{"id":"mage/power/rote/setting-a-ward","type":"power","system":"rote","line":"mage","name":"Setting a Ward","sources":[{"source":"HDYDT","page":98}],"entries":["Traveling wards cost one additional Quintessence point.","though, is something portable – a force-field generator or literal guard-dog, for example – that has a ward placed upon it. Rather than keeping opponents from crossing a border, though, a traveling ward deflects them from its surface. Where and how those ward-objectives get deflected is up to the Storyteller’s whim.","• Investing a temporary traveling ward into the Pattern of an object or entity requires {@sphere Prime|M20} 2, plus the appropriate Spheres (see Locking the Ward, above), and one additional point of Quintessence to seal the ward and keep it “fresh” as it moves around. A permanent traveling ward becomes a Wonder – a Talisman or Device whose creation demands {@sphere Prime|M20} 4, not {@sphere Prime|M20} 2.","• A “basic” traveling ward still expires at the end of its Duration. If that traveling ward is made permanent, then it requires {@sphere Prime|M20} 4 and the cost of making it permanent is added to the cost of making the ward travel. Yes, this can get expensive. For details about Wonders, see Crafting"],"tags":["hdydt","feat"],"_qa":{"flags":[],"parser":"headed_entries","confidence":0.9,"extracted":"2026-10-12","job":"hdydt-feats"},"level":null,"_links":{"self":"/api/v1/records/mage/power/rote/setting-a-ward","html":"/records/mage/power/rote/setting-a-ward","parent":null,"children":"/api/v1/records/mage/power/rote/setting-a-ward/children","sources":[{"abbr":"HDYDT","page":98,"folio":98,"title":"How Do You DO That?"}]},"_db":{"title":"Setting a Ward","props":[],"parent_id":null,"level":null,"category":null,"summary":"Traveling wards cost one additional Quintessence point. though, is something portable – a force-field generator or literal guard-dog, for example – that has a ward placed upon it. Rather than keeping opponents from","tags":["feat","hdydt"],"children":[]}}