Domain Cards
Browse ability cards across all nine domains. Each class unlocks two domains, and characters choose two new cards per level.

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. The ward’s holder can spend a Hope to reduce incoming damage by 1d8.
If the Ward Die result is 8, the ward’s power ends after it reduces damage this turn. It can be recharged for free on your next rest.

1
Unleash Chaos
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them. On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait).
At the end of each session, clear all unspent tokens.

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. This lasts until the end of the scene or you cast Wall Walk again.

2
Cinder Grasp
Make a Spellcast Roll against a target within Melee range. On a success, the target instantly bursts into flames, takes 1d20+3 magic damage, and is temporarily lit On Fire.
When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.

2
Floating Eye
Spend a Hope to create a single, small floating orb that you can move anywhere within Very Far range. While this spell is active, you can see through the orb as though you’re looking out from its position. You can transition between using your own senses and seeing through the orb freely. If the orb takes damage or moves out of range, the spell ends.

3
Counterspell
You can interrupt a magical effect taking place by making a reaction roll using your Spellcast trait. On a success, the effect stops and any consequences are avoided, and this card is placed in your vault.

3
Flight
Make a Spellcast Roll (15). On a success, place a number of tokens equal to your Agility on this card (minimum 1). When you make an action roll while flying, spend a token from this card. After the action that spends the last token is resolved, you descend to the ground directly below you.
7 domain cards