A Spirit Ward can keep summoned spirits, demons, devils and non-corporeal undead at bay. Creatures whose level exceeds (rank x 3) can attempt to break a Spirit Ward. Their chance of success is equal to ((Level - (Spirit Ward rank x 3)) x 10). For example, a level 10 creature attempting to break a rank 3 Spirit Ward has a 10% chance of doing so. A broken Spirit Ward is destroyed. Only one attempt can be made to break a Spirit Ward. Multiple creatures may combine to break a Spirit Ward. For example, three level 10 creatures have a 30% chance to break a rank 3 Spirit Ward.
Creating a Spirit Ward costs 2 Gnosis points. Duration and number of beings protected is a factor of rank.
Rank | Duration | Number Protected |
1 | 2d4 rounds | Self only |
2 | 2d4 minutes | Self + 2 |
3 | 5d4 minutes | Self + 4 |
4 | 1d6 (x10) minutes | Self + 7 |
5 | 1d6 hours | Self + 10 |
The werewolf can strengthen his Spirit Ward by lowering the duration or reducing the number protected by it. Each reduction reduces the chance of breaking the ward by 5%. For example, if a werewolf is rank 3 with Spirit Ward and wants to only protect himself for 5d4 minutes, he reduces the chance of breaking the ward by 10%. If he only wants to protect himself for 2d4 minutes, he instead reduces the chance of breaking the ward by 15%. |