Codex Domain¶
Level 1¶
Book of Ava¶
Level 1 Codex Grimoire | Recall Cost: 2
Power Psalm: Make a Spellcast Roll against a target within Melee range. On a success, they're knocked back to Far range and take d8+2 magic damage using your Proficiency.
Tova's Armour: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tova's Armour again.
Ice Spike: Make a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make a Spellcast Roll against the target's Difficulty instead. On a success, deal d8 physical damage using your Proficiency.
Book of Illiat¶
Level 1 Codex Grimoire | Recall Cost: 2
Shimmer: Make a Spellcast Roll against a target Very Close range. On a success, they're Afeared until they take the turn to clear this condition.
Arcana Damage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.
Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.
Book of Tyfar¶
Level 1 Codex Grimoire | Recall Cost: 2
Wild Form: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d8 magic damage and must mark a Stress as flitness fades from your hand.
Magic Mend: You conjure a magical hand with the same size and strength as your own within Far range.
Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a discretionary within Very Close range. The fog heavily obscures this area and everything in it.
Level 2¶
Book of Stíl¶
Level 2 Codex Grimoire | Recall Cost: 2
Adjust Appearance: You magically shift your appearance and clothing to avoid recognition.
Pendulaic Spend 2 Hope to cast this spell on yourself or an ally within Close range. The next time the target makes an attack, they can add an additional target within range that their attack roll would succeed against. You can only hold this spell on one creature at a time.
Illusion: Make a Spellcast Roll (14). On a success, create a temporary visual illusion no larger than you within Close range that lasts for as long as you look at it. It holds up to scrutiny until an observer is within Melee range.
Book of Vagras¶
Level 2 Codex Grimoire | Recall Cost: 2
Rusty Lock: Make a Spellcast Roll (15) on an object you touched that can close (such as a lock, chest, or box). Once per rest on a success, you can lock the object so it can only be opened by creatures of your choice. Someone has access to magic and an hour of time to study the spell can break it.
Arcane Doors: When you have no adversaries within Melee range, make a Spellcast Roll (12). On a success, spend a Hope to create a portal from where you are to a point elsewhere you've been to. It sits open until a creature has passed through it.
Reveal: Make a Spellcast Roll (8) to find anything magically hidden within Melee range. If it is warded.
Level 3¶
Book of Norai¶
Level 3 Codex Grimoire | Recall Cost: 2
Mystic Tether: Make a Spellcast Roll against a target within Far range. On a success, they're temporarily Restrained and must mark a Stress. If you target a flying creature, this spell grounds and temporarily Restrains them.
Fireball: Make a Spellcast Roll against all creatures within Very Far range. On a success, a puff of fire forwards beyond that then explodes on impact. The target and all creatures within Close range of them must make a Reaction Roll (13). Targets who fail take 2d10+3 physical damage. Targets who succeed take half damage.
Book of Korvax¶
Level 3 Codex Grimoire | Recall Cost: 2
Aversion: Make a Spellcast Roll to temporarily lift a target you can see up into the air and move them within Close range of their original position.
Reason: Spend a Hope to force a target within Melee range to make a Reaction Roll (15). On a failure, they forget the last minute of your conversation.
Rune Circle: Mark a Stress to create a temporary magical circle on the ground where you stand. All adversaries within Melee range, or who enter Melee range, take 2d12+4 magic damage and are knocked back to Very Close range.
Level 4¶
Book of Exota¶
Level 4 Codex Grimoire | Recall Cost: 3
Repudiate: You can interrupt a magical effect taking place. Make a reaction roll using your Spellcast trait. Once per rest on a success, the effect stops and any consequences are avoided.
Create Construct: Spend a Hope to choose a group of objects around you and create an animated construct from them that obeys basic commands. Make a Spellcast Roll to command them to take action. When necessary, they share your Evasion and traits and their attacks deal 2d10+3 physical damage. You can only maintain one construct at a time. Constructs end when they take any amount of damage.
Book of Grymn¶
Level 4 Codex Grimoire | Recall Cost: 2
Arcane Deflection: Once per long rest, spend a Hope to negate the damage of an attack targeting you or an ally within Very Close range.
Time Lock: Target an object within Far range. That object stops in time and space exactly where it is until your next rest. If a creature tries to move it, make a Spellcast Roll against them to maintain this spell.
Wall of Flame: Make a Spellcast Roll (13). On a success, create a temporary wall of magical flame between two points within Far range. All creatures in its path must choose a side to be on, and anything that subsequently passes through the wall takes 4d10+3 magic damage.
Level 5¶
Manifest Wall¶
Level 5 Codex Spell | Recall Cost: 2
Make a Spellcast Roll (15). Once per rest on a success, spend a Hope to create a temporary magical wall between two points within Far range. It can be up to 50 feet high and form at any angle. Creatures or objects in its path are shunted to a side of your choice. The wall stays up until your next rest or you cast Manifest Wall again.
Teleport¶
Level 5 Codex Spell | Recall Cost: 2
Once per long rest, you can instantly teleport yourself and any number of willing targets within Close range to a place you've been before. Choose one of the following options, then make a Spellcast Roll (16):
- If you take the place very well, gain a +3 bonus.
- If you've visited the place frequently, gain a +1 bonus.
- If you've visited the place once, gain no modifier.
- If you've only been there once, gain a -2 penalty.
On a success, you appear where you were intending to go. On a failure, make a Reaction Roll and determine how far off course (in a random direction) you are.
Level 6¶
Banish¶
Level 6 Codex Spell | Recall Cost: 1
Make a Spellcast Roll against a target within Close range. On a success, roll a number of d20s equal to your Spellcast trait. The target must make a reaction roll with a Difficulty equal to your highest result. On a success, the target must mark a Stress but on a failure, they are banished from this realm.
Unless the PCs roll with Fear, the Difficulty gains a -1 penalty and the target makes another reaction roll. On a success, they return from banishment.
Sigil of Retribution¶
Level 6 Codex Spell | Recall Cost: 2
Mark an adversary within Close range with a sigil of retribution. The GM gains a Fear. When the marked adversary deals damage to you or your allies, place a d8 on this card. You can hold a number of d8s equal to your level.
When you successfully attack the marked adversary, roll the dice on this card and add the total to your damage roll, then clear the dice. This effect ends when the marked adversary is defeated or you spend a Sigil of Retribution again.
Level 7¶
Book of Homet¶
Level 7 Codex Grimoire | Recall Cost: 2
Paw Through: Make a Spellcast Roll (11). Once per rest on a success, you and all creatures touching you can pass through a wall or door within Close range. The effect ends once everyone is on the other side.
Plane Gate: Make a Spellcast Roll (14). Once per long rest on a success, open a gateway to a location in another plane or a familiar place you've been to before. This gateway lasts until the end of the scene.
Codex-Touched¶
Level 7 Codex Ability | Recall Cost: 3
When 4 or more of the domain cards in your loadout are from the Codex domain, gain the following benefits:
- You can mark a Stress to add your Proficiency to a Spellcast Roll.
- Once per rest, replace this card with any card from your vault without paying its Recall Cost.
Level 8¶
Safe Haven¶
Level 8 Codex Spell | Recall Cost: 3
When you have a few minutes of calm to focus, you can spend 2 Hope to summon your Safe Haven, a large interdimensional home where you and your allies can take shelter. When you do, a magical door appears somewhere within Close range. Only creatures of your choice can enter. 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 Safe Haven, you can choose an additional downtime move.
Book of Ykala¶
Level 8 Codex Grimoire | Recall Cost: 2
Memory Delay: Make a Spellcast Roll against a target within Far range. On a success, peer into the target's mind and ask the GM a question. The GM describes any memories the target has pertaining to the answer.
Shared Clarity: Once per long rest, spend a Hope to choose two willing creatures. When one of them would mark Stress, they can choose between the two of them who marks it. This spell lasts until their next rest.
Level 9¶
Book of Ronin¶
Level 9 Codex Grimoire | Recall Cost: 1
Transform: Make a Spellcast Roll (15). On a success, transform into an inanimate object no larger than twice your normal size. You can remain in this shape until you take damage.
Erasure Expunge: Once per long rest, make a Spellcast Roll against a target within Close range. On a success, they become permanently Vulnerable. They can't clear this condition by any means.
Disintegration Wave: Make a Spellcast Roll against all adversaries within Far range who have a Difficulty of 18 or lower. Mark a Stress for each one you wish to die with its spell. They are killed and can't come back to life by any means.
Level 10¶
Book of Yarrow¶
Level 10 Codex Grimoire | Recall Cost: 2
Timestop: Make a Spellcast Roll (19). On a success, time temporarily slows to a halt for everyone within Far range except for you. It resumes the next time you make an action roll that requires another creature.
Magic Immunity: Spend 5 Hope to become immune to magic damage until your next rest.
Transcendent Union: Once per long rest, you can spend 5 Hope to cast this spell on two or more willing creatures. Until your next rest, when a creature connected by this union would mark Stress or Hit Points, the connected creatures can choose who marks it.