Energy is, of course, the alteration and reduction of conditions prevalent in active locations. Lightning, heat or cold are some of the potential characteristics most common to the average Wardmaster. Charms are an additional consideration, as many charms employ transfers of energy in their motility. Transfiguration and Conjuration too may be applied in this warding family; the transfiguration of material and conjuration of other materials add or alter energy flow within the target range.
As an example: the Avis Oppugno charm creates a small flock of birds, depending on the skill of the caster. Looking into the Arithmancy behind the charm, it is obvious how Conjuration creates matter, and Transfiguration manipulates that matter into an avian form. If not for the lack of thaum-dense qualities involved, the spell would be considered a matter of Transfiguration proper, but Charms is the primary family due to that feature.
Basic wards against a charm like the Avis Oppugno are then able to focus on one of three aspects: the magic required to initiate the charm, the Conjuration of material, or the Transfiguration of materials proper (Little Black Book, by Majister Gabeowsky, MMIT).
Of the three avenues, foiling the first is most difficult: magic exists in concentrated bursts everywhere. To inhibit the magic required to create the Avis Oppugno charm, the ward would need to have an Intent schematic, or else suppress every source of magic in proximity. This manipulation of energy quells the ability to concentrate magic in a form conducive to the caster's desire. An advanced Wardmaster can apply this concept to a myriad of directives, from forbidding only weak magics to preventing all but the strongest sorceries in proximity.
Azkaban, the Dark Isle, is a perfect example of the latter preventative measure. Reflective wards drain any effort from outside assailants, making safe zones in two specific regions upon the island where wizards may cast magic. Outside of those two places, any spell is diverted into high-quality absorption sites, orichalcum in the old tongue. Permanent wards created to guide uncertain quantities of power to materials that absorb magic is a demonstration of ward mastery of the highest order.
Basic outlines for energy wards consists of multiple portions, but can be distilled to two essential portions: the source and the focus.
A source can be interpreted as a reservoir, through which magic may be channeled. Without it the ward itself is nothing more than a crude drawing. As with all warding, a source provides direction, a foundation upon which the sequence is based. Class I sources are the weakest, functioning as educational specimens and one-use enchantments using low quantities of power (Warding Levels by Lord Grayson, 1233). Combat operations create versions of Class I wards in mobile situations; properly drawn, such a source may burn out a connection in a predictable timespan, allowing time-delay effect (see: The Saga of Theodoric Sun-Fury, by Snorri Sturleson, 1231).
Source engravings are at their most powerful when engraved upon high-quality materials. A true master of his craft may observe a position and situate customized wards, but all others must utilize ward stones. These stones' placement are calculated through centuries-old equations, and are made of literal stone in most conditions. Granite, marble and limestone are the most common materials but metals have been proven to serve well. For unknown reasons, the metallic nature of certain materials functions as a detriment to the ward indent (Issues Concerning Metal-Base Wardstones, by Fudge and Baggold 1972). Beginners should practice with sandstone tablets before moving on to greater materials.
The focus performs as it sounds: a directive to what the magic inherent within the source must do. This is the beauty and bane of Energy Wards: no further complexity is required, save for the directives as to what kind of energy, and to where or what it must do.
Well-crafted foci may redirect vast quantities of power, befitting of such a ward. Lightning wards are common in plains country, and a clever Wardmaster may situate a Fire-base ward as a permanent cooling mechanism, superior to any Cooling Charm (1101 Fascinating Ward Designs, by Asimov the Isaacson, 1955).
However, the very best and worst associated uses of the Energy wards may be seen in the stone constructs of pre-historic cultures of Venezuela, located beneath the Catumbo River where it intersects with Lake Maracaibo (Phenomena of the World, by Kegger 'Keg' Jackson, 2018). The mysteries behind the construction of the Lightning Pillars remain unsolved to this day, but date prior to recorded history. Each pillar remains intact as if just built, yet channels power throughout its length at rates no wizard has been able to successfully calculate. The result of the wards may be seen in the constant lightning storms over the body of water, starting every night and ending after dawn.
The only pictogram successfully translated on this construct has been linked to identical markings on the extinct communities found in the Diamantina Tableland, far to the south in Brazil. These pictograms combine elements identified to mean death and metal, which raises questions. The first is obvious: how did the builders manage to create a metal ward-source capable of generating so much power that constant lightning storms are occurring thousands of years later? What were their plans? And how come the entire populace seems to have died without leaving traces of war or some catastrophe?
Perhaps younger wardmasters will solve this mystery. For now, it is enough to know that care must be taken in all warding endeavors.
