Magical Wards of Cormyr
The slight variations of how wards in Cormyr have been implemented. The design concept in all forms is to grant access to areas to members of their faction or organization while preventing those without the proper passkey can not gain access.
Manifestation
Wards are magical defenses that prevent those without the proper token from passage. While nobles, merchants, and powerful mages employ many varieties of wards, often tailored to their own individual needs, the War Mages use three standard types of wards for a variety of purposes, which allows them to distribute standardized passkeys.
Ring Ward: The weakest type of ward is known as a ring ward, for the Purple Dragon ring (as do a war wizard’s cloak, a commander’s ring, or a passagestone) which permits passage. If unauthorized beings try to pass through the ward, they receive a mild energy shock (1 damage for each turn in which they remain in the warded area) and triggers an alarm spell in the form of a light or sound. This type of ward also absorbs the energy of any spells of 3rd level or lower, meaning that such spells cannot be cast and the effects of any such spells are suppressed while in the warded area.
Cloak Ward: The middle type of ward is called a cloak ward because a war wizard cloak permits passage through it (as do a commander’s ring or a passagestone). This ward functions as a ring ward, but additionally a creature who enters or begins their turn in the warded area fails a DC 18 Wisdom saving throw takes 6d6 points of psychic damage and is paralyzed until their next turn. Undead creatures who fail this saving throw are destroyed.
Full Ward: The strongest wards require a commander’s ring or a passagestone to be passed through. Full wards are typically found within the area of a Cloak Ward, and combine its effects with a wall of force and the ability to reflect spells back upon their casters.