you also won't like this. It's actually much worse since, AIUI, a simple Persona ward against humans should, like the ( circular) ward against demon does, make all humans "unable to (...) or harm those within it"
A long time ago, I noticed, and wrote that. it may be of some interest to you:
There are some incongruities in Ars Magica 5 with Wards:
- Terram has 2 guidelines for it, the lower of which requires to be conscious of the attack.
- Ignem has no "Ward" guideline, but uses "Control (element) in a slightly unnatural fashion" to do it.
- There are some active spells, such as "The Wizard's Parry" or "Deflect the Wooden Shafts", which work at a range greater than Personal, and allow you to completely deflect an attack you target, not unlike an active defense, compared to the more passive wards.
So, in order to reconcile this:
- When a "Ward against xxx" guideline exists, it provides +15 soak, but repels all material of the warded form, with the exception of previously worn or help materials that could be considered "Personal" and covered by the Parma. Adding one magnitude allows to concentrate to selectively pick up something, which may become "personal" then
- Any "Control (element) in a slightly unnatural fashion" allows for +05 soak, if you're aware of the attack (meaning you can freely pick up items)
- Any additional Magnitude gives +05 soak to Personal Wards.
- Any "Control (element) in a slightly unnatural fashion" allows a spell to completely deflect a targeted attack (This is consistent with the guidelines used in such spells). The spell must either be Voice or greater range (like Repel the Wooden Shaft) or be fast-cast (like Wizard's Parry), and, contrary to the "blanket defense" of the Wards effects above, requires each separate attack to be specifically targeted.
This allows for 3 type of spells:
- Deflect Spells, where you target an attack and parry it
- Shield Spells, where you can block an incoming attack, gaining a soak bonus against it.
- Armor Spells, where you gain a general soak bonus against all specific damage.
Additionally, since the guidelines say Stone OR Glass, Metal OR Gemstones, wards are specific enough, in that a ward against metals won't protect against Stone or Gems, and a Ward against Water won't protect against Acid. This makes total invulnerability more difficult, which makes shield grogs more valuable, and gives both defensive and offensive magi an incentive to learn a wide range of protective spells.
At least, Ars Magica being coherent, it appears that, with the notable exception of Auram, whenever these 2 guidelines are present, they are separated by 3 magnitudes. This only introduces one change to the rules, which is that Ward Against Heart and Flames requires you to be conscious of the flame, while reconciling everything else into a coherent whole.