(Topic inspired by another thread, on a spell for consideration, here:
viewtopic.php?t=4360&start=0
That same spell is listed below.)
It's easy in Ars to lump similar effects into the same rough category without looking at them too closely and making distinctions. Destroying an "individual" worth of a large fire vs destroying "part" of that fire, or creating a natural object vs an unnatural one, etc.
It's also easy to, consciously or no, import previous concepts from literature and other games into the world of Ars Magica. And into the rules, coloring them with those assumptions and understandings.
I'd like to ask you not to do that for this discussion - at least, not unconsciously.
When many of us think of "wards", we think of any spell that guards an individual from harm, from some magical or mundane effects, narrowly or generally defined. So, Circling Winds of Protection (CrAu, p 125) is, in the loose sense, a "ward" - it keeps stuff away, and the recipient of the spell safe. Self-immolation can be an effective "ward" against being grappled, Parma is an effectivel ward against many small magics, and so on.
But in the Ars Magica rules, "Magical Wards" are defined quite specifically on page 114...Rego spell can create wards which protect the target from things of the appropriate Form. These use the normal targets, but the target is the thing protected, and the range is the range to the target, not to the things warded against..."So, in AM, it appears that "Magical Wards" are only created with Rego effects, and that any assumptions about Rego Wards do not, necessarily (i.e. by the RAW), carry over to other, seemingly similar protective spells that use other Techniques.
(And I'll capitalize the term "Ward" when speaking of classic RAW Rego Magical Wards, and keep it small case when speaking generically. The Rules do not make this distinction!)
However, any player soon learns that there is more than one way to achieve a desired end effect - here, "personal protection" against a threat. And so we have the possibility of "psuedo-wards" (my term), that use Muto or Perdo at Range:Touch to automatically protect the caster against threats in a similar fashion. (They might also use Rego, but in a way that is other than described under Magical Wards.)
[color=darkred](Pseudo-Ward against Predictable Tangets:
Pe(Re)Ig 50
Oh - and I'll ask that no one bring up the question of whether Wards/wards need to penetrate against any offensive magics that they are defending against. This is not that discussion. Go start your own thread.)
For instance:
(And note that these are NOT "canon" spells or spell effects, nor (yet) independently proof-read or double-checked in any way - each StoryGuide and/or Troupe should weigh them each individually for their Saga, as with any spell they find on the web!)Pseudo-Ward against Flame’s Heat
PeIg 30
R: Touch, D: Sun, T: Ind
Cools any fire up to +30 damage.
(Base 4 to cool “Fire” - +1 Touch, +2 Sun, +5 vs BoAF +30 damage)
(Note - it would be Base 10 to destroy any “Heat”, so, apparently(?), non-fire effects would certainly get thru??? Ysmv.)
Swords to Sand
MuTe 25
R: Touch, D: Diam, T: Group
Changes any metal that touches the caster to sand. A metal weapon would tend to "pour" to the ground as sand, then that sand would return to a pile of metal granules when the spell expires. This spell will affect up to 10 individual metal objects for duration.
(Base 2, +1 Touch, +2 Diam, +2 Group, +2 dirt to metal)
(Base 2: change dirt to a different dirt)
The Arsenal Asunder (simplified for this discussion)
(see viewtopic.php?t=4360&start=0 for original discussion)
PeTe(He)25
Destroys up to one metal or wooden object of standard "amount" that contacts the caster, each round that the spell operates. If more than one such object contacts the caster, only the first is destroyed (of either type, or mixed, but not one of each/round), but the spell continues for its full duration.
(base 5 - destroy a metal object, touch +1, diameter +1, req +1)
Rough Handling for the Handler
ReCo 30
For the duration of the spell, any person (or being of Corpus form) that so much as touches the caster is violently flung 10-20 paces away, landing as they may. Damage depends on the landing, with soak as normal. Up to 1 individual/round may be so affected. If more one than remains touching the caster at the start of the next round, one at random will be flung away.
(Base 15, +1 Touch, +2 Diameter)Many other Mu or Pe effects are possible, some working better than others against one or more Forms, and some Forms proving more awkward to guard against than others. That last example, Rough Handling for the Handler, is a pseudo-ward even though it uses Rego, because it is not a Ward effect as described on page 114 (not even close!). Not every Rego effect, not even most, are actual Wards, by the technical definition.
Besides making this distinction clear, between formal "Rego" Magical Wards (as discussed on page 114) and these "pseudo-wards", I wonder - how would different SG's treat these in their sagas?
Because there are several aspects of these that are purely "Your Saga May Vary"!
Now, altho' they may seem fine at first, there are some potential problems with such "pseudo-wards", and quite possibly with the above spell descriptions. One is the how the Target and the Duration interact - especially given a Duration of Diameter (or longer)...
? - Does Target:Individual affect only 1 item for the entire duration?
? - Would Perdo:Individual work differently than Muto: Individual for Diameter duration? (and why?)
? - Can such a pseudo-ward with Target:Individual be defined as affecting 1 Individual per round for the Duration? Or should such a spell only affect the first Individual item that contacts the caster until the Duration expires?
? - Is it possible to extend such a pseudo-ward to Duration:Sun without affecting every individual Target for that entire duration?
If we increased some of those spells' parameters to Target:Group with a Diameter (or longer) Duration, it seems it would affect only the first 10 such items - so how does Target:Individual affect that many? Would it improve it by x10? Could we define the pseudo-ward as affecting up to Group per round?
Just tossing out some food for thought. Some of these are complex - take the above spells, and change them to Momentary, or change the Target between Group/Indvidiual and consider the different possible end effects, compare those alternatives, and think about how to achieve the desired result.
Personally, I think that some of the above are classic spell affects that simply cannot be achieved without houseruling something somewhere (which is one reason why the rules are not overly defined), so don't be afraid to go out of the box when considering them.