{"id":"mage/power/rote/traveling-wards","type":"power","system":"rote","line":"mage","name":"Traveling Wards","sources":[{"source":"HDYDT","page":98}],"entries":["Normally, a ward protects the threshold of a passageway – a door, gate, window, tunnel, etc. A traveling ward, 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 Prime 2, plus the appropriate Spheres (see Locking the Ward, above), and one addi-tional 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 Prime 4, not Prime 2."],"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/traveling-wards","html":"/records/mage/power/rote/traveling-wards","parent":null,"children":"/api/v1/records/mage/power/rote/traveling-wards/children","sources":[{"abbr":"HDYDT","page":98,"folio":98,"title":"How Do You DO That?"}]},"_db":{"title":"Traveling Wards","props":[],"parent_id":null,"level":null,"category":null,"summary":"Normally, a ward protects the threshold of a passageway – a door, gate, window, tunnel, etc. A traveling ward,","tags":["feat","hdydt"],"children":[]}}