Ambri's Wards


Ambri's Wards are available against a number of effects. Each set of wards has the following similar properties:-
  1. Each set consists of 8 half inch cubes with a similar runic symbol etched on each face.
  2. A set of wards can either be carried to give the carrier personal protection or can be used to form a static protective barrier on an area.
  3. To set up a protected area the cubes must be placed in a 2*2*2 stack and the command word word given, the command word speaker can then move each cube to any position they want (provided all the cubes stay within 90' of each other (just over a 50' per side cube). When the command word is given the cubes become invisible to all except the command word giver and those using detect magic, detect invisible, true seeing or similar magics.
  4. Each set of wards has a number of charges. When carried it costs one charge each time it protects the carrier & when set up into a protective field it costs 2 charges each time the area is protected.
  5. Each of the following types of ward has the same base value the only difference is that each different type of ward has a different number of charges.
  6. The Wards cannot be switched off. If the Wards are set up into a protective field and the charges are all used up then the Wards will fall to the floor, loosing there magic & become visible.
  7. The Wards cannot be recharged.
D% WARD VS CHARGES D% WARD VS CHARGES
01-02+1 Magic Weapons or Worse30 54 Gas6
03 +2 Magic Weapons or Worse 2255-56 Heat & Cold10
04+3 Magic Weapons or Worse1657-58 Illusions10
05-06Acid8 59Level Draining6
07-08Alignment Detection1060-62Lie Detection8
09All Magic663-64Lycanthropes8
10-12As Major Globe1065-67Norman Weapons45
13As Mind Blank 868-70Paralyzation8
14-17As Minor Globe16 71Plane Travelling6
18As Prismatic Sphere4 72Plants8
19-22As Shield4573-74Poison6
23-25As Proof vs Loc' & Det'10 75Possession6
26-28 As P.F Normal Missiles4076-77Psionics20
29-30Breath Weapons678-79Silver Weapons38
31-33Cold10 80Traps4
34-35Deamons881-83Undead8
36-37Demons884-85Water10
38-40Detect Magic1686-87Weapons Magical Blunt20
41-42Devils888-89Weapons Magical Edged20
43-45Electricity1090-91Weapons Magical Missile26
46-48Elementals892-94Weapons Normal Blunt30
49-50Enchantment/Charm1095-97Weapons Normal Edged30
51-53Fire1098-00Weapons Normal Missile38

Once the type of ward has been found the number of charges (and value) is altered as follows;- Roll D6;
ResultChargesValue
1 as above 10000GPS
2 half 7500GPS
3 1.5 * 12500GPS
4 2 * 15000GPS
5 2.5 * 17500GPS
6 3 * 20000GPS