General philosophy around the feature and why this module was created
According to RAW, the caster can choose to activate the ward when casting an Abjuration spell, it is not automatic. Most modules just assume that the player will only use this in combat, so it is applied automatically. If the player is in town for example, and they want to use Arcane Lock on their room door, well, now they are walking around with an Arcane Ward on them until they go to sleep for the night. There is also no mention of the ward not being visible (see the description for the Shield spell), so I assume it is visible and also does not allow for objects to pass through it. I.e. "bumping into" someone/something could lower it's HP. I know this is all academic, but I just wanted to provide players with the opportunity to have the game automation work more closely to the way the feature is written. Plus this is my first module, and I am still learning Foundry and it's API.Features
- Automatic Detection: Detects when an actor is a wizard with the Abjurer subclass (this may not work in 2014)
- Spell Monitoring: Automatically detects when Abjuration spells are cast
- Smart Healing: Calculates healing as spell level × 2 and applies it to the ward
- Visual Feedback: Shows ward icon when active (requires DAE and Visual Active Effects) and provides chat notifications for ward activities
- User Choice: Prompts players to create Arcane Ward when casting their first Abjuration spell
Thai has been tested on Foundry Versions 12.343 and 13.346 using D&D5e 2024 Actors. I will work on adding support for 2014 in the future.
More information can be found in the github readme.