Class record
Warding Mage
Utility
- Tier
- 2
- Difficulty
- 3 / 5
- Main role
- Utility
- Secondary role
- —
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points to spend on Stealth, Magic, Perception or Insight or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Cunning, Reason or Awareness.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus, Power, Agility or Toughness.
- Level 8Ultimate ability
Identity & lore
Class overview
Tactical guidance
Playing Warding Mage
The warding mage is a utility class that relies on setting up defensive barriers. It is unsuited for many normal campaigns, due to the long casting time and only working when enemies come to you. In a campaign focused more around intrigue or where action takes place around a single place, they can provide peace of mind and creates a zone where enemies will struggle to fight in.
Maintaining bounded fields reduces your maximum mana, but they last forever. Maintain the ones you need to and cancel fields once they have exhausted their use.
Alarm Ward is the first field you get. It simply warns you (and others) when someone unwanted enters it. Many vaults, treasure rooms or other rooms containing important goodds or information will contain some form of an Alarm Ward.
Explosive Ward is your second available field. It is usually placed on containers containing papers with sensitive information on it. If anybody tries to steal it, the papers will be destroyed even if the thief manages to get away.
Sapping Ward is your final ward and one that greatly reduces the combat potential of any enemies entering it. The weakened condition is already bad enough, but grunts become stunned as well. Because a stunned target has no AP or RP, they will never be able to escape the ward while it lasts, essentially permanently disabling them for the encounter.
Through hidden wards, you are able to hide your fields. With Disable Magic, you are able to disable other fields making Warding Mages good for infiltration as well.

