Wards
_____Wards are defined as spells designed to offer a target protection from subject beings or substances by providing a mystical barrier or layer of insulation against that subject. Wards can affect mundane substances and beings, but most commonly they are designed against beings of Supernatural Might. However, the Divine cannot be warded against (just as it cannot be summoned or controlled by magic either).
General Wards
_____General Wards are those exemplified in the RAW, attuned to a specific Realm of Might and requiring the spell to Penetrate the might of the subject being warded. General Wards only have to match the appropriate Realm (using Vim), and affects al beings of that Realm. A Circular Ward of a General nature can keep beings trapped within as well as being held without.
Specific Wards
_____A Specific Ward must match both Realm and Form, and only affect a specific category of beings covered by that Form (such as ReAn vs Magic Dragon-kind, ReCo vs Infernal animate corpses, ReIg versus Faerie Djinn, etc). Specific Wards can only be cast as a one way barrier of protection (or cast in reverse requiring normal Penetration). The benefit from this specific design is that Penetration is not an issue so long as the level of the spell equals or exceeds the subject beings Might.
Circular Wards
_____Circular Wards use the Target of Circle, but those with a Target of Structure or Boundary fall into this category. General Circular Ward can be used as both protection and binding at once. Specific Circular Wards are a one way barrier of protection, but if Mastered they can be cast in reverse as a Binding (requiring normal Penetration).
Personal Wards
_____Personal Wards have a Target of Individual or Group (a number of individuals), and are intended to prevent the subject or substance from harming or affecting the one protected. This type of ward is designed for mobility, cast upon one's self or another or enchanted in a device such as an amulet. The Familiar Bond is a useful place to enchant personal wards of constant duration, since bond enchantments do not cause warping from continuous effect. Personal Wards can never be cast as Bindings, nor can they be reversed. An entirely different spell design is required to bind a creature to a specific item or location.
Substance Wards
_____A Wards against a mundane substance, such as fire or steel, provides a bonus to soak damage against such sources. Use the classic Ward against Heat and Flames as a guideline (base 4 grants a +5 to Soak, and each magnitude grants another +5). The substance being protected from covers only part of a Form, such as fire or cold (Ignem), but not both. A Terram Ward can cover all metal weapons but excludes stone. Such a ward can alternatively be designed to keep said substance or being away from you entirely, though you cannot touch it or passively affect it either.