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**Warding Domain** characters are the battle-support mages, runecasters, and circle-wardens whose magic shines brightest when it lands on someone else. They thicken a friend's spell, throw a glimmering shell around an ally, or snuff out an enemy's casting in mid-word. A Warding character might be a rune-carver who etches protections on every door, or a quiet apprentice who always seems to be standing exactly where the magic goes wrong.

::: wrap tip

✨ Warding is a **Reaction Domain**. Read [Reactions & Off-Turn Actions](/rules/reactions/) first: every reaction costs **Action Load**. Power Tag: **Arcane** (or **Divine/Nature**, as your GM's world suggests).

:::

## Tier 1 Base Card: Warding Initiate

At Tier 1, you learn to hold your magic ready rather than spend it all at once.

**Warding Aspect:** Choose **Discipline** or **Willpower**. This Aspect powers your Warding Features.

### Core Feature: Poised Ward

If you end your turn having added **1 or less Action Load** on that turn, you gain **+1 Evasion** until the start of your next turn, and your first Warding reaction before then gains **+1 die**.

This Domain leans on **multiple reactions** more than most. Keep Action Load in reserve on your turn so you can spend it on other people's.

Choose **two** Domain Feature Cards from Tier 1.

### Requirements to Advance to Tier 2 (complete 3):

- Stop an attack or spell from harming an ally with a ward  
- Make an ally's spell succeed that would otherwise have failed  
- Discover and safely deal with a **magical trap or curse**  
- Keep a frightened group calm in a magical crisis  
- Spend a full round acting only through reactions
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 1 Feature Cards

### ⚡ Reinforce (Team Action – Reactive)

**Action Load:** 1

When an ally within **30 feet** casts a spell or uses a magical Feature, add **1d4** to their roll, or add **+1 damage** to its result.

### ⚡ Force Shell (Team Action – Reactive)

**Action Load:** 1

When an ally within **30 feet** is hit, they gain a shimmering shell that absorbs damage equal to your **Warding Aspect**. Lasts until the start of your next turn.

### ⚡ Anchor (Team Action – Reactive)

**Action Load:** 1

When an ally within **30 feet** fails a resistance roll, they may **reroll it using your Warding Aspect** value.

### ⚡ Counterpulse (Combat – Reactive)

**Action Load:** 2

When a creature within **30 feet** casts a spell, roll your **Warding Aspect** against their **Discipline**. On success, the spell's effect is **halved** (or its range/area reduced by half). You may **mark 1 Stress** to reduce this Action Load cost by 1.

### Sigil Sense (Exploration – Passive)

**Action Load:** — (Passive)

You sense **wards, glyphs, curses, and magical traps** within 30 feet, and roll with **Advantage** to understand or disarm them.

### Calm Circle (Roleplay – Passive)

**Action Load:** — (Passive)

When you trace a circle and speak softly, people inside it feel safe. You roll with **Advantage** to calm, comfort, or negotiate with anyone who sits inside your circle.

## Tier 2 Base Card: Warding Adept

At Tier 2, your wards grow sturdy enough to share.

### Core Feature: Linked Wards

When you use *Force Shell*, *Reinforce*, or *Anchor*, you may also affect **one additional ally** within 10 feet of the first, at no extra Action Load.

Choose **two** Domain Feature Cards from Tier 2.

### Requirements to Advance to Tier 3 (complete 4):

- Shield **three allies** in a single fight  
- Disrupt an enemy caster's spell at a key moment  
- Inscribe a ward that protects a place for a night  
- Help a non-caster succeed at something magical  
- Learn a ward from an old ruin, book, or teacher
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 2 Feature Cards

### ⚡ Redirect Spell (Combat – Reactive)

**Action Load:** 2

When an area spell is cast within **30 feet**, shift its center up to **10 feet**.

### ⚡ Ward of Thorns (Combat – Reactive)

**Action Load:** 1

When a creature hits an ally protected by your *Force Shell*, the attacker marks **1 Stress**.

### Camp Ward (Exploration – Active)

**Action Load:** none (takes a few minutes)

Inscribe a ward around a campsite. The first creature to cross it **wakes everyone** and has **Disadvantage** on its first attack.

### Shared Resolve (Team Action – Active)

**Action Load:** 1

Up to **three allies** within 30 feet gain **Advantage** on their next resistance roll this scene.

### Truth Circle (Roleplay – Active)

**Action Load:** 1 (outside combat: once per scene)

Inside your circle, anyone who **lies** causes the sigils to flicker. You know a lie was told, but not what the truth is.

### ⚡ Thorn Lash (Combat – Reactive)

**Action Load:** 1

When a creature within **5 feet** of you (or within a ward or shell you currently maintain, such as *Force Shell* on an ally) **moves away**, you may lash it with warding energy: attack with your **Warding Aspect** vs. Evasion. On a hit, deal **1d6** magical **Slashing** or **Piercing** damage (your choice) + your Tier (Tier 1: +1 … Tier 4: +4), and it marks **1 Stress**.

## Tier 3 Base Card: Warding Expert

At Tier 3, your wards hum with power even when you rest.

### Core Feature: Standing Ward

At the start of combat, choose one ally: they begin with a *Force Shell* already active (no Action Load).

Choose **three** Domain Feature Cards from Tier 3.

### Requirements to Advance to Tier 4 (complete 4):

- Completely stop a powerful spell or curse  
- Protect a whole group from a magical disaster  
- Craft a permanent ward with a ritual  
- Train another to use a simple ward  
- Face a creature of pure magic and endure
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 3 Feature Cards

### ⚡ Spell Mirror (Combat – Reactive)

**Action Load:** 2

When a spell targets only you, roll your **Warding Aspect** vs. the caster's roll. On success, the spell **targets the caster instead**.

### ⚡ Amplify (Team Action – Reactive)

**Action Load:** 2

When an ally's spell hits, it affects **one additional target** within 10 feet.

### Dome of Light (Team Action – Active)

**Action Load:** 2

Allies within **10 feet** of you gain your **Warding Aspect** as temporary damage absorption until the start of your next turn.

### Ward Lore (Exploration – Passive)

**Action Load:** — (Passive)

You can **read the history** of any ward or curse: who made it, why, and how to unmake it.

### Peacekeeper (Roleplay – Passive)

**Action Load:** — (Passive)

Spellcasters respect you. You may call a **parley among casters**, and while it holds, any spell cast in anger fizzles.

## Tier 4 Base Card: Warding Master

At Tier 4, your magic stands between your friends and anything the world can throw.

### Core Feature: Unbroken Wards

Your first reaction each round costs **1 less Action Load** (minimum 0). *Force Shell* now absorbs **twice** your Warding Aspect.

Choose **three** Domain Feature Cards from Tier 4.

## Tier 4 Feature Cards

### Null Field (Combat – Active)

**Action Load:** 3

Until the start of your next turn, **no spells** can be cast within 15 feet of you except your own reactions.

### ⚡ Aegis of Many (Team Action – Reactive)

**Action Load:** 2 (once per Quick Rest)

Once per Quick Rest, give *Force Shell* to **every ally** you can see.

### Sanctuary (Exploration – Active)

**Action Load:** none (downtime or out of combat; takes minutes to hours)

A ritual of an hour turns a place into a **sanctuary** for a season: hostile magic cannot enter without breaking it, and you know when it is tested.

### ⚡ Second Chance (Team Action – Reactive)

**Action Load:** 2 (once per scene)

Once per scene, when an ally's spell fails, it **succeeds** instead at its minimum effect. You mark **1 Stress**.

### Keeper of the Circle (Roleplay – Passive)

**Action Load:** — (Passive)

Wizards, priests, and spirits treat you as a **neutral keeper**. You can call a magical truce once per adventure that all sides honor for a day.

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