re:dfa_rituals:creating_wards
Ward-Crafting (DFA Rituals v2.0)
DFA Ritual Home | Constructs, Links, Catalysts, Complications, Ritual Failure
Creating Potions, Enchanting, Ward-Crafting | Reference: Rituals from the Books
Ward-crafting is a form of ritual magic where the Construct is a location-bound boundary. Wards are designed to protect, restrict, or alert, and remain active for as long as their physical or symbolic structure remains intact.
Step-by-Step: Creating a Ward
1. Define the Effect
- Specify what the ward is meant to do:
- Block certain beings from entry
- Alert when someone crosses the boundary
- Trap entities inside
- Determine whether it is passive (always on) or triggered (activates under specific conditions).
2. Establish the Link
- The Link connects the ward’s magic to its protected area or target class.
- Common Link types for wards:
- Area-based – tied to a building, room, garden, or property line
- Target-specific – keyed to allow or block specific individuals
- Condition-based – e.g., “only those invited may pass”
- Strong Links define the ward’s precision and scope.
3. Gather the Catalyst
- The Catalyst powers and sustains the ward.
- May include:
- Energy from a ley line or magical nexus
- Physical offerings (blood, incense, sacred water)
- Linked items (e.g., keys, tokens, bell pendants)
- Celestial timing (solstices, moon phases)
- Some wards require periodic renewal to maintain strength.
4. Prepare the Construct
- The Construct is the boundary itself:
- Salt lines, carved posts, marked stones
- Glyphs painted or etched on walls or floors
- Networked charms or talismans hung along the perimeter
- For large-scale wards, multiple Constructs may be linked together into a network.
5. Perform the Binding Ritual
- Channel the Catalyst energy into the Construct while focusing on the Link.
- This may involve:
- Walking the boundary while chanting
- Placing or activating each node in sequence
- Marking the final closure point
- The ritual ends when the caster symbolically “seals” the ward.
6. Address Complications
- Vulnerability to disruption at weak points
- Maintenance or renewal cycles
- Over-restriction — blocking intended allies
- High magical signature may draw attention
7. Resolve in Play
- Wards trigger when their boundary conditions are met.
- If a Construct node is damaged, the GM may compel a weakening or total collapse.
- Repairs may require repeating parts of the ritual.
GM Notes
- Wards create ongoing stakes — maintaining them can become part of the story economy.
- Breaking a ward can serve as a major adventure goal.
- Consider requiring rare Catalysts or special conditions to prevent wards from becoming overused.
re/dfa_rituals/creating_wards.txt · Last modified: by jait
