The Ban
Rote · Mage
The most basic form of major ward, a Ban demands Correspondence 4, plus Life 3 or 4 (to ban living things, as described above); Prime 2 or 4 (to invest the energy into the ward); and/ or Spirit 4 (Umbral entities); plus at least five successes on a vulgar magick roll (with or without witnesses, depending upon who’s present at the time).
If she also wants to Ban a particular spirit-entity (the demon Bufonite, for instance, as opposed to all demons), then the magus also needs a True Name or some other artifact of the summoned entity (a Fetter, a sigil, an object or creature associated with that spirit, etc.) that she uses to “bind” the spirit’s power.
If that individual is a mortal (like John Courage, as opposed to all human beings), then the mage still needs at least one item from that person’s personal life, plus the addition of Mind 4 in order to discern that person from among all other people. Spirits, being composed of unique spiritual essence, need no such distinction – Spirit 4 alone is enough to discern one entity from another.
Throughout the Duration of that spell, the Ban prevents the entity from touching the summoner, and from using its powers or weapons against her directly. An angry spirit could not shoot the mage, but may control someone or something else to attack the summoner – the Ban won’t protect against indirect, third-party assaults. Under the Ban, however, the spirit cannot attack the mage unless that mage botches a Contest of Wills (above), thus dropping her defenses at the worst possible time.
See also 5
Spheres
- Correspondence mage/power/sphere/correspondence
- Life mage/power/sphere/life
- Mind mage/power/sphere/mind
- Prime mage/power/sphere/prime
- Spirit mage/power/sphere/spirit