The Light in the Darkness: Angels and Wards in Sorcery: Contested Realm – Gothic

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Erik's Curiosa

As we enter the final month before the release of Sorcery: Contested Realm’s highly anticipated set, Gothic, on December 5, you know these darkening days are but a prelude to what is to come.

The realm already shows signs of rot, as Evil gathers everywhere with its promises of power. But not all power corrupts, for what is true power if not the strength to endure?

Stand firm, Sorcerers. For faith endures where flesh and flame fail.

[Warning: The light reveals all... even spoilers. You have been warned!]

Hold Fast To Hope

In Sorcery, Earth has long been the element of Mortals, of those who build, bleed, and endure. It is soil and stone, the weight of promise, and the quiet, humble strength that holds fast when all else crumbles. Previously, we’ve seen how Fire tempts, Water devours, and Air decays. And, while Evil seeps through every element, so too does the light that resists it.

Yet it is within the elemental affinity of Earth that champions of the light can be found in the greatest numbers, where power does not lie in fury or illusion, but in conviction.

For in a realm of ruin, even a Mortal’s faith can stand against the wicked…and stir the heavens.

The Strength to Resist

Hope endures through faith, and for those of pure heart or unshakable devotion, there exists a glimmer of grace: Wards.

Wards are sacred protections, divine bulwarks of radiant energy. They might also appear as halos of light, circles of salt traced on ancient stone, or whispered prayers carried on the wind. However they manifest, they are barriers woven from belief. To those who hold fast to the light, a Ward offers a chance to stand tall in the face of destruction.

Not forever, mind you. But perhaps just long enough to do some good.

This faith can shape the most desperate of moments, a lone Holy Warrior finding the strength to hold the line, or a Guardian Angel descending to shield the innocent, giving frightened Townsfolk the courage to stand and triumph against the Locusts of Illyria. These are the stories of Gothic’s Ward: fleeting, fragile, yet powerful enough to turn despair into defiance.

Mechanically speaking, Wards protect from the first instance of damage, or from being destroyed, or a targeted spell or ability, before breaking in their stead.

But, in Gothic, Wards are more than divine shields; they help reinforce what Sorcery does best: minions contesting the realm. Where hard removal is plentiful and punishing, a Ward grants your minions a little more room to shine, rewarding clever positioning and tactical foresight, and leaning into the moments that turn contests into stories worth retelling.

While powerful, threats in Sorcery have always been plentiful. Creatures and spells work in concert, chipping away at your protections and softening you up before the final blow lands. A Ward might provide you with the strength to resist the hypnotic gaze of a Mesmer Demon or shield you from being Drowned. But not both. Wards offer you hope, but also add tension to every turn; what happens when that light finally fades? Will you be able to endure?

And because Sites can be Warded too, not just minions, this subtle mechanic can dramatically shift the way the game unfolds. A well-timed Ward might protect a linchpin location from devastation, or force your opponent to waste precious resources clearing a path.

Of note, mechanically, a Warded Site would shield your minions from a Cave-In, but not from a Bury. Conversely, a Warded Minion would survive a Bury, but not a Cave-In.

It’s worth remembering that a Ward endures only once. When it stands against harm, it breaks, its light fading like the last echo of a prayer.

The Versatility of Wards

While Wards are often seen as a last line of defense, in Gothic, they can also be a source of strength, quite literally in the case of Revered Revenant, a formidable Spirit whose might waxes and wanes with the faith of those around it.

Some spells, too, can tap into the sanctity of Wards. Holy Nova, for instance, doesn’t require a caster in the traditional sense; it can be cast from a Ward, using it as a conduit to unleash a burst of divine magic.

In this way, Wards do more than shield the faithful; they redefine the battlefield itself. They turn defense into opportunity, hesitation into hope, and survival into strategy.

Of course, some forces of good don’t just benefit from Wards... they bring them with them.

Heralds of the Divine

Angels in Gothic are no ordinary minions. Radiant, airborne, and awe-inspiring, these celestial figures descend when hope is at its thinnest, ready to turn despair into deliverance.

They are manifestations of unwavering devotion, beings of faith so pure that their very arrival reshapes the battle itself. To call upon one is no casual act; it requires conviction. Mechanically, this conviction is reflected in their high elemental thresholds. While certain elements offer clearer paths to summoning them, Angels can be found across the elemental spectrum, wherever faith burns brightest.

Nearly all Angels interact with Wards in some way. Some arrive cloaked in divine protection, others extend their blessings outward, and a few forge unexpected bonds that open creative new lines of play.

For all the darkness gathering across the realm, light never stands alone. Whether through a single Ward, a steadfast minion, or a radiant Angel, hope endures, and the faithful will rise to meet the coming storm.

In four weeks, the battle for the realm begins in earnest. Join us next week as we plot our final course!

Will you stand with those who carry the light?

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