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Guards & Wards + Designate Spell Wardens Questions
Posted: Sun Aug 27, 2017 8:14 pm
by Calodan
Hey all I took these spells upon RCR for Kory.
I understood them to mean I can cast this spell and it wards my guild right? Against teleporting and other things?
What else does it do?
How does it actually work?
How does designate spell wardens work?
I am asking because the more active Kory gets with game plots the more protection the guild needs. So I took these with the RP in mind that he would use them to keep the lair safe. VERY VERY SAFE.
Re: Guards & Wards + Designate Spell Wardens Questions
Posted: Mon Aug 28, 2017 9:08 am
by chad878262
The mechanics for these spells are not currently active. The spells went in as part of the March 2016 update and the idea was to have a high cost to activate them and then a maintenance cost per month to keep the wards active. However, as they are currently I don't think they actually do anything and I am not sure if a dev/scripter will be picking them up in the future.
However, I believe the DM's are generally open to allowing the RP to dictate protection of guild halls so I would reach out to them. Especially if you have taken the spells on your Favored Soul that shows a commitment to such RP so I would think they would be open to discussing with you.
Re: Guards & Wards + Designate Spell Wardens Questions
Posted: Mon Aug 28, 2017 9:49 am
by Calodan
chad878262 wrote:The mechanics for these spells are not currently active. The spells went in as part of the March 2016 update and the idea was to have a high cost to activate them and then a maintenance cost per month to keep the wards active. However, as they are currently I don't think they actually do anything and I am not sure if a dev/scripter will be picking them up in the future.
However, I believe the DM's are generally open to allowing the RP to dictate protection of guild halls so I would reach out to them. Especially if you have taken the spells on your Favored Soul that shows a commitment to such RP so I would think they would be open to discussing with you.
Thanks Chad! I had no delusions that they were up fully just yet. I understood them to be a RP only spell currently with DM Oversight needed in the first place. SO thanks for that!
I guess what I am asking more specifically. What guards and wards go up?
Or more aptly. What spells will I be able to activate as wards?
Can I have a full spell breach and dispel I.E. Beholder beam upon entering the guild doors if they should come in somehow?
Will it be on a permanent dimensional lock during the time the wards are active?
What about magic null zones in the guild? I.E. Prisoner cells.
Lots of questions I know! Just looking to see what the potential thought is on these spells. I figure designate to work like I can make another item the piece to control the wards instead of it being me the caster because in my mind the easiest way to drop my guards and wards is to kill me.....so voila designate spell wardens yes?
Re: Guards & Wards + Designate Spell Wardens Questions
Posted: Mon Aug 28, 2017 9:55 am
by Tsidkenu
Guards & Wards
Obviously the DM team will take interpretive license and permit some reasonable protections around guild halls (like anti-teleportation zones and the like). Currently the Dev/area building teams have to enable those kinds of things, though.
Re: Guards & Wards + Designate Spell Wardens Questions
Posted: Mon Aug 28, 2017 9:58 am
by aaron22
i think these questions are more for the specific DM that is working with you on your guild house/lair.