Setting a Ward
Rote · Mage
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 Prime 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 Prime 4, not Prime 2.
• A “basic” traveling ward still expires at the end of its Duration. If that traveling ward is made permanent, then it requires Prime 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
See also 1
Spheres
- Prime mage/power/sphere/prime