Ward

Ward

First Circle Warding Powers:

Healing Touch

Call “Imbue by [flavor trait] to store 2 uses of Healing Touch. For each use, touch the recipient and call “Heal 2 by [flavor trait.]”

Protective Ward

Call “Imbue by [flavor trait] to store 2 uses of Protective Ward. For each use, touch the recipient and call “Grant 2 Protection by [flavor trait.]”

Repair Armor

Touch the recipient and call “Repair All Armor by [flavor trait.]”

Wrack

A packet attack for “Agony by [attack trait.]”

Second Circle Warding Powers:

Pillar of Shielding

Cross your hands or weapons in front of yourself, and say “Imbue Spirit by [flavor trait.]” You gain the “Spirit” trait while this power is active. While you remain motionless you are immune to most types of harm; respond “Spirit” to any Voice, Melee, Missile, Packet, or Firearms attack. Non-beneficial effects “by Gesture,” and “By your name,” will affect you, as will any effect “to Spirit.” Any non-beneficial effect that affects you will end this power. (You may maintain this power if affected by a “Speak” effect.)

You may remain a spirit for up to one minute, after which you must either end the effect or re-cast it at the expense of another Power Use.

Stave Off Death

Call out “By my voice, Stabilize by [flavor trait.]”

Unweave

You may expend a Second Circle Power Use to negate a packet, firearms, or missile attack that strikes you, by calling “Resist.” You may only use this Power once per battle.

Warding Shield

Touch the recipient and call “Grant (category) Defense, Shield.” You may choose Elemental, Mental, Metabolic, or Physical as the category to protect against. This shield will stop the first appropriate called attack that strikes the recipient.

Third Circle Warding Powers:

Good Fortune

Gather up to five other people in a safe place, and roleplay for five minutes in a manner appropriate to one of your themes. This may take the form of a fortune telling ritual, medical treatment, nanotech enhancement, or similar.

At the end of the five minutes, touch each of the five people, call “Imbue by [flavor trait,]” and give them an Imbue Fortune tag. (You may get Imbue Fortune tags at check-in, or print them yourself.) In addition to the five recipients, the caster receives a Good Fortune Imbue as well. This Imbue allows the recipient to become stable rather than bleeding to death once before the end of the event.

As Good Fortune is not a Grant, it does count against the limit of Grants you may have. A single recipient may only receive Good Fortune once per event.

Superior Ward

Call “Imbue by [flavor trait]” to gain two uses of Superior Ward. For each use, touch a recipient and call “Grant Defense, Resist.” The recipient may choose to expend this defense to negate a melee, missile, packet, or firearms attack.

Reinforce

You may transform certain rare gem components into armor augmentation. Touch the recipient and call “Grant Armor by [flavor trait.]”

This power consumes a gem component that states on the tag that it can be used for the Reinforce power. If you cast this spell, you may use Journeyman’s Recovery to recover the Third Circle power use.

Warding of Safety

You may ward a Safe Place to protect those who rest there at night. Spend one minute protecting the place in a manner appropriate to one of your Themes. Once you have finished, place an Imbue Safety tag on the door, and see that it is lit with a glowstick or such so that potential intruders will take heed of it. (You may get Imbue tags at check-in, or you may print your own.) So long as this blessing remains, between the hours of 2 AM and 10 AM no one will be able to harm anyone in the building, or take any of their possessions, without their consent.

When you use this Power, you may use Journeyman’s Recovery to regain your Third Circle Power Use.