Sorcery Ward

Origin Mana Scope Impressive
Archetype Creation Range Touch
Dominion Reality Area Aura paces
Configuration Might 45 (Ritual 60) Duration One Action Interval
Effect Level S:4, O:3 Potency Impressive
Noise Level S:3, O:3 Intricacy Epic
Base Paradigm Cost S: (53), O: 35
Magicology Levels Power Change Control Creation Illusion Sensitivity
Description
Sorcery Ward protects things inside the area of effect from the effects of any Sorcery casting (harmful or otherwise).  Because of the more intricate nature of this paradigm, it isn't as effective as the Mana Ward.  It does offer a slight increase in protection, however.
Effects
The Ward functions by increasing the effective Affinity of objects or beings in the warded area, by 1/2 of the Potency of the Ward.  This increases both the difficulty of any Effects Trials targeting the warded item(s) and the rank of any appropriate Passive Resistance Trials.
Scope Area Scope (3 points)
Scope is altering a Form (3 points)
Range is Touch: Slight (1-3)
Area is Aura paces in radius
Duration Interval is one Action Interval (Slight, 1-3) 
Potency Potency 6 grants +3 increase to the Affinity of the warded people or objects
Intricacy Creation of a complex cross-Origin Reality construct: Epic (21-35)
Total Base Cost Spontaneous: (53), Optimized: 35
Temper Aspects Imbed is normally used (18 points for a fully optimized paradigm)
Mechanism is normally used with Imbedded effects (5 points or more)
Sophistication is useful to protect the effect from dispelling, while Widen is useful to grant an increased area of effect.  Build may also be used (see below).
Notes
Obviously, this Ward cannot be Imbedded as a spontaneous effect - it requires a fully optimized Mana Ritual to Imbed into an object.
Wards are typically linked with another Shaping using a Build Temper Aspect to alert someone if the Ward is activated.