him? I assume the Ward extends about 10' high. You can't jump over it to avoid alerting the caster, but given enough vertical space, you could fly over it. And anyway, 10' seems to be a universal constant for lots of things in TFT. Last edited by phiwum; 10-11-2022 at 09:14 PM. |
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10-12-2022, 10:10 AM | #6 | ||
Join Date: Oct 2015
Location: New England
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Re: Talent/Spell of the Week: Ward
Quote:
Quote:
A more powerful version of Ward with a higher prerequisite IQ could make the detection zone the surface of a hemisphere (or full sphere?), the size of which is determined by the amount of ST put into the spell (similar to Darkness). |
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10-12-2022, 11:46 AM | #7 |
Join Date: Jun 2008
Location: Boston area
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Re: Talent/Spell of the Week: Ward
Exactly what I was thinking when I read your question.
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10-14-2022, 01:21 AM | #8 |
Join Date: May 2018
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Re: Talent/Spell of the Week: Ward
You would have to cast ward to cover sky above you and perhaps the ground below you if you really want to be warned of any intruders.
If ward extends 10' up only and not below ground, then a ward spell would cover a megahex across if cast vertically up or down. "He is intelligent, but not experienced. His pattern indicates two dimensional thinking." |
10-11-2022, 10:15 PM | #9 | |
Join Date: Jan 2018
Location: Portland, Maine
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Re: Talent/Spell of the Week: Ward
Quote:
---------------------- With the duration of 1 day, this might be a spell that you want to "will away" after you get up in the morning, or you will constantly be getting those "spam mails".
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knowledge spells, magic, protection & warning, surveillance |
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