Warding

 

The Art Of Warding (Occult •)

Roll: Manipulation + Occult (Perception + Occult to detect weaknesses in an existing ward, Intelligence + Occult to determine the specific warding ritual required)

Cost: 3 motes per attempt

Aspects: Ghosts, demons, elementals, gods, Exalts, animals, mortals, the Wyld, Fair Folk, divination, bad magic

Warding is the simplest of Arts, and in nearly every community, there will be a handful of people who at least know its basics. Wards are barriers against intrusion or contamination. They seal an area off from the presence of the being or influence the ward is designed to defend against. This Art is spread throughout Creation. In the west, witches craft talismans and sing spell-songs to keep away the Sea and to remind islands of their name and history. In Chiaroscuro, barriers of salt fend off the dead, while in the East, glyphs carved into door lintels and windowsills keep the Fair Folk at bay.

Wards come in two types: generic and specific. Generic wards are proof against an entire class or type of creature — a barrier of salt protects against the dead. A specific ward is particular to a given type of creature — hungry ghosts are terrified of lily blossoms, a dreamcatcher can defend against certain types of night-wandering spirits, and so on. There are hundreds of different warding rituals, and knowing the correct ward to use can make a great difference.

Wards nearly always have a physical component to them — a line of salt or ash for the dead, sigils of warding, woven dreamcatchers, statuary. In some cases, these can be living things — cats are trained in the East to keep away breath-stealing spirits and certain types of hostile magic, for example. The time and effort spent in preparing a ward’s physical components can impact how long it lasts and how powerful it is. A pouch of salt carefully circled around the thaumaturge will provide only temporary protection, while salt carefully wetted and caked into pre-carved grooves in the pavestones in Chiaroscuro lasts for years — unless someone steals it.

For each day or portion of a day spent preparing the ward, add one success to the ward’s durability, and add one success to the ward’s strength for every two days spent. This should be adjusted downward for particularly large wards — the most basic of wards to protect a small city from the dead take far longer to prepare than the best of wards to protect a small house.

The materials necessary to ward an area typically have a Resources cost of 2 to protect a decent-sized home. Each increase in Resources covers a larger area. Resources 3 will ward a large mansion, 4 a small town, and 5 a small city.

Long-term wards require maintenance — glyphs must be recarved to keep the edges sharp, lines of salt and ash must be repaired, etc. This need for maintenance is more common in larger wards — more work must be done to keep the wards active and protecting the entire area equally, or weak spots or even gaps develop, allowing the powerful or the cunning to slip through the cracks in the wards. Maintenance is normally cheap. Resources costs equal the original costs - 3 per year (so a mansion can be maintained for almost no money, while a city might cost Resources 2 to maintain). The downside is that it is manpower intensive. Maintaining the wards on a mansion will take one person a week’s labor, while keeping the wards of a city strong might take 100 men the same time, spread throughout the course of a year. Wards that are not maintained lose both Strength and Durability more rapidly, losing one dot of each per year. Additionally, large wards may develop weak spots or gaps in the protection. Weak spots typically halve the Strength of the ward, while gaps allow unlimited travel through the wards.

Once the ward has been researched and prepared, the thaumaturge’s player rolls his character’s Manipulation + Occult (along with appropriate specialties and bonuses) and divides the successes up between the ward’s two attributes: strength and durability. The difficulty for a warding is based on size. One success is sufficient to protect a good-sized room, and three successes will protect a decent-sized house, while five successes will protect a small town.

Strength: Strength determines how powerful the ward is. Strong wards can keep out even the most voracious of hungry ghosts, turn away Fair Folk lords or repel even puissant gods. A minor ward will have problems keeping away even the slightest ghosts or keeping servant fae out of the cupboards. Anything trying to pass an appropriate ward subtracts 1 from the ward’s Strength for each dot of Permanent Essence up to 4 it has, and by 2 for each dot it has over 4 (so a god with Essence 6 would subtract 8 from the ward’s strength). Exalted of any kind, demons of the Third Circle and gods with an Essence higher than 8 double this reduction — an Exalt with a permanent Essence of 5, for example, would subtract 12 from the ward’s strength. The results of any attempt to breach the ward are detailed below.

(Strength Results - Essence)

Less than 0 Target walks through the ward without noticing it.

0 Target tears through the ward, but it takes two turns.

1 Target can approach the ward and might even be able to reach through it (up to the range of its arm), but it can activate no magics through the ward, nor attack anyone not in arm’s reach (nor drag them through the ward).

2 Target can approach the ward, but cannot penetrate it.

3 Target can only reach the edge of the ward by spending a dot of temporary Willpower. This expenditure lets the target stay in proximity of the ward for a number of turns equal to her permanent Essence + Willpower. Actual contact — touching surfaces the warding sigils are inscribed upon, attempting to pass over a ward’s physical manifestation (salt line, etc.) or stepping through doorways or windows that have been warded — delivers bashing damage equal to the thaumaturge’s permanent Essence each turn. This damage may be soaked with Stamina and other natural soak only.

4 Target will not willingly approach within 10 feet of the barrier, nor remain within 50 feet of it for more than a few minutes. Target suffers twice the thaumaturge’s permanent Essence in lethal damage (soakable only by Stamina and other natural soak) each turn it is in contact with the barrier.

5 Target will not approach within bowshot of the ward and approaches within sight of it only with reluctance. If driven into contact with the ward through some act of insane desperation, the target suffers unsoakable lethal damage equal to the thaumaturge’s permanent Essence each turn.

6+ Target will never consider trying to approach or cross the ward, under any circumstances, fearing death less than the erected wards.

Durability: Durability is a measure of how tough the ward is — how long it will last. Wards with high durability resist tampering (through counterspell or Charm — sorcery can remove wards without effort) and can last for centuries. Wards with low Durability may last only a short time (minutes or even turns) and quickly succumb to any attempt to bypass them. When a thaumaturge tries to unweave a warding, or someone else attempts to tamper with it, durability can be used as an extended difficulty — a number of successes equal to the durability must be acquired in order to defeat the warding. The ward’s durability also determines how long the ward will hold power.

Durability             Results

0                              A few seconds — a number of turns equal to twice the thaumaturge’s permanent Essence.

1                              Minutes equal to twice the caster’s permanent Essence.

2                              A full scene. (About 20 minutes).

3                              One day.

4                              One week.

5                              One month.

6                              One year.

7                              One decade. Each success beyond seven adds two decades.

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