Domains

Domains are the core themes of each class. The combination of two domains forms the basis for each class's abilities and spells, which you gain from your domain cards. Near the end of character creation, you'll pick your first cards from your chosen class's domains.


Arcana

Arcana is the domain of innate and instinctual magic. Those who choose this path tap into the raw, enigmatic forces of the realms to manipulate both their own energy and the elements. Arcana offers wielders a volatile power, but it is incredibly potent when correctly channelled.

Blade

Blade is the domain of weapon mastery. Whether by steel, bow, or perhaps a more specialised arm, those who follow this path have the skill to cut short the lives of others. Wielders of Blade dedicate themselves to achieving inexorable power over death.

Bone

Bone is the domain of tactics and the body. Practitioners of this domain have an uncanny control over their own physical abilities and an eye for predicting the behaviours of others in combat. Adherents to Bone gain an unparalleled understanding of bodies and their movements.

Codex

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

Grace

Grace is the domain of charisma. Through rapturous storytelling, charming spells, or a shroud of lies, those who channel this power define the realities of their adversaries, bending perception to their will. Grace offers its wielders raw magnetism and mastery over language.

Midnight

Midnight is the domain of shadows and secrecy. Whether by clever tricks, deft magic, or the cloak of night, those who channel these forces practice the art of obscurity and can uncover sequestered treasures. Midnight offers practitioners the power to control and create enigmas.

Sage

Sage is the domain of the natural world. Those who walk this path tap into the unfettered power of the earth and its creatures to unleash raw magic. Sage grants its adherents the vitality of a blooming flower and the ferocity of a ravenous predator.

Splendor

Splendor is the domain of life. Through this magic, followers gain the ability to heal and, to an extent, control death. Splendor offers its disciples the magnificent ability to both give and end life.

Valor

Valor is the domain of protection. Whether through attack or defence, those who choose this discipline channel formidable strength to protect their allies in battle. Valor offers great power to those who raise their shields in defence of others.


Reading Domain Cards

During character creation and as your character levels up, you'll gain increasingly powerful domain cards, which provide features you can utilise during your adventures.

Some domain cards provide moves you can make, such as a unique attack or a spell. Others offer passive effects (which always apply while you hold that card), new abilities to use during downtime or social encounters, or even one-time benefits.

Each domain card includes five elements:

  1. Level: The number in the top left of the card indicates the card's level. You can only choose domain cards of your level or lower.

  2. Domain: Beneath the card's level there is a symbol indicating its domain. You can only choose cards from your class's domains.

  3. Recall Cost: The number and lightning bolt in the top right of the card shows its Recall Cost. This doesn't affect you at character creation, but once you reach level 5, you'll have more cards than space in your loadout (your set of five active cards; see the "Loadout and Vault" section on page 101). You can normally only move an inactive card from your vault to your loadout during downtime, but you can mark a number of Stress equal to a card's Recall Cost to swap it immediately.

  4. Type: The card's type is listed in the centre above the title. There are three types of domain cards: abilities, spells, and grimoires. Abilities are typically mundane in nature, while spells are magical. Grimoires are unique to the Codex domain and are a collection of smaller spells bundled together. Some game mechanics only apply to certain types of cards.

  5. Feature: The text on the bottom half of the card describes its feature, including any special rules you need to follow when you use that card.