Night Abilities
Ice Ward (∞ Charges): Protects a player against negative effects, but not death. (Conversion, Occupation etc.). Cannot target self. Confirmation received if target was protected.
Fire Ward (3 Charges): Prevents a player from visiting or being visited. Can target self. No confirmation received.
Day Ability
Winds Of Magic (2 Charges): Force someone to target a player of your choosing that night. Cannot target self. Cannot force a player to target themself.