Warding is a set of Gifts granted to the Forsaken that allow them to protect a specified location. While they were originally meant to be used to defend loci, they have developed many other applications. These Gifts are usually taught by wolf spirits or ancestor spirits, and they are the affinity of the Elodoth and Bone Shadows.
In Second Edition, they are affinity of the Hunters in Darkness. The Ivory Claws are also able to use these gifts.
First Edition[]
Powers[]
- Ward Versus Predators: indicate to other predatory creatures that territory has been claimed by Uratha.
- Ward Versus Humans: cause humans to feel a terrible, nonspecific dread when entering the warded area.
- Technology Ward: disables electric and complex mechanical devices within the warded area.
- Shadow Ward: strengthens the Gauntlet in the targeted area.
- Ward of Spirit Slumber: spirits in the affected area on both sides of the Gauntlet are lulled to sleep.
Second Edition[]
Powers[]
- Maze Ward (Cunning): This Facet twists the very geometries of the world, warding a site from unwanted approach.
- Ward The Wolf's Den (Glory): The wolf must have a sanctuary, a den to which he can return and slumber in safety.
- All Doors Locked (Honor): No matter where the prey runs, this Facet ensures that they can only cross a threshold if the hunter wills it so.
- Predator's Claim (Purity): This ward daubs an area with the Essence of the Uratha, empowering him within it against all spirits that would challenge his dominance.
- Boundary Ward (Wisdom): The wolf must watch his borders for those who would befoul his territory.
References[]
- WTF: Werewolf: The Forsaken Rulebook, p. 144-146
- WTF: Werewolf: The Forsaken 2nd Edition, p. 134-135
- WTF: Night Horrors: Shunned by the Moon, p. 15