WARDING

Those who control the battlefield, control the battle. Warders have taken this to heart; crafting complex effects to defend or prepare an area.

NOTE: WARDS LASTING LONGER THAN ONE SCENE REQUIRE ADMIN NOTIFICATION AND A COPY OF THE SCENE DURING WHICH THE WARD WAS CAST, SUBMITTED VIA TICKET. ANY “GIVEN LOCATIONS” THAT ARE NOT BUILDINGS OWNED BY THE CASTER’S FACTION MUST BE CLEARED BY THE OWNER OR ADMIN BEFORE CASTING. ONLY ONE TICKETED WARD FOR A GIVEN LOCATION MAY EXIST AT ANY TIME.

Primary Focus: Utility
Secondary Focus: Defense

LEVEL 1

  • Ward (Close, Ritual)
    A Ward is cast on an object or surface, and carries with it a single Ward Effect, chosen at the time of casting. Wards last until the end of the scene, or up to a week with a Ticket. They are visible magic, and both the source of the ward and the boundaries of the ward can be seen by the naked eye.
  • Be Worthy (Close)
    Make an object immovable, except by the owner of the object. This effect lasts for a day or until dismissed.
  • Barrier (Self)
    The caster surrounds themselves with quick protective magic. They become Shielded.
  • Invisible Box (Close, Opposed)
    If the caster is in a warded area, they may attempt to bolster the ward and seal all characters inside it. The caster makes a single Opposed roll against all characters within the warded area who are in range. Any characters that fail this roll cannot leave the warded area. This effect lasts until the end of the scene or until dismissed.
  • Effect - Seal (Passive)
    The Ward seals the room it is in so no one from the outside can enter. The seal can be broken if three instances of Heavy damage are applied to it in the same scene.
  • Effect - Elemental Protection (Passive)
    The Ward protects the building it is in from being damaged by fire and water.

LEVEL 2

  • Extend Ward (Close, Ritual)
    Extend the duration of an extant Ticketed ward by a month. This ability equires a Ticket.
  • Greater Ward (Passive)
    The caster’s wards may contain up to three effects, and Ticketed wards may last up to a month.
  • Greater Barrier (Passive)
    Barrier can instead be cast on a target within Touch range.
  • Greater Be Worthy (Passive)
    Be Worthy now lasts for up to a week, and protects the object from Light and Medium damage.
  • Effect - Password (Passive)
    The Ward can be temporarily disabled by a spoken passphrase. It is only disabled within Near range of where the passphrase is spoken, and not everywhere.
  • Effect - Warning (Passive)
    The Ward makes an audible chime and flashes a color of the caster’s choice when anyone enters the room or building containing the ward.
  • Effect - Aetheric Protection (Passive)
    The Ward prevents a single type of magic from being cast in the room or building containing the ward. The type of magic must be one that one of the networked casters knows, and the ward only prevents casting up to the level of their proficiency.

LEVEL 3

  • Master of Defense (Self)
    The caster and all allies within Touch range are surrounded by defensive energy. They become Shielded.
  • Empowered Ward (Passive)
    The caster’s wards may contain up to five effects, and the effects may be duplicated.
  • Effect - Spell Storage (Passive)
    As part of the casting of a Ward, one of the networked casters may cast one additional spell. That spell is absorbed by the ward. Once per scene while the ward is active, an allied spellcaster can activate the ward’s spell storage using their action and selecting any targets. The ward will then cast the spell, Channeling it as normal for higher level spells. If the spell may be Channeled after casting for further effects, the ward channels them for three rounds. For the purposes of rolls, the ward is Capable in all skills.

OVERCLOCK

Fortress Defiant (Blast)
Sigils rise from the earth at Blast range and surround the caster in a bunker. Nothing can pass in or out of the area. This effect lasts until it is dismissed, the caster becomes unconscious, or the end of the scene.