| 1 | Ward Feedback (Negative) Minor (0–4): 1 Disadvantage on saves until the start of your next turn. Moderate (5–9): 2 Disadvantage on saves until the start of your next turn. Major (10+): 2 Disadvantage on saves until the end of your next turn. |
| 2 | Aegis Flare (Positive) Minor (0–4): Resistance to one damage type of your choice until the start of your next turn. Moderate (5–9): Resistance to two damage types until the start of your next turn. Major (10+): Resistance to two damage types until the end of your next turn. |
| 3 | Null Pulse (Negative) Minor (0–4): One ongoing spell you control on yourself ends (random if several). Moderate (5–9): One ongoing spell you control ends (random). Major (10+): All ongoing spells you control on yourself end. |
| 4 | Clean Cut (Positive) Minor (0–4): End one negative condition on yourself a spell could remove (GM call). Moderate (5–9): End one negative condition, or reduce one Lingering condition by 1. Major (10+): End up to two negative conditions on yourself. |
| 5 | Backlash Barrier (Negative) Minor (0–4): +2 Soak but −10 ft Speed until the start of your next turn. Moderate (5–9): +3 Soak but −10 ft Speed until the end of your next turn. Major (10+): +4 Soak but −20 ft Speed until the end of your next turn. |
| 6 | Warding Step (Positive) Minor (0–4): Move up to 10 ft without provoking reactions. Moderate (5–9): Move up to 15 ft without provoking. Major (10+): Move up to 20 ft without provoking. |
| 7 | Reflected Ward (Negative) Minor (0–4): Your spell's defensive benefit goes to an adjacent creature instead (or you). Moderate (5–9): It goes to a random creature within 10 ft of the target point. Major (10+): It goes to a random creature within 20 ft of the target point. |
| 8 | Mirror Ward (Positive) Minor (0–4): The first hit against you before the end of your next turn suffers 1 Disadvantage. Moderate (5–9): That first hit suffers 2 Disadvantage. Major (10+): That first hit suffers 2 Disadvantage. |
| 9 | Dispel Sting (Negative) Minor (0–4): Take 1d4 damage per Total Strain of the spell (min 1d4). Moderate (5–9): Take 1d6 per Total Strain (min 1d6). Major (10+): Take 1d8 per Total Strain (min 1d8). |
| 10 | Dispel Spark (Positive) Minor (0–4): A creature you perceive suffers 1 Disadvantage on its next save before the end of your next turn. Moderate (5–9): It suffers 2 Disadvantage. Major (10+): Up to two creatures each suffer 2 Disadvantage on their next save. |
| 11 | Over-Shield (Negative) Minor (0–4): You are Encumbered until the start of your next turn. Moderate (5–9): Encumbered until the end of your next turn. Major (10+): Encumbered until you pass a DC 15 flat check at the end of your turn. |
| 12 | Anchor (Positive) Minor (0–4): You can't be pushed or pulled until the start of your next turn. Moderate (5–9): Can't be pushed or pulled until the end of your next turn. Major (10+): Can't be pushed, pulled or knocked Prone until the end of your next turn. |
| 13 | Ward Inversion (Negative) Minor (0–4): Your next buff spell before your next turn is 1 step weaker (GM call). Moderate (5–9): Next buff spell is 2 steps weaker. Major (10+): Next buff spell until the end of your next turn is 2 steps weaker. |
| 14 | Ward Resonance (Positive) Minor (0–4): Your next buff spell before your next turn is 1 step stronger (GM call). Moderate (5–9): Next buff spell is 2 steps stronger. Major (10+): Next buff spell until the end of your next turn is 2 steps stronger. |
| 15 | Hollowing (Negative) Minor (0–4): You can't benefit from Advantage on saves until the start of your next turn. Moderate (5–9): No Advantage on saves until the end of your next turn. Major (10+): No Advantage on saves and 1 Disadvantage on saves until the end of your next turn. |
| 16 | Lucky Ward (Positive) Minor (0–4): Reroll the next save you fail before the end of your next turn (keep the new result). Moderate (5–9): Reroll the next two failed saves. Major (10+): Reroll the next two failed saves until the end of your next turn. |
| 17 | Static Field (Negative) Minor (0–4): Your next spell this turn has delivery range 1 step shorter. Moderate (5–9): Next spell's range is 2 steps shorter. Major (10+): Your spells' ranges are 1 step shorter until the end of your next turn. |
| 18 | Open Channel (Positive) Minor (0–4): Your next spell this turn has delivery range 1 step longer. Moderate (5–9): Next spell's range is 2 steps longer. Major (10+): Your spells' ranges are 1 step longer until the end of your next turn. |
| 19 | Warding Echo (Negative) Minor (0–4): Your next action this turn becomes Taxing. Moderate (5–9): Your next two actions this turn become Taxing. Major (10+): Your actions are Taxing until the end of your next turn. |
| 20 | Steady Channel (Positive) Minor (0–4): Ignore Taxing on your next action this turn. Moderate (5–9): Ignore Taxing on your next two actions. Major (10+): Ignore Taxing until the end of your next turn. |
| 21 | Seal Slip (Negative) Minor (0–4): Drop one held item. Moderate (5–9): Drop one held item; you can't draw or ready it until the start of your next turn. Major (10+): Drop one held item; you can't draw or ready items until the end of your next turn. |
| 22 | Sure Grip (Positive) Minor (0–4): You can't be disarmed until the start of your next turn. Moderate (5–9): Can't be disarmed until the end of your next turn. Major (10+): Can't be disarmed until the end of your next turn, and pick up one dropped item in reach. |
| 23 | Anti-Magic Splash (Negative) Minor (0–4): One random worn magic item goes inert until the start of your next turn. Moderate (5–9): One random worn magic item goes inert until the end of your next turn. Major (10+): Two random worn magic items go inert until the end of your next turn. |
| 24 | Purity Surge (Positive) Minor (0–4): 1 Advantage on saves vs magic until the start of your next turn. Moderate (5–9): 2 Advantage on saves vs magic until the start of your next turn. Major (10+): 2 Advantage on saves vs magic until the end of your next turn. |
| 25 | Ward Bleed (Negative) Minor (0–4): One ally within 10 ft suffers 1 Disadvantage on its next save. Moderate (5–9): That ally suffers 2 Disadvantage. Major (10+): Up to two allies within 10 ft each suffer 2 Disadvantage on their next save. |
| 26 | Shared Ward (Positive) Minor (0–4): One ally within 10 ft gains 1 Advantage on its next save. Moderate (5–9): That ally gains 2 Advantage. Major (10+): Up to two allies within 10 ft each gain 2 Advantage on their next save. |
| 27 | Brittle Ward (Negative) Minor (0–4): If you take damage before the end of your next turn, you become Dazed. Moderate (5–9): If damaged before the end of your next turn, you become Dazed and Off-Guard until the end of your next turn. Major (10+): If damaged before the end of your next turn, you become Dazed. |
| 28 | Hardened Ward (Positive) Minor (0–4): The next damage you take before the end of your next turn is reduced by 1d6. Moderate (5–9): Reduced by 2d6. Major (10+): Reduced by 2d6. |
| 29 | Grounded (Negative) Minor (0–4): Until your next turn you can't use deliveries that push or pull. Moderate (5–9): No push/pull deliveries until the end of your next turn. Major (10+): No push/pull deliveries until the end of your next turn, and your next spell can't use AOE. |
| 30 | Catch-and-Release (Positive) Minor (0–4): The next time you're damaged before the end of your next turn, push the attacker 5 ft (no save). Moderate (5–9): Push the attacker 10 ft. Major (10+): Push the attacker 10 ft and move 5 ft yourself (no reactions). |