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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

Mage mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You 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.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Cunning, Reason or Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Warding Mages focus on creating bounded fields that ward off intruders.

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.

Warding Mage

Class features

Abilities unlocked

Complete rules for every ability granted by Warding Mage.

Key ability

Disable Magic

Class feature

Benefit 1

When using Decipher Magic, you are able to disable both tier 1 and tier 2 level bounded fields.

Benefit 2

You are able to disable or change who is excluded from your own Bounded Fields for 0 RP.

Ability

Alarm Ward

1 MP
Range
Touch
Keywords
Bounded Field, Spell

A ward that can be placed on a normal-sized room or can be combined to ward off a house or larger area. Each ward can cover a 40ft radius. For each Alarm Ward placed in the same area as another Alarm Ward, this radius increases by 40ft (For example, 120ft with 3 Alarm Wards). If someone other than you passes through the ward, the ward triggers creating a loud ringing noise that persists until the ward is disabled. Casting this takes 10 minutes of uninterrupted casting. Once triggered, the field remains active for 5 more minutes before vanishing. At the time of casting, you may choose people that can pass through the barrier without triggering it. If not triggered, Alarm Ward lasts until you remove it. For each Alarm Ward you maintain, your maximum mana is reduced by 1. This is considered a tier 1 ward.

Requirements

-
No listed cost
Range
-

You may choose to hide your Bounded Fields when casting them by making a Stealth check. The casted ward uses the result of your Stealth check. Hidden Bounded Fields cannot be seen with Sense Magic without a successful perception or insight check.

Requirements

-
2 MP
Range
Touch
Keywords
Bounded Field, Fire,Spell,Scatter

A ward that can be placed on a door or medium-sized container of some sort. If other than you knowingly tries to open the door or container in any way (whether normal opening, attacking it etc), the ward triggers creating a loud noise and dealing Heavy Fire Damage to all creatures in a 10ft radius around the container. All items inside the container (if any) also take this damage. Once triggered, the bounded field vanishes. Casting this takes 10 minutes of uninterrupted casting. You may at the time of casting choose a number of people equal to your Focus that can also open the container or door without triggering the ward. If not triggered, Explosive Ward lasts until you remove it. For each Explosive Ward you maintain your maximum mana is reduced by 2. This is considered a tier 2 ward.

Requirements

-
2 MP
Range
Touch
Keywords
Bounded Field, Spell

A ward that can be placed on a normal-sized room or can be combined to ward off a house or larger area. Each ward can cover a 20ft radius and for each Sapping Ward placed in the same area as another Sapping Ward, this radius increases by 20ft (For example, 60ft with 3 Sapping Wards) If someone other than you enters the area, they must make a save against your Potency or become Weakened. Non-heroic units that enter the area must make a save or become Stunned instead. These conditions last while they remain inside the field and for an additional 2 rounds after exiting it. Casting this takes 10 minutes of uninterrupted casting. Once triggered, the field remains active for 5 more minutes before vanishing. You may at the time of casting choose a number of people equal to your Focus that can enter the area without triggering the ward. If not triggered, Sapping Ward lasts until you remove it. While it remains, your maximum mana is reduced by 2 for each instance of Sapping Ward you have active. This is considered a tier 2 ward.

Requirements

-