Minor Area Wards
Rote · Mage
A minor area ward uses Correspondence 2, Mind 2, Prime 2, plus perhaps Entropy 2 (to shift probabilities); Life 2 (to deter living things); Matter 2 (to deter non-living invaders); Spirit 2 (to discourage Umbral intrusion); Time 2 (to guard against temporal trespassing); or a combination of them all. The mage casts this on a specific location, in order to drive trespassers away or inspire “residents” to stay put.
As with the Minor Ward described above, each success subtracts one success from an intruder’s dice rolls within the area of the ward. Meanwhile, a Mind-based impulse (fueled with Prime) radiates a KEEP OUT (or STAY IN) command. Although this impulse isn’t strong enough to be actual mind-control (it can be made that strong, however, by using Correspondence 4/ Mind 4), and the ward doesn’t actually block anything from entering or leaving, it discourages intruders from coming in, or trapped parties from wanting out. The NWO, in particular, uses this sort of ward to discourage unwanted persons and repel casual inquiries within the protected zone.