Domains

Codex

Codex

Codex is the domain of intensive magical study. Those who seek magical knowledge turn to the recipes of power recorded in books, on scrolls, etched into walls, or tattooed on bodies. Codex offers a commanding and versatile understanding of magic to those devotees who are willing to seek beyond the common knowledge.

Cards

Level 1

2

Book of Ava

Power Push: Make a Spellcast Roll against a target in melee range. On a success, they are blasted back to far range and take d10+2 magic damage using your proficiency.

Tava’s Armor: Use an action to spend a Hope that gives a target you can touch +1d6 to their Armor score the next time they mark an Armor Slot. You can’t stack Tava’s Armor on one creature.

Ice Spikes: Make a Spellcast Roll to summon large ice spikes within very far range. If you use them as a weapon, on a success, deal d6 physical damage using your proficiency.

Grimoire

2

Book of Illiat

Slumber: Make a Spellcast Roll against a very close target. On a success, they fall into a deep sleep until they take damage or the GM spends a Fear to awaken them.

Arcane Barrage: Once per short rest, use an action to spend any number of Hope and shoot magical projectiles that automatically strike an enemy within close range. Roll an amount of d6 equal to the Hope you spent, and deal that much direct magic damage.

Telepathy: You may open a line of mental communication with one target you can see. This connection lasts until you use this spell to connect with another creature.

Grimoire

2

Book of Tyfar

Wild Flame: Make a Spellcast Roll against up to three enemies in melee range of you. A flame erupts from your hand, dealing 2d6 magic damage and a Stress to any you succeed against.

Magic Hand: You can reach out with a magical hand the same size and strength as your own to anywhere within far range of you.

Mysterious Mist: Use an action to spend a Hope and cast a temporary, thick fog that encircles a stationary area up to very close range your current location. Everyone within is Hidden to anybody outside the fog.

Grimoire

Level 2

2

Book of Sitil

Adjust Appearance: You can magically shift your appearance and clothing to avoid recognition.

Parallela: Spend a Hope to cast this spell on yourself or one ally close to you. The next time that creature makes an attack, they can split the damage between any targets in range that the attack roll succeeds against.

Illusion: Make a Spellcast Roll ( 14). On a success, create a temporary visual illusion no larger than you within close range that will last for as long as you look at it. It holds up to scrutiny until an observer is within melee range.

Grimoire

2

Book of Vagras

Runic Lock: You can infuse a rune upon an object you are touching that can close (a lock, chest, box, bag, etc). It will lock the object from being opened by anyone besides those you choose. The spell can be broken by somebody with magic and an hour of time to study it.

Arcane Door: When you have no enemies in melee range, make a Spellcast Roll ( 13). On a success, spend a Hope to disappear from where you are and reappear somewhere within far range you can see.

Reveal: Make a Spellcast Roll. If there is anything hidden within close range the roll would succeed against, it is no longer hidden.

Grimoire

Level 3

2

Book of Korvax

Levitation: Make a Spellcast Roll to temporarily lift and move a target you can see up into the air within close range of where it currently is.

Recant: Spend a Hope and have a target make a Reaction Roll (15). On a failure, they forget the last minute of your conversation.

Rune Circle: Use an action to mark a Stress and create a temporary magical circle on the ground around you. Any creatures in melee range of this circle, or who enter melee range of this circle, take 2d12+4 magic damage and are pushed out at the end of their action.

Grimoire

2

Book of Norai

Mystic Tether: Make a Spellcast Roll against a target within far range. On a success, they are temporarily restrained and mark a Stress. If you target a flying creature, this brings them to the ground before restraining them.

Fireball: Make a Spellcast Roll against a target within very far range. On a success, you throw a sphere of fire towards them that explodes upon impact. The target and all creatures very close to them must make a Reaction Roll (12). On a failure, they take d8+5 magic damage using your proficiency. On a success, they take half damage (rounded up).

Grimoire

Level 4

2

Book of Exota

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.

Create Construct: Spend a Hope to choose a group of objects around you and create an animated construct from them that obeys basic commands. Use a Spellcast Roll to command it to take action. When necessary, it shares your Evasion and Traits and its attacks deal 2d10+3 physical damage. You can only hold one construct at a time and it falls apart when it is hit for any amount of damage.

Grimoire

2

Book of Grynn

Arcane Deflection: Once per long rest, spend a Hope to completely negate any incoming damage from a single attack on you or an ally very close to you.

Time Lock: Target a non-living object within far range. That object stops in time and space exactly where it is until the end of the scene. If a creature tries to move it, make a Spellcast Roll against them to maintain this spell.

Wall of Flame: Use an action to mark a Stress and create a temporary wall of magical flame between two points within far range. Anything that passes through it takes 4d10+3 magic damage.

Grimoire

Level 5

2

Manifest Wall

Spellcast Roll ( 15). On a success, once per short rest, spend a Hope to create a temporary magical wall at any angle up to 50 feet high from one point, within far range of you, to another. Any creatures or objects in its path are shunted to one side. It will dissipate at the end of your next long rest, or when you use this spell again.

Spell

2

Teleport

Once per long rest, you have the ability to instantly teleport yourself and a number of others within close range up to your Level somewhere you’re aware of. Choose one option below to gain additional modifiers, then make a Spellcast Roll ( 16):

  • If you know the place very well, take +5.
  • If you’ve visited the place frequently, take +3.
  • If you’ve visited the place infrequently, take +1.
  • If you’ve only been there once, no modifiers.
  • If you’ve never been there, take -4.

On a success, you appear where you were intending to go. On a failure, you appear off course, with the range of failure signifying how far off course.

Spell

Level 6

0

Banish

Choose a target creature within close range. You can temporarily banish them from this realm. Use an action to roll an amount of d20s equal to your Spellcast Trait and tell the GM the highest result. The GM must make a Reaction Roll with a target number of this result.

On a success, they mark a Stress. If they fail, once per short rest, they are banished. On any rolls the PCs make with Fear, the GM reduces the target number by one and makes another Reaction Roll. If it succeeds, the creature returns from banishment.

Spell

2

Sigil of Retribution

Use an action to give the GM a Fear and mark a close enemy with a Sigil of Retribution. Every time that enemy does damage to you or your allies, put a d8 on this card up to a maximum of your level. Any time you attack this enemy, you may choose to roll these dice and add their value to your total damage. This spell ends when you cast this spell on another creature.

Spell

Level 7

0

Book of Homet

Pass Through: Make a Spellcast Roll ( 13) on a wall or door within close range. On a success, once per short rest, you and anyone who is touching you can pass through it. The spell drops once everyone is on the other side.

Plane Gate: Make a Spellcast Roll ( 14). On a success, once per long rest, you open a gateway to a location in another dimension or plane of existence that you are aware of. This gateway lasts for 1 minute, or until you wish it to close.

Grimoire

2

Codex Touched

When a majority of the domain cards in your loadout are from the Codex domain:

  • You can always mark a Stress to add your proficiency to a spellcast roll.
  • Once per short rest, you may replace this card with any card from your Vault instead without paying a Recall cost.

Ability

Level 8

2

Book of Vyola

Memory Delve: Make a Spellcast Roll against a target within far range. On a success, you get into the mind of the creature and ask a question. The GM will describe any memories they have that pertain to the answer.

Shared Clarity: Once per long rest, spend Hope to choose two willing creatures. Whenever one of them should mark stress, they can choose between the two of them who marks it. This spell will automatically end at their next rest.

Grimoire

3

Haven

When you have a few minutes of calm to focus, you may spend 2 Hope to summon your Haven, a large interdimensional home for you and your allies to take shelter in. When you do, a magical door appears somewhere within close distance of you and is only enterable by those you choose. Once inside, you can make the entrance invisible. You and anyone else inside can always exit. Once you leave, the doorway must be summoned again.

When you take a rest within your own Haven, you can take an additional Downtime Action.

Spell

Level 9

4

Book of Ronin

Transform: Make a Spellcast Roll ( 15). On a success, immediately transform into the shape of an inanimate object you can picture in your mind no larger than twice your normal size. You can remain in this shape until you take Hit Point damage. You can move in this form, but it might draw attention.

Stable Portal: Once per long rest, use an action to mark a Stress and choose two points within very far distance of you. A temporary portal will open up at both of those points, and any creature may use this portal to move between these two points freely. The spell will end at your next short rest.

Grimoire

4

Disintegration Wave

Make a Spellcast Roll ( 14). On a success, once per long rest, the GM will tell you what enemies within far range have a difficulty of 18 or lower. You may mark a Stress for each one you wish to hit with this spell. They are immediately killed and cannot come back to life by any means.

Spell

Level 10

2

Book of Yarrow

Timejammer: Make a Spellcast Roll ( 18). On a success, time temporarily slows to a halt for everyone within far range except for you. It will automatically resume the next time you make an action roll that targets another creature.

Magic Immunity: Spend 5 Hope to become immune to magic damage until your next short rest.

Grimoire

1

Transcendent Union

Once per long rest, spend 5 Hope to cast this spell on two or more willing creatures that wish to be bonded. Until your next short rest, any creatures that have this union with each other can always share Hit Points Slots and Stress Slots between them.

Spell