Warding Magic

Self Discipline
Empathy
Boldness

Warding Magic specializes in protection and prevention, using shields, sigils, and magical fields to reduce harm, block attacks, and redirect danger. It creates barriers against both physical and magical threats, allowing allies to survive, regroup, and stand their ground.

Warding casters are often stoic, calm, and tactically minded, focused on control over reaction. They anticipate threats, strengthen defenses, and act as anchors in chaotic battles — not by overpowering foes, but by reshaping risk around themselves and their team.

These spells often appear as translucent walls, glowing glyphs, shimmering light, or protective pulses. Warding Magic doesn’t shout — it stands firm. It’s the shield that holds, the rune that turns spells aside, and the silent promise that someone will still be standing when the dust settles

Spells in Category
Bulwark Sigil
Abilities:
Empathy
Intuition
Self Discipline
Flickering Ward
Abilities:
Boldness
Creativity
Self Discipline
Aegis of Deflection
Abilities:
Boldness
Creativity
Strength
Wardens Fortune
Abilities:
Creativity
Boldness
Presence
Warding Bond
Abilities:
Boldness
Empathy
Self Discipline
Arcane Barrier
Abilities:
Empathy
Memory
Self Discipline
Sanctuary
Abilities:
Boldness
Empathy
Self Discipline
Spell Powers

Cost 1 AP concentration, range 10 m, affects 1 target

  • Burden Seal: Applies a subtle magical “weight” to a non-magical item, making it hard to move or tamper with unless a specific keyword or gesture is used beforehand and the caster will be awere of the attempt.
  • Lightbound Glyph: A sigil that glows softly whenever certain conditions are met — the presence of a named creature, entry of someone carrying technology, or environmental changes like increased temperature.
  • Whispershield: Prevents words spoken inside a confined space (like a room or tent) from being heard or lip-read from outside, even with advanced tech or scrying.
  • Ward of Personal Anchor: Ensures that a creature’s dreams or meditations remain undisturbed. The ward suppresses external influences such as sound, invasive energies, or flickering lights providing the best of sleeps and shortening the need for a long rest by 1d3 hours (1 target only).
  • Alarm: You set up an alarm perimeter (in a 4 m radius from you) that will trigger a warning of your choice if anyone enters. The alarm cannot tell friend from foe and will trigger if anything bigger than a cat crosses the line. Lasts 1 hour per Warding Magic Category rank.