Warding Domain
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.
✨ Warding is a Reaction Domain. Read Reactions & Off-Turn Actions 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)
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)
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)
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.