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re:dfa_rituals:creating_wards

Ward-Crafting (DFA Rituals v2.0)

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).
  • 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

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