Arcana is the domain of the innate or instinctual use of magic. Those who walk this path tap into the raw, enigmatic forces of the realms to manipulate both the elements and their own energy. Arcana offers wielders a volatile power, but it is incredibly potent when correctly channeled.
Cards
Level 1
0
1
Rune Ward
You have a deeply personal trinket that can be infused with protective magic and held as a ward by you or an ally. Describe what it is and why it’s important to you. When the holder of the ward takes damage, they can spend a Hope to reduce it by 1d8. If the ward die rolls an 8, its power will temporarily end after it reduces damage this turn. It can be recharged for free on your next rest.
Spell
1
1
Unleash Chaos
At the beginning of a session, place a number of tokens equal to your Spellcast Trait on this card.
You can make a Spellcast Roll against a target within far range and spend any number of tokens to channel raw energy from within yourself and unleash against them. On a success, roll a number of d10 equal to the tokens you spent, and do that much magic damage to the target. Mark a Stress to replenish this card with tokens, up to your Spellcast Trait. Clear all tokens at the end of the session.
Spell
1
1
Wall Walk
Spend a Hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground below. This lasts until the end of the scene or when you cast it on another creature.
Spell
Level 2
1
2
Cinder Grasp
Make a Spellcast Roll against a target in melee range. On a success, the target instantly bursts into flames, dealing 1d20+3 magic damage and temporarily catching them on fire.
Any time a creature tries to act while on fire, it must take an additional 2d6 magic damage if it is still on fire at the end of its action.
Spell
0
2
Floating Eye
You can spend a Hope to create a single, small floating orb that you can control anywhere within very far range from you. While controlling it, you can choose to see through its vision as though it’s your own. If the orb takes damage or moves out of range, the spell will immediately end.
Spell
Level 3
1
3
Counterspell
You can interrupt a spell or magical effect that is taking place to make a Reaction Roll using your Spellcast trait. On a success, the spell or effect is immediately stopped and any consequences are avoided, and this card is placed into your Vault.
Spell
1
3
Flight
Make a Spellcast Roll (15). On a success, put a number of tokens on this card equal to your Agility, at a minimum of 1. When you take an action while flying, remove a token from this card. After you remove the last token and complete your action, you descend to the ground directly below you.
Ability
Level 4
1
4
Blink Out
Make a Spellcast Roll (12). On a success, spend a Hope and vanish, teleporting to another place you can see within far range. If any creatures are in very close range to you when you succeed, you can spend an additional Hope each to bring them with you.
Spell
2
4
Preservation Blast
Make a Spellcast Roll against all enemies within melee range of you. Any you succeed against are hurdled into far range and dealt d8+3 magic damage using your Spellcast Trait.
Spell
Level 5
1
5
Chain Lightning
Use an action and mark two Stress to unleash lightning on all targets within Close range. The GM must make a Reaction Roll (14) for each. On a failure, they take 2d8+4 magic damage. Additional adversaries not already targeted by Chain Lightning and within Close range of previous targets that were hit must also make a Reaction Roll (14). On a failure, they take 2d8+4 magic damage. This chain continues until there are no more valid adversaries. An adversary may only be targeted once per action.
Ability
2
5
Premonition
You can channel arcane energy to have visions of the future. Once per long rest, immediately after the GM conveys the consequences of a roll you made, you may make that event your Premonition. You instead rescind the action and consequences like they never happened and choose another action instead.
Spell
Level 6
2
6
Rift Walker
Make a Spellcast Roll (15). On a success, you place an arcane marking upon the ground where you currently stand. The next time you successfully cast Rift Walker, a rift in space will open up, providing safe passage back to the exact spot where the marking was placed. You may drop the spell at anytime to cast Rift Walker again and place the marking somewhere new.
This rift stays open until you choose to close it or you cast another spell.
Spell
0
6
Telekinesis
Make a Spellcast Roll against a target within far range. On a success, you can use your mind to lift and move it anywhere within far range of its original position. If you want to throw the lifted target as an attack, make an additional Spellcast Roll against the target you are trying to hit. On a success, deal d12+4 physical damage using your proficiency, then the spell ends.
Spell
Level 7
2
7
Arcana Touched
When a majority of the domain cards in your loadout are from the Arcana domain:
- Gain +1 to your Spellcast rolls.
- Once per short rest, switch the values on your Hope and Fear die.
Ability
2
7
Cloaking Blast
After you make a successful Spellcast Roll to cast a different spell, you can also spend a Hope to immediately become Hidden.
Hidden only drops the next time you make an action roll or the GM uses all of the tokens on the action tracker.
Spell
Level 8
1
8
Arcane Reflection
Whenever you would take magic damage, you may spend any number of Hope to roll that number of d6. If any of the dice roll a result of 6, the attack is reflected back onto the caster, dealing the damage to them instead.
Spell
2
8
Confusing Aura
Make a Spellcast Roll (14). Once per long rest, on a success you create a layer of illusion over your body that makes it hard to tell exactly where you are. You may mark any number of Stress to make that many additional layers. When an adversary makes an attack against you, roll a number of d6 equal to the number of layers currently active. If any land on a 5+, one layer of the aura is destroyed and you avoid the attack. If all are 4-, you take the damage and the effect ends.
Spell
Level 9
2
9
Earthquake
Make a Spellcast Roll (16). Once per short rest, on a success any targets within very far range must make a Reaction Roll (18). On a failure, they take 3d10+8 physical damage and are Vulnerable. On a success, they take half damage (rounded up). When you successfully cast this spell, all terrain within very far range of you becomes difficult to move through, and structures within this range may sustain damage or crumble.
Spell
0
9
Sensory Projection
Once per short rest, make a Spellcast Roll ( 15). On a success, drop into a vision that lets you clearly see and hear any place you have been before in this moment as though you are standing there. You can move freely in this vision and are not constrained by the physics or impediments of a physical body. This spell cannot be detected by mundane or magical means and you will drop out of this vision immediately upon taking damage or casting another spell.
Spell
Level 10
1
10
Adjust Reality
After a dice roll you or a willing ally makes, you may spend 5 Hope to change the results of that roll to a result of your choice instead. The result must be plausible within the range of the dice.
Spell
1
10
Falling Sky
Make a Spellcast Roll against all enemies within far range. Mark any number of Stress to make shards of arcana rain down from above, dealing 1d20+2 damage per each Stress you marked to any targets you succeed against.
Spell