demon horns mascot
Alter Aeon logo
alteraeon.com 3000

Alter Aeon The Great Library



Welcome to the Alter Aeon Historical Archive!

Note - as with any topic, researchers should question the reliability
and veracity of these texts.  The library's aim is to preserve
documents, not verify accuracy.

AABN:  10198
Title: a book entitled "A Magic Primer: Wards"

Wards are magical barriers that prevent the passage of creatures, energy or
objects. They are typically focused on a small area, such as a grove of
trees, a chamber or a doorway. Most wards are defined by runes. Summoning
rings are often warded to prevent called entities from escaping. Clerics
possess spells that can create extremely short-term wards.

Long-term wards can be set up nearly anywhere. They come in two basic forms
-- item-based and architectural. An item-based ward is bound to a single
object or small collections of objects. The items are inscribed with runes
that channel local mana currents into the desired warding effects. The
system of druidic glyphs lends itself well to creating item-based wards.

Architectural wards are incorporated into buildings. Well-designed
architectural wards follow very precise blueprints. The size of the
structure, composition, surrounding terrain, climate and local mana flows
are all factors that must be taken into account for them to last. Buildings
that are so warded have series of runes visible throughout, usually along
the bottom of walls and around doorways. Sometimes they are hidden inside
of walls or safely buried, carved into the foundation stones.

Due to their complexity, mage-style runic formulas are the most common
architectural wards. Cleric and necromancer runes can be found in tombs and
cemeteries to control and contain undead. Cleric pacifying runes can also
be found in temples and waypoints.

An intermediate between item-based wards and architectural wards are
wardstones. These carved blocks of stone are marked with runes. These
blocks of stone are placed in structures, usually in prominent places such
as keystones or cornerstones. Unlike full-fledged architectural wards, they
can be added or removed from buildings without compromising their
effectiveness.

Some wards are designed so they can be turned on and off. This can be done
with triggering spells, pass phrases or specially enchanted "key" objects.

Temporary wards are a class of spells employed by clerics. Being empowered
by divine will, little is known of how they actually function. Most protect
small areas against the entry of creatures of certain alignments. The turn
undead skill can be used to create a warding effect against hostile undead.
The solace spell creates a pacifying ward for a short amount of time. 
 

This page has been referenced 498 times since last boot.



Copyright (C) 2015 DentinMud Internet Services - Contact Us