The owners have approved the following changes to Ward. By extension, they also apply to Wizard Lock. The intent is to allow (a) multiple valid portals into a Ward or Wizard Lock, and (b) limit the effective size of Ward and/or Wizard Lock so that entire castles cannot be Warded with a single casting.
Change the text in the Ward effect description as follows:
The fourth paragraph should be changed to:
"This spell allows only one portal into the structure when cast by a single caster. To indicate the presence of a Ward and the location of any portals, a large "W" must be placed on each portal which allows access in and out of the Ward."
A paragraph should be inserted after the fifth paragraph as follows:
"A Ward or Wizard Lock may be enhanced by multiple simultaneous castings (with only the appropriate spell being used in each instance). These castings must be performed by separate individuals and the spells cast at the same time. When multiple casters are involved in a Ward, the spell is affected in two different ways. First, each caster beyond the first may designate an additional portal through which the Ward may be accessed, using the same rules as for the initial portal. Second, additional casters will increase the size of the Ward as follows. A single Ward may cover a building up to the size of a small home or large cabin. Larger buildings, as determined by the local chapter's staff, may require multiple Wards to be cast to cover the entire building. Players are encouraged to check with their local staff beforehand to determine if multiple Wards will be required."
The statement "and the Ward spell tag with the “unused” flag ripped off must be taped to the door as well." should be removed, and "Further, the date of the casting must be written on the tag." should be changed to reference the Marshal Notes instead of the tag.
The full new effect description would then be:
-Bryan Gregory
ARC
Change the text in the Ward effect description as follows:
The fourth paragraph should be changed to:
"This spell allows only one portal into the structure when cast by a single caster. To indicate the presence of a Ward and the location of any portals, a large "W" must be placed on each portal which allows access in and out of the Ward."
A paragraph should be inserted after the fifth paragraph as follows:
"A Ward or Wizard Lock may be enhanced by multiple simultaneous castings (with only the appropriate spell being used in each instance). These castings must be performed by separate individuals and the spells cast at the same time. When multiple casters are involved in a Ward, the spell is affected in two different ways. First, each caster beyond the first may designate an additional portal through which the Ward may be accessed, using the same rules as for the initial portal. Second, additional casters will increase the size of the Ward as follows. A single Ward may cover a building up to the size of a small home or large cabin. Larger buildings, as determined by the local chapter's staff, may require multiple Wards to be cast to cover the entire building. Players are encouraged to check with their local staff beforehand to determine if multiple Wards will be required."
The statement "and the Ward spell tag with the “unused” flag ripped off must be taped to the door as well." should be removed, and "Further, the date of the casting must be written on the tag." should be changed to reference the Marshal Notes instead of the tag.
The full new effect description would then be:
Ward new full text said:This spell magically seals a single room or an entire building. The object so affected must be an actual unmovable structure such as a building, a tent, or an unmovable wagon.
When the spell is cast, a magic barrier will then appear enclosing the area. All portals into the area are sealed by the barrier, including windows.
Nothing may enter or leave except for air itself. No gaseous forms, gases, weapons, spells — nothing.
This spell allows only one portal into the structure when cast by a single caster. To indicate the presence of a Ward and the location of any portals, a large "W" must be placed on each portal which allows access in and out of the Ward.
The “W” must be placed on the portal prior to casting this spell, and this must be performed in-game. Any observers will thus be aware that you are attempting to place a Ward or a Wizard Lock on the building.
A Ward or Wizard Lock may be enhanced by multiple simultaneous castings (with only the appropriate spell being used in each instance). These castings must be performed by separate individuals and the spells cast at the same time. When multiple casters are involved in a Ward, the spell is affected in two different ways. First, each caster beyond the first may designate an additional portal through which the Ward may be accessed, using the same rules as for the initial portal. Second, additional casters will increase the size of the Ward as follows. A single Ward may cover a building up to the size of a small home or large cabin. Larger buildings, as determined by the local chapter's staff, may require multiple Wards to be cast to cover the entire building. Players are encouraged to check with their local staff beforehand to determine if multiple Wards will be required.
As soon as the spell is cast, the names of the persons who are invested must be written on the marshal’s notes attached to the back of the door. Further, the date of the casting must be written on the marshal's notes.
All persons within the Ward when it is cast are invested into the Ward. They may then enter and leave the Warded building at any time while the Ward is in effect. Once the Ward is cast, an invested member can, within the 5 days, cast Lesser Investment to invest other people into the Ward.
In order to allow others to pass into or out of the Ward, they must be “recognized” by an invested member of the Ward. The invested member must clearly gesture, touch, or name the subject creature and must state “the Ward
recognizes you.” This is an out-of-game statement, so it can be made while Silenced. The effect is understood in-game by all who hear it.
Upon being recognized, a person must immediately enter or exit the Ward. If the recognized person does not immediately act upon the recognition, then the recognition will expire.
Invested members who are unconscious (or conscious, yet unwilling) will not pass through the Ward unless recognized by someone else.
-Bryan Gregory
ARC