领域卡查询Domain Card Reference

奥术领域 ARCANA

符文护符 RUNE WARD

1 级 奥术 法术 回想费用:0
你拥有一件意义深远的个人小饰品,可以注入防护魔法,由你或一位盟友持有作为护身符。描述一下它是什么以及它对你为何重要。持有护身符的人可以花费 1 希望点来减少即将到来的伤害,数值为 1d8。 如果掷出的结果是 8 ,则该护身符在本回合减少伤害后其力量消失。你可以在下次休息时免费为其充能。

释放混沌 UNLEASH CHAOS

1 级 奥术 法术 回想费用:1
在一场游戏开始时,在此牌上放置数量等同于你施法属性值的指示物。 对远距离范围内的一个目标进行一次施法掷骰,并花费任意数量的指示物,引导你内在的原始能量向其释放。成功时,掷出等同于你花费指示物数量的 d10,对目标造成等量的魔法伤害。标记 1 压力点以补满此牌上的指示物(最多至你的施法属性值)。在每场游戏结束时,清除所有未使用的指示物。

墙面行走 WALL WALK

1 级 奥术 法术 回想费用:1
花费 1 希望点,让你能接触到的生物可以像在地面上行走一样轻松地攀爬墙壁和天花板。此效果持续到场景结束,或直到你再次施放墙面行走。

余烬之握 CINDER GRASP

2 级 奥术 法术 回想费用:1
对近战范围内的一个目标进行一次施法掷骰。成功时,目标会立即燃起火焰,受到 1d20+3 点魔法伤害,并暂时处于 点燃 状态。 当一个生物在 点燃 状态下使用动作时,如果在其动作结束时仍具有 点燃 状态,则必须额外受到 2d6 点魔法伤害。

浮游之眼 FLOATING EYE

2 级 奥术 法术 回想费用:0
花费 1 希望点,创造一个小型浮游光球,你可以在极远距离范围内将其移动到任何地方。当此法术激活时,你可以通过光球观察,如同你正从其位置向外看一样。你可以在使用自己的感官和通过光球视物之间自由切换。如果光球受到伤害或离开范围,法术结束。

法术反制 COUNTERSPELL

3 级 奥术 法术 回想费用:2
你可以通过使用你的施法属性进行一次反应掷骰中断正在发生的魔法效果。成功时,效果停止,并且避免任何后果,此卡被放入你的宝库。

飞行奇术 FLIGHT

3 级 奥术 法术 回想费用:1
进行一次施法掷骰 (15)。成功时,在此卡上放置等同于你敏捷属性数量的指示物(最少 1 个)。当你在飞行时进行一次动作掷骰时,从这张卡上花费一个指示物。在花费最后一个指示物的行动结算后,你将直接降落到你正下方的地面上。

闪烁现身 BLINK OUT

4 级 奥术 法术 回想费用:1
进行一次施法掷骰 (12)。成功时,花费 1 希望点传送到你在远距离范围内能看到的另一个点。如果任何自愿的生物在邻近范围内,为每个生物额外花费 1 希望点以将其带上。

护身爆发 PRESERVATION BLAST

4 级 奥术 法术 回想费用:2
对近战范围内的所有目标进行一次施法掷骰。你成功对抗的目标将被迫后退至远距离范围处,并使用你的施法属性使其受到 d8+3 点魔法伤害。

连锁闪电 CHAIN LIGHTNING

5 级 奥术 法术 回想费用:1
标记 2 压力点以进行一次施法掷骰,对近距离范围内的所有目标释放闪电。你成功对抗的目标必须进行一次反应掷骰,难度等于你的施法掷骰结果。掷骰失败的目标受到 2d8+4 点魔法伤害。未被连锁闪电指定,且在受到伤害的前一个目标近距离范围内的额外敌人,也必须进行反应掷骰。掷骰失败的目标受到 2d8+4 点魔法伤害。此连锁效应持续至范围内没有更多敌对生物为止。

预见未来 PREMONITION

5 级 奥术 法术 回想费用:2
你可以引导奥术能量来预见未来。每长休一次,在游戏主持人告知你进行的一次掷骰结果后,你可以立即撤销该行动及其结果,如同它们从未发生过一样,并以另一行动替代。

裂隙行者 RIFT WALKER

6 级 奥术 法术 回想费用:2
进行一次施法掷骰 (15)。成功时,你在当前站立的地面上放置一个奥术标记。下次你成功施放裂隙行者时,空间中会打开一道裂隙,提供一条能够返回标记所在精确位置的安全通道。这道裂隙会保持开启,直到你选择关闭它或施放另一个法术。 你可以在任何时候取消该法术,以便再次施放裂隙行者并将标记放置在新的位置。

心灵遥控 TELEKINESIS

6 级 奥术 法术 回想费用:0
对远距离范围内的一个目标进行一次施法掷骰。成功时,你可以用意念将其移动到其原位置远距离范围内的任何地方。你可以进行一次额外的施法掷骰,将被举起的目标投掷出去用于攻击第二个目标。成功时,使用你的熟练值对第二个目标造成 d12+4 点物理伤害。此法术随后结束。

奥术恩泽 ARCANA-TOUCHED

7 级 奥术 能力 回想费用:2
当你的配置中有 4 张或更多领域卡来自奥术领域时,获得下列增益: - 施法掷骰获得 +1 加值 - 每次休息一次,你可以交换你的希望骰和恐惧骰的结果。

匿踪诡术 CLOAKING BLAST

7 级 奥术 法术 回想费用:2
当你成功进行施法掷骰施放其他法术时,你可以花费 1 希望点来获得 隐匿 状态。处于 隐匿 状态时,如果当敌人移动到通常能看到你的位置时你保持静止,你将保持不被看见。当你移动进入或在敌人的视线范围内移动,或进行攻击时,你将不再处于 隐匿 状态。

奥术反射 ARCANE REFLECTION

8 级 奥术 法术 回想费用:1
当你将要受到魔法伤害时,你可以花费任意数量的希望来掷出同等数量的 d6。如果任何一个骰子掷出 6 ,该攻击将被反射回施法者,转而对其造成伤害。

惑像灵光 CONFUSING AURA

8 级 奥术 法术 回想费用:2
进行一次施法掷骰 (14)。每长休一次,成功后,你在身体周围创造一层幻象,使人难以确定你的确切位置。标记任意数量的压力点以创造等量的额外层数。当敌人对你进行攻击时,掷出等同于当前活跃层数数量的 d6。如果任何骰子掷出 5 或更高,摧毁一层灵光,且该攻击失败。如果所有结果都为 4 或更低,你承受伤害,并且该法术结束。

地动山摇 EARTHQUAKE

9 级 奥术 法术 回想费用:2
进行一次施法掷骰 (16)。每次休息一次,成功后,极远距离范围内所有不处于飞行中的目标必须进行一次反应掷骰 (18)。失败的目标承受 3d10+8 点物理伤害并暂时处于 脆弱 状态。成功的目标承受一半伤害。 此外,当你成功进行施法掷骰时,极远距离范围内的所有地形变得难以通行,并且该范围内的建筑可能会受到伤害或坍塌。

感官投射 SENSORY PROJECTION

9 级 奥术 法术 回想费用:0
每次休息一次,进行一次施法掷骰 (15)。成功后,进入一个幻象,让你清晰地看见和听见你曾去过的任何地方,仿佛你此刻正身临其境。你可以在此幻象中自由移动,不受物理身体的物理或阻碍限制。此法术无法通过普通或魔法手段被侦测到。你在受到伤害或施放另一个法术时会脱离此幻象。

调整现实 ADJUST REALITY

10 级 奥术 法术 回想费用:1
在你或一个自愿的盟友进行任何掷骰后,你可以花费 5 希望点来将该掷骰的数值结果改变为你选择的一个结果。该结果必须在骰子范围内的合理值。

星辰陨落 FALLING SKY

10 级 奥术 法术 回想费用:1
对远距离范围内的所有敌人进行一次施法掷骰标记 任意数量 压力点,使奥术碎片从天而降。对你成功对抗的所有目标,你每标记 1 压力点,使其承受 1d20+2 点魔法伤害。

利刃领域 BLADE

卷土重来 GET BACK UP

1 级 利刃 能力 回想费用:1
当你承受严重伤害时,你可以标记 1 压力点来将伤害等级降低一级。

还不够好 NOT GOOD ENOUGH

1 级 利刃 能力 回想费用:1
当你掷伤害骰时,你可以重掷所有 1 点或 2 点。

旋风猛袭 WHIRLWIND

1 级 利刃 能力 回想费用:0
当你对邻近范围内的一个目标进行一次成功的攻击时,你可以花费 1 希望点来对邻近范围内的所有其他目标使用这次攻击。你用此能力成功攻击到的所有额外敌人承受一半的伤害。

老兵羁绊 A SOLDIER'S BOND

2 级 利刃 能力 回想费用:1
每长休一次,当你赞美某人或询问他们擅长的事物时,你们双方都可以获得 3 希望点

鲁莽攻击 RECKLESS

2 级 利刃 能力 回想费用:1
标记 1 压力点以在一次攻击中获得优势。

快步急闪 SCRAMBLE

3 级 利刃 能力 回想费用:1
每次休息一次,当近战范围内的生物即将对你造成伤害时,你可以避开攻击并安全地移动到敌人近战范围之外。

多面武者 VERSATILE FIGHTER

3 级 利刃 能力 回想费用:1
你可以为已装备的武器使用不同的属性,而不是武器所要求的属性。 当你造成伤害时,你可以标记 1 压力点,将其中一个伤害骰取最大结果,而不是其掷骰结果。

致命专注 DEADLY FOCUS

4 级 利刃 能力 回想费用:2
每次休息一次,你可以集中所有注意力于你选择的一个目标。你获得 +1 熟练加值,直至你攻击另一个生物、击败该目标或战斗结束时。

强化护甲 FORTIFIED ARMOR

4 级 利刃 能力 回想费用:0
当你穿着护甲时,你的所有伤害阈值获得 +2 加值。

勇士锐锋 CHAMPION'S EDGE

5 级 利刃 能力 回想费用:1
当你攻击获得关键成功时,你可以花费至多 3 希望点,并为每点花费的希望选择下列效果之一: - 你恢复 1 生命点。 - 你清除 1 护甲槽。 - 目标必须额外标记 1 生命点。 你不能选择同一项效果超过一次。

蓬勃生命 VITALITY

5 级 利刃 能力 回想费用:0
当你选择此牌时,选择永久获得下列选项中的两项: - 一个压力槽 - 一个生命槽 - 你的所有伤害阈值获得 +2 加值 然后将此牌永久放入你的宝库。

久经沙场 BATTLE-HARDENED

6 级 利刃 能力 回想费用:2
每长休一次,当你将进行死亡行动时,你可以花费 1 希望点恢复 1 生命点,而非进行死亡行动。

怒意重击 RAGE UP

6 级 利刃 能力 回想费用:1
在你进行攻击之前,你可以标记 1 压力点,使你的伤害掷骰获得等同于你力量值两倍的加值。 每次攻击你可以怒意重击两次。

利刃恩泽 BLADE-TOUCHED

7 级 利刃 能力 回想费用:1
当你的配置中有 4 张或更多领域卡来自利刃领域时,获得下列增益: - 你的攻击掷骰获得 +2 加值 - 你的严重伤害阈值获得 +4 加值

斜掠攻势 GLANCING BLOW

7 级 利刃 能力 回想费用:1
当你攻击失败时,你可以标记 1 压力点,使用你熟练值的一半来造成武器伤害。

战斗咆哮 BATTLE CRY

8 级 利刃 能力 回想费用:2
每长休一次,当你在向危险发起冲锋时,你可以发出振奋人心的呼唤,激励你的盟友。所有能听到你的盟友各清除 1 压力点,并获得 1 希望点。此外,你的盟友在攻击掷骰上获得优势,直到你或一名盟友掷出恐惧失败。

狂怒出击 FRENZY

8 级 利刃 能力 回想费用:3
每长休一次,你可以进入 狂怒 状态,直到视野范围内没有更多敌人为止。 处于 狂怒 状态时,你不能标记护甲槽,你的伤害掷骰获得 +10 加值,你的严重伤害阈值获得 +8 加值。

血与荣耀 GORE AND GLORY

9 级 利刃 能力 回想费用:2
当你使用武器攻击获得关键成功时,额外获得 1 希望点清除 1 压力点。 此外,当你造成足够的伤害击败敌人时,获得 1 希望点清除 1 压力点

死亡收割 REAPER'S STRIKE

9 级 利刃 能力 回想费用:3
每长休一次,花费 1 希望点进行一次攻击掷骰。游戏主持人会告诉你范围内哪些目标可被攻击。选择其中一个目标,并迫使其标记 5 生命点

战场猛兽 BATTLE MONSTER

10 级 利刃 能力 回想费用:0
当你对敌人进行成功攻击时,你可以标记 4 压力点,迫使目标标记等同于你当前已标记生命点数的生命点,而不是掷骰决定伤害。

猛攻强袭 ONSLAUGHT

10 级 利刃 能力 回想费用:3
当你成功使用武器进行攻击时,你造成的伤害不会低于目标的重度伤害阈值(目标总是至少标记 2 生命点)。 此外,当一个位于你武器射程内的生物对你的盟友造成伤害,且该攻击不包含你时,你可以标记 1 压力点,迫使其进行一次反应掷骰(15)。如果失败,目标必须标记 1 生命点

骸骨领域 BONE

灵巧机动 DEFT MANEUVERS

1 级 骸骨 能力 回想费用:0
每次休息一次,标记 1 压力点,可以在远距离范围内冲刺到任意地点,无需进行敏捷掷骰。 如果你在此移动结束时处于一个敌人的近战范围内,并立即对其发起攻击,你的攻击掷骰获得 +1 加值。

先见之明 I SEE IT COMING

1 级 骸骨 能力 回想费用:1
当你成为来自近战范围之外的攻击目标时,你可以标记 1 压力点,掷一个 d4,并获得等同于结果的闪避值加值来对抗该攻击。

不可侵犯 UNTOUCHABLE

1 级 骸骨 能力 回想费用:1
你的闪避值获得等同于你敏捷值一半的加值。

凶猛残暴 FEROCITY

2 级 骸骨 能力 回想费用:2
当你使一个敌人标记 1 或更多生命点时,你可以花费 2 希望点,你的闪避值提高等同于其已被标记的生命点数。此加值持续到对你进行的下一次攻击之后。

战术方针 STRATEGIC APPROACH

2 级 骸骨 能力 回想费用:1
在一次长休后,在此卡上放置等同于你知识属性值的指示物(最少 1 个)。当你第一次移动到与一个敌人处于近距离范围以内并对其进行攻击时,你可以花费一个指示物来选择下列选项之一: - 你进行此次攻击时具有优势。 - 你使一个处于该敌人近战范围内的盟友清除 1 压力点。 - 你在你的伤害掷骰中增加一个 d8。 当你进行长休时,清除所有未使用的指示物。

警戒防备 BRACE

3 级 骸骨 能力 回想费用:1
当你标记 1 护甲槽来减少受到的伤害时,你可以标记 1 压力点来额外标记 1 护甲槽

战术行家 TACTICIAN

3 级 骸骨 能力 回想费用:1
当你帮助一个盟友时,其可以花费 1 希望点,将你的一项经历作为加值加入其掷骰结果中,并与你的优势骰一同掷出。 进行接力掷骰时,你可以掷一个 d20 作为你的希望骰。

高高跃起 BOOST

4 级 骸骨 能力 回想费用:1
标记 1 压力点,从近距离范围内的自愿盟友处借力,冲向空中,对远距离范围内的一个目标进行一次空中攻击。这次攻击你获得优势,在伤害掷骰中额外加上一个 d10,并在目标近战范围内结束你的行动。

借力打力 REDIRECT

4 级 骸骨 能力 回想费用:1
当一次来自近战范围之外、针对你的攻击失败时,掷出等同于你熟练值的 d6。如果任意一个骰子掷出 6 ,你可以标记 1 压力点,将这次攻击改为对邻近范围内的一名敌人造成伤害。

知己知彼 KNOW THY ENEMY

5 级 骸骨 能力 回想费用:1
观察一个生物时,你可以对其进行一次本能掷骰。成功时,花费 1 希望点并向游戏主持人询问目标下列选项中的一组信息: - 其未标记的生命点和压力点。 - 其难度和伤害阈值。 - 其战术和普通攻击伤害骰。 - 其特性和经历。 此外,成功时,你可以标记 1 压力点从游戏主持人恐惧池中清除 1 恐惧点

招牌动作 SIGNATURE MOVE

5 级 骸骨 能力 回想费用:1
命名并描述你的招牌战斗动作。每次休息一次,当你执行此招牌动作作为你所采取行动的一部分时,你可以将一个 d20 作为你的希望骰进行掷骰。成功时,清除 1 压力点

迅速报复 RAPID RIPOSTE

6 级 骸骨 能力 回想费用:0
当一次来自近战范围内、针对你的攻击失败时,你可以标记 1 压力点并抓住机会,对攻击者造成你一件已装备武器的武器伤害。

恢复如新 RECOVERY

6 级 骸骨 能力 回想费用:1
在一次短休期间,你可以选择进行一次长休的休整行动。你可以花费 1 希望点让一个盟友也同样进行选择。

骸骨恩泽 BONE-TOUCHED

7 级 骸骨 能力 回想费用:2
当你的配置中有 4 张或更多领域卡来自骸骨领域时,获得下列增益: - 敏捷 +1
- 每次休息一次,你可以花费 3 希望点,使一次针对你的成功攻击转为失败。

残酷精准 CRUEL PRECISION

7 级 骸骨 能力 回想费用:1
当你使用武器成功攻击时,你的伤害掷骰获得等同于你的灵巧或敏捷的加值。

碎骨打击 BREAKING BLOW

8 级 骸骨 能力 回想费用:3
当你进行一次成功的攻击时,你可以标记 1 压力点,使下一次成功针对同一目标的攻击额外造成 2d12 点伤害。

缠斗乱战 WRANGLE

8 级 骸骨 能力 回想费用:1
对近距离范围内的所有目标进行一次敏捷掷骰。花费 1 希望点,将你成功对抗的目标,以及近距离范围内的任意自愿盟友,移动到近距离范围内的另一个位置。

生死边缘 ON THE BRINK

9 级 骸骨 能力 回想费用:1
当你未标记的生命点为 2 点或更少时,你不会受到轻度伤害。

分裂打击 SPLINTERING STRIKE

9 级 骸骨 能力 回想费用:3
花费 1 希望点,对你武器射程内的所有敌人进行一次攻击。每长休一次,对任意目标成功时,掷出你的武器伤害,然后你可以随意将这些伤害分配给你成功对抗的目标。当你对每一个目标造成伤害前,掷出一个额外的伤害骰,将其结果加入你对该目标造成的伤害中。

死亡奔袭 DEATHRUN

10 级 骸骨 能力 回想费用:1
花费 3 希望点,在战场上沿直线奔跑,直至到达远距离范围内的某个点,并对该路径上你武器射程内的所有敌人进行一次攻击。选择你成功对抗的目标造成伤害的顺序。对第一个目标掷出你的武器伤害骰时,你的熟练值获得 +1 加值。然后从你的伤害掷骰中移除一个骰子,并将剩余的伤害分配给下一个目标。每个后续目标均移除一个骰子,直到你没有更多的伤害骰或敌人为止。 每次攻击不能以同一个敌人为目标超过一次。

闪转腾挪 SWIFT STEP

10 级 骸骨 能力 回想费用:2
当一次针对你的攻击失败时,清除 1 压力点。你无压力点可供清除时,则获得 1 希望点

典籍领域 CODEX

艾娃之书 BOOK OF AVA

1 级 典籍 术典 回想费用:2
强力推撞: 对近战范围内的一个目标进行一次施法掷骰。成功时,目标被击退至远距离范围处,并受到使用你熟练值的 d10+2 点魔法伤害。 塔瓦的护甲: 花费 1 希望点,使你触碰到的一个目标护甲值获得 +1 加值,直到其下次休息或你再次施放塔瓦的护甲。 冰刺: 进行一次施法掷骰 (12),在远距离范围内召唤一根巨大的冰刺。如果你将其用作武器,则改为对目标的难度进行施法掷骰。成功时,造成使用你熟练值的 d6 点物理伤害。

伊利亚特之书 BOOK OF ILLIAT

1 级 典籍 术典 回想费用:2
睡眠术: 对邻近范围内的一个目标进行一次施法掷骰。成功时,目标处于 睡眠 状态,直到受到伤害或游戏主持人在其轮次花费 1 恐惧点以清除此状态。 奥术弹幕: 每次休息一次,花费任意数量的希望点,射出魔法投射物,攻击近距离范围内你选择的一个目标。掷出等同于花费希望点数量的 d6,对目标造成等量魔法伤害。 心灵感应: 花费 1 希望点,与一个你能看见的目标建立精神连接。此连接持续到你下次休息或你再次施放心灵感应。

提法之书 BOOK OF TYFAR

1 级 典籍 术典 回想费用:2
狂野明焰: 对近战范围内最多三个敌人进行一次施法掷骰。一团火焰在你的手中爆发,你成功对抗的每个目标受到 2d6 点魔法伤害且其必须标记 1 压力点魔法之手: 你在远距离范围内召唤出一只大小和力道与你自己的手相同的魔法之手。 神秘迷雾: 进行一次施法掷骰 (13),施放一片临时的浓雾,聚集在自身邻近范围内的固定区域。迷雾严重遮蔽该区域及其中的一切。

斯泰尔之书 BOOK OF SITIL

2 级 典籍 术典 回想费用:2
改变容貌: 通过魔法改变你的外貌和衣着,从而避免被认出。 平行复制: 花费 2 希望点,对你或近距离范围内的一个盟友施放此法术。目标下次进行攻击时,可以额外攻击范围内另一个其攻击掷骰成功对抗的目标。你一次只能对一个生物维持此法术。 幻象: 进行一次施法掷骰 (14)。成功时,在近距离范围内创造一个不超过你大小的临时视觉幻象,只要你看着它,幻象就会持续存在。幻象能够承受仔细观察,直到观察者进入其近战范围。

瓦格拉斯之书 BOOK OF VAGRAS

2 级 典籍 术典 回想费用:2
符文锁: 对你正在触碰的可以关闭的物体(如锁、箱子或盒子)进行一次施法掷骰 (15)。每次休息一次,成功时,你可以锁定该物体,使其只能由你选择的生物打开。拥有施法能力并且花费一小时研究该法术的人可以将其打破。 奥术之门: 当你近战范围内没有敌人时,进行一次施法掷骰 (13)。成功时,花费 1 希望点,从你所在的位置到你能看见的远距离范围内的一个点创造一个传送门。有生物穿过它后,它就会关闭。 揭示: 进行一次施法掷骰。如果近距离范围内有任何被魔法隐藏的东西,它就会被揭示出来。

库瓦斯之书 BOOK OF KORVAX

3 级 典籍 术典 回想费用:2
浮空术: 进行一次施法掷骰,暂时将一个你能看见的目标抬升到空中,并在其原位置的近距离范围内移动目标。 记忆倒回: 花费 1 希望点,迫使近战范围内的一个目标进行一次反应掷骰 (15)。失败时,对方会忘记你们谈话的最后一分钟。 符文圆环: 标记 1 压力点,在你站立的地方创造一个临时的魔法圆环。所有近战范围内的敌人,或者进入近战范围的敌人,受到 2d12+4 点魔法伤害,并被击退至邻近范围处。

诺莱伊之书 BOOK OF NORAI

3 级 典籍 术典 回想费用:2
神秘锁链: 对远距离范围内的一个目标进行一次施法掷骰。成功时,其暂时处于 束缚 状态且必须标记 1 压力点。如果你以一个飞行生物为目标,此法术会将其击落并使其暂时处于 束缚 状态。 火球术: 对极远距离范围内的一个目标进行一次施法掷骰。成功时,向其投掷一个火球,火球在撞击时爆炸。目标和其邻近范围内的所有生物必须进行一次反应掷骰 (13)。失败的目标受到使用你的熟练值的 d20+5 点魔法伤害。成功的目标受到一半伤害。

埃索塔之书 BOOK OF EXOTA

4 级 典籍 术典 回想费用:3
否决术: 你可以中断正在发生的魔法效果。使用你的施法属性进行一次反应掷骰。每次休息一次,成功时,效果停止,并避免任何后果。 创造构装体: 花费 1 希望点,选择你周围的一组物体,并从中创造一个活化构装体,其服从基本命令。 进行一次施法掷骰来命令其采取行动。必要时,其共享你的闪避值和属性,并且其攻击可造成 2d10+3 点物理伤害。你一次只能维持一个构装体,当它们受到任何伤害时就会散架。

格林之书 BOOK OF GRYNN

4 级 典籍 术典 回想费用:2
奥术偏转: 每长休一次,花费 1 希望点来抵消针对你或邻近范围内盟友的攻击伤害。 时滞之锁: 指定远距离范围内的一个物体。该物体在时间和空间中停滞,直到你下次休息。如果一个生物试图移动它,对其进行一次施法掷骰来维持此法术。 火焰墙: 进行一次施法掷骰 (15)。成功时,在远距离范围内的两点之间创造一道临时性的魔法火焰墙。所有在其路径上的生物必须选择站在哪一侧,随后穿过火焰墙的任何物体都会受到 4d10+3 点魔法伤害。

具现之墙 MANIFEST WALL

5 级 典籍 法术 回想费用:2
进行一次施法掷骰 (15)。每次休息一次,成功时,花费 1 希望点在远距离范围内的两点之间创造一道临时的魔法墙。它最高可达 50 英尺,并可以呈任何角度。在其路径上的生物或物体会被推到你选择的一侧。这道墙会一直存在,直到你下次休息或再次施放具现之墙。

传送术 TELEPORT

5 级 典籍 法术 回想费用:2
每长休一次,你可以立即将自己以及近距离范围内任意数量的自愿目标传送到你曾经去过的地方。选择下列选项之一,然后进行一次施法掷骰 (16): - 如果你对这个地方非常熟悉,获得 +3 加值。 - 如果你经常去这个地方,获得 +1 加值。 - 如果你很少去这个地方,不获得调整值。 - 如果你只去过那里一次,获得 −2 减值。 成功时,你出现在你打算去的地方。失败时,你出现在偏离预定地点的地方,偏离的距离取决于失败的程度。

放逐术 BANISH

6 级 典籍 法术 回想费用:0
对近距离范围内的一个目标进行一次施法掷骰。成功时,掷出等同于你施法属性的 d20。目标必须进行一次反应掷骰,难度等同于你最高掷骰结果。成功时,目标必须标记 1 压力点,但不会被放逐。每休息一次,失败时,其被放逐出这个界域。 当任意一名玩家角色掷出恐惧结果时,难度获得 −1 减值,且目标再进行一次反应掷骰。成功时,目标从放逐中返回。

惩戒符印 SIGIL OF RETRIBUTION

6 级 典籍 法术 回想费用:2
在近距离范围内的一个敌人身上标记一个惩戒符印。游戏主持人获得 1 恐惧点。当被标记的敌人对你或你的盟友造成伤害时,在此卡牌上放置一个 d8。你最多可以持有等同于你等级数量的 d8。当你成功攻击被标记的敌人时,掷出此卡牌上的骰子并将总和加入你的伤害掷骰中,然后移除对应骰子。当被标记的敌人被击败或你再次施放惩戒符印时,此效果结束。

霍梅特之书 BOOK OF HOMET

7 级 典籍 术典 回想费用:0
畅行无阻: 进行一次施法掷骰 (13)。每次休息一次,成功时,你和所有接触你的生物可以穿过近距离范围内的一堵墙或一扇门。当所有人都到达另一侧时,效果结束。 异界之门: 进行一次施法掷骰 (14)。每长休一次,成功时,打开一个通往你曾去过的另一个维度或存在位面的传送门。此传送门持续到你的下一次休息。

典籍恩泽 CODEX-TOUCHED

7 级 典籍 能力 回想费用:2
当你配置中的领域卡有 4 张或更多属于典籍领域时,获得下列增益: - 你可以标记 1 压力点,在一次施法掷骰中加上你的熟练值。 - 每次休息一次,你可以用你宝库中的任意一张卡牌替换此卡牌,无需支付其回想费用。

维奥拉之书 BOOK OF VYOLA

8 级 典籍 术典 回想费用:2
深掘记忆: 对远距离范围内的一个目标进行一次施法掷骰。成功时,窥探目标的思想并向游戏主持人提出一个问题。游戏主持人描述目标与答案相关的任何记忆。 共享明晰: 每长休一次,花费 1 希望点选择两个自愿生物。当其中一个生物将要标记压力时,他们可以选择由他们中的哪一个来标记。此法术持续到他们下一次休息。

避风港湾 SAFE HAVEN

8 级 典籍 法术 回想费用:3
当你拥有几分钟的平静来集中精神时,你可以花费 2 希望点召唤你的庇护所,这是一个大型维度的居所,你和你的盟友可以在其中避难。当你这样做时,一扇魔法门会出现在近距离范围内的某个地方。只有你选择的生物才能进入。进入后,你可以使入口隐形。你和里面的任何其他人总是可以离开。一旦你离开,必须再次召唤入口。 当你在你自己的庇护所内休息时,你可以选择一个额外的休整行动。

罗宁之书 BOOK OF RONIN

9 级 典籍 术典 回想费用:4
变形: 进行一次施法掷骰 (15)。成功时,变形为一个不超过你正常体型两倍的无生命物体。你可以保持这个形态直到受到伤害。 永恒衰弱: 每长休一次,对近距离范围内的一个目标进行一次施法掷骰。成功时,使其永久变为 脆弱 状态。其无法通过任何方式清除此状态。

解离波 DISINTEGRATION WAVE

9 级 典籍 法术 回想费用:4
进行一次施法掷骰 (18)。每长休一次,成功时,游戏主持人会告诉你远距离范围内哪些敌人的难度为 18 或更低。对于每一个你想用此法术命中的目标,标记 1 压力点。目标会被杀死,并且无法通过任何方式复活。

亚罗之书 BOOK OF YARROW

10 级 典籍 术典 回想费用:2
时间停滞: 进行一次施法掷骰 (18)。成功时,远距离范围内除了你之外的所有生物时间暂时停止。当你进行一次以其他生物为目标的动作掷骰时,时间恢复流动。 魔法免疫: 花费 5 希望点,直到你下次休息前对魔法伤害免疫。

超凡联结 TRANSCENDENT UNION

10 级 典籍 法术 回想费用:1
每长休一次,花费 5 希望点将此法术施加在两个或更多自愿的生物身上。在你下次休息前,当处于联结状态的生物需要标记压力点生命点时,被联结的生物可以选择由谁来标记。

优雅领域 GRACE

欺瞒熟手 DEFT DECEIVER

1 级 优雅 能力 回想费用:0
花费 1 希望点,在欺瞒或哄骗某人相信你谎言的掷骰中获得优势。

心醉神迷 ENRAPTURE

1 级 优雅 法术 回想费用:0
对近距离范围内的一个目标进行一次施法掷骰。成功时,目标暂时处于 迷醉 状态。处于 迷醉 状态时,目标的注意力会固定在你身上,视野变窄,且听不到除你声音外的任何声音。每休息一次,在成功时,你可以标记 1 压力点迫使处于 迷醉 状态的目标也标记 1 压力点

豪言壮语 INSPIRATIONAL WORDS

1 级 优雅 能力 回想费用:1
你的言语中蕴含着力量。在一次长休后,在此卡牌上放置等同于你风度值的指示物。当你与一位盟友交谈时,你可以花费此卡牌上的一个指示物,给予该盟友下列选项中的一项增益: - 该盟友清除 1 压力点。 - 该盟友恢复 1 生命点。 - 该盟友获得 1 希望点。 当你进行长休时,移除所有未花费的指示物。

无可讳言 TELL NO LIES

2 级 优雅 法术 回想费用:1
对邻近距离范围内的一个目标进行一次施法掷骰。成功时,只要其在近距离范围内,就不能对你说谎,但可以保持沉默。如果你问其一个问题而对方拒绝回答,则对方必须标记 1 压力点,且此效果结束。目标通常不会意识到此法术已施加在自己身上,直到此法术导致其说出真相。

惹是生非 TROUBLEMAKER

2 级 优雅 能力 回想费用:2
当你在远距离范围内嘲弄或挑衅一个目标时,对其进行一次风度掷骰。每次休息一次,成功时,掷出数量等同于你熟练值的 d4。目标必须标记等同于掷出最高结果的压力点。

催眠闪光 HYPNOTIC SHIMMER

3 级 优雅 法术 回想费用:1
对近距离范围内你面前的所有敌人,进行一次施法掷骰。每休息一次,成功时,创造一个色彩变换的闪光幻象,暂时使你成功对抗的目标处于 眩晕 状态,并迫使其标记 1 压力点。在处于眩晕 状态期间,其无法使用反应,且在清除此状态之前无法进行任何其他动作。

无影无踪 INVISIBILITY

3 级 优雅 法术 回想费用:1
进行一次施法掷骰 (10)。成功时,标记 1 压力点,并选择自己或近战范围内的一名盟友变为隐形 状态。处于 隐形 状态的生物除了通过魔法手段外无法被看见,并且对其进行的攻击掷骰带有劣势。在此卡牌上放置数量等同于你施法属性的指示物。当处于 隐形 状态的生物采取行动时,花费此卡牌上的一个指示物。在花费最后一个指示物的行动结算后,此效果结束。 你一次只能使一个生物维持隐形状态。

宽慰言语 SOOTHING SPEECH

4 级 优雅 能力 回想费用:1
在一次短休期间,当你对另一个角色使用“处理伤口”休整行动并用心安慰时,为该角色额外恢复 1 生命点。当你这样做时,你也会恢复 2 生命点

感官共享 THROUGH YOUR EYES

4 级 优雅 法术 回想费用:1
选择一个极远距离内的目标。你可以通过其眼睛进行观察,通过其耳朵进行聆听。你可以在自己的感官或目标的感官之间自由切换,直到你施放另一个法术或下次休息。

挖掘思想 THOUGHT DELVER

5 级 优雅 法术 回想费用:2
你可以窥探他人的思想。花费 1 希望点,读取远距离范围内一个目标的浅层、大概的思绪。进行一次施法掷骰对抗目标,以探寻更深层、更隐藏的思绪。 掷出恐惧结果时,目标可能会在游戏主持人的裁量下,意识到你正在读取其思绪。

挑拨离间 WORDS OF DISCORD

5 级 优雅 法术 回想费用:1
对近战范围内的敌人说出不谐耳语,进行一次施法掷骰 (13)。成功时,目标必须标记 1 压力点,并攻击另一个敌人,而不是攻击你或你的盟友。 这次攻击结束后,目标会意识到发生了什么。下次你对其施放挑拨离间时,施法掷骰获得 −5 的减值。

绝不怯场 NEVER UPSTAGED

6 级 优雅 能力 回想费用:2
当你因一次攻击而标记 1或更多生命点时,你可以标记 1 压力点,在此卡上放置等同于你标记的生命点数的指示物。在你下次成功的攻击中,此卡上的每个指示物使你的伤害掷骰获得 +5 加值,然后移除所有指示物。

排忧解难 SHARE THE BURDEN

6 级 优雅 法术 回想费用:0
每次休息一次,承担近战范围内一个自愿生物的压力。目标描述此刻向你倾诉了什么样的秘密。将其任意数量的已标记压力点转移给你,你每转移 1 压力点获得 1 希望点

无穷魅力 ENDLESS CHARISMA

7 级 优雅 能力 回想费用:1
在你进行一次说服、撒谎或争取好感的动作掷骰后,你可以花费 1 希望点来重骰希望骰或恐惧骰。

优雅恩泽 GRACE-TOUCHED

7 级 优雅 能力 回想费用:2
当你的配置中有 4 张或更多领域牌来自优雅领域时,获得下列增益: - 你可以标记 1 护甲槽以替代标记 1 压力点。 - 当你会迫使目标标记一定数量的生命点时,你可以选择改为迫使其标记等量的压力点

星界投影 ASTRAL PROJECTION

8 级 优雅 法术 回想费用:0
每长休一次,标记 1 压力点来创造一个你的投射分身,它可以出现在你曾经到过的任何地方。 你可以通过投射分身,如同你本人般观察、聆听,甚至影响世界。调查投射分身的生物可以分辨出其源于魔法。此效果持续到你下次休息或你的投射分身受到任何伤害。

群体心醉神迷 MASS ENRAPTURE

8 级 优雅 法术 回想费用:3
对远距离范围内所有目标进行一次施法掷骰。你成功对抗的目标会暂时处于 迷醉 状态。处于 迷醉 状态时,目标的注意力会完全集中在你身上,视野变得狭窄,除了你的声音外听不到任何其他声音。标记 1 压力点可以迫使所有处于 迷醉 状态的目标标记 1 压力点,从而结束此法术。

如法炮制 COPYCAT

9 级 优雅 法术 回想费用:3
每长休一次,此卡牌可以模仿另一个玩家配置中等级为 8 或更低的其他领域卡牌的特性。花费等同该卡牌等级一半的希望点来获得该特性。模仿效果持续到你下次休息或该玩家将被模仿的卡牌放入宝库。

技艺大师 MASTER OF THE CRAFT

9 级 优雅 能力 回想费用:0
使你的两项经历永久获得 +2 加值,或使你的一项经历永久获得 +3 加值。然后将此卡牌永久放入你的宝库。

再次上演 ENCORE

10 级 优雅 法术 回想费用:1
当近距离范围内的一名盟友对一个敌人造成伤害时,你可以对同一目标进行一次施法掷骰。成功时,你对该目标造成与你的盟友相同的伤害。如果你的施法掷骰恐惧成功,则将此卡牌放入你的宝库。

恶名昭彰 NOTORIOUS

10 级 优雅 能力 回想费用:0
人们知道你是谁,以及你做过什么,因此他们对待你的方式与众不同。当你利用你的恶名来达成目的时,你可以在掷骰前标记 1 压力点,从而使结果获得 +10 加值。无论你走到哪里,你的食物和饮料总是免费,你购买的其他任何物品价格都会减少一袋金币(最低为一把金币)。 此卡牌不计入你的配置领域牌上限 5 张,且不能放入你的宝库。

午夜领域 MIDNIGHT

妙手空空 PICK AND PULL

1 级 午夜 能力 回想费用:0
你在撬开非魔法锁、解除非魔法陷阱或从一个目标处盗窃物品(无论是偷是抢)的动作掷骰上具有优势。

滂沱剑雨 RAIN OF BLADES

1 级 午夜 法术 回想费用:1
花费 1 希望点 进行一次施法掷骰,召唤出数把投掷利剑,攻击邻近范围内的所有目标。你成功对抗的目标将受到使用你的熟练值的 d8+2 点魔法伤害。 如果你命中的目标处于 脆弱 状态,其会额外受到 1d8 点伤害。

奇异伪装 UNCANNY DISGUISE

1 级 午夜 法术 回想费用:0
当你有数分钟用以准备时,你可以标记 1 压力点来伪装成你脑海中能清晰描绘的任何人形生物。伪装期间,你在逃避检查的风度掷骰上具有优势。 将与你的施法属性值等量的指示物放在此卡牌上。当你在伪装下执行动作时,花费此卡牌上的 1 个指示物。花费最后一个指示物的动作结算后,伪装解除。

午夜精魂 MIDNIGHT SPIRIT

2 级 午夜 法术 回想费用:1
花费 1 希望点 召唤一个人形大小的精魂,它可以为你移动或携带物品,直到你下次休息。 你也可以派遣它攻击一个敌人。当你这样做时,对极远范围内的一个目标进行一次施法掷骰。成功时,精魂移动到该目标的近战范围内。掷出等同于你施法属性值的 d6,并对目标造成等量魔法伤害。之后精魂消散。你一次只能拥有一个精魂。

暗影束缚 SHADOWBIND

2 级 午夜 法术 回想费用:0
对邻近范围内的所有敌人,进行一次施法掷骰。你成功对抗的目标会被暂时处于 束缚 状态,其影子会将其固定在原地。

锁喉勒颈 CHOKEHOLD

3 级 午夜 能力 回想费用:1
当你位于与你体型相仿的生物身后时,你可以标记 1 压力点将其锁喉,使其暂时处于 脆弱 状态。 当一个生物攻击以这种方式处于 脆弱 状态的目标时,额外造成 2d6 伤害。

暗夜帷幕 VEIL OF NIGHT

3 级 午夜 法术 回想费用:1
进行一次施法掷骰 (13)。成功时,你可以在远距离范围内的两点之间创造一道临时的黑暗帷幕。只有你能看穿这片黑暗。对帷幔另一侧的敌人而言,你处于 隐藏 状态,并且你穿过帷幕进行的攻击具有优势。帷幕会一直存在,直到你施放另一个法术。

潜行专家 STEALTH EXPERTISE

4 级 午夜 能力 回想费用:0
当你试图在危险区域中不被察觉地移动时,如果你掷出恐惧结果,你可以标记 1 压力点改为掷出希望结果。 如果邻近范围内的盟友也在试图不被察觉地移动且掷出恐惧结果,你可以标记 1 压力点将其结果改为掷出希望结果。

夜幕符文 GLYPH OF NIGHTFALL

4 级 午夜 法术 回想费用:1
对邻近范围内的一个目标进行一次施法掷骰。成功时,花费 1 希望点在其身上召唤一个黑暗符文,暴露其弱点,暂时降低目标等同于你的知识的难度(至少为 1 )。

沉默不言 HUSH

5 级 午夜 法术 回想费用:1
对邻近范围内的一个目标进行一次施法掷骰。成功时,花费 1 希望点在目标周围召唤压制魔法,笼罩其邻近范围内的所有事物,并随目标移动而移动。 目标和区域内的任何事物都处于 寂静 状态,直到游戏主持人在其轮次花费 1 恐惧点来清除此状态,或者你再次施放沉默不言,或者你受到重度伤害。处于 寂静 状态时,其无法发出声音,也无法施放法术。

移形换影 PHANTOM RETREAT

5 级 午夜 法术 回想费用:2
花费 1 希望点,在你当前所在位置激活移形换影。在下次休息之前的任何时候再花费 1 希望点,从你当前所在位置消失,并重新出现在你激活移形换影时所在位置。你重新出现后,此法术结束。

黑暗低语 DARK WHISPERS

6 级 午夜 法术 回想费用:0
你可以与任何你发生过肢体接触的人进行精神交流。一旦你与其建立了联系,其也可以对你进行精神回应。此外,你可以标记 1 压力点对其进行一次施法掷骰。成功时,你可以向游戏主持人询问下列问题之一并获得答案: - 对方在哪里? - 对方在做什么? - 对方害怕什么? - 对方最珍视什么?

群体伪装 MASS DISGUISE

6 级 午夜 法术 回想费用:0
当你拥有片刻宁静专注施法时,你可以标记 1 压力点来改变邻近范围内所有自愿生物的外观。他们的新形态必须具有相似的身体结构和大小,伪装后的形态可以是你看过,也可以是完全虚构的人或物品。处于伪装的生物在进行逃避检查的风度掷骰中获得优势。 激活一个倒计时(8)。它会根据游戏主持人选择的后果而减少。当倒计时结束时,伪装失效。

午夜恩泽 MIDNIGHT-TOUCHED

7 级 午夜 能力 回想费用:2
当你的配置中有 4 张或更多领域卡来自午夜领域时,获得下列增益: - 每次休息一次,当你拥有 0 希望点且游戏主持人将获得 1 恐惧点时,你可以改为获得 1 希望点。 - 当你进行一次成功的攻击时,你可以标记 1 压力点,将你的恐惧骰结果加到你的伤害掷骰中。

无踪影遁 VANISHING DODGE

7 级 午夜 法术 回想费用:1
当一次针对你且会造成物理伤害的攻击失败时,你可以花费 1 希望点,将自己包裹在阴影中,进入 隐藏 状态,并传送到攻击者邻近范围内的任意一点。你将保持 隐藏 状态,直到你下一次进行动作掷骰。

暗影猎手 SHADOWHUNTER

8 级 午夜 能力 回想费用:2
在阴影的掩护下,你的技艺得到增强。当你在微光环境下或黑暗中被遮蔽时,你的闪避值获得 +1 加值,并且进行攻击掷骰时获得优势。

法术充能 SPELLCHARGE

8 级 午夜 法术 回想费用:1
当你受到魔法伤害时,在此卡牌上放置等同于你因此次魔法伤害标记的生命点的指示物。你可以储存数量等同于你施法属性的指示物。 当你对一个目标进行一次成功的攻击时,你可以花费任意数量的指示物,每花费一个指示物就为你的伤害掷骰增加一个 d6

夜魇降临 NIGHT TERROR

9 级 午夜 法术 回想费用:2
每长休一次,选择邻近范围内的任意目标,使其感知你为一种噩梦般的恐怖存在。目标必须进行一次成功的反应掷骰(难度 16 ),否则暂时处于 惊惧 状态。处于 惊惧 状态时,他们获得 脆弱 状态。从游戏主持人处窃取等同于 惊惧 目标数量的恐惧点(最多不超过游戏主持人恐惧点池中的数量)。掷出等同于窃取的恐惧点数量的 d6,并将总伤害值分配给每个处于 惊惧 状态的目标。丢弃窃取的恐惧点。

暮光丧钟 TWILIGHT TOLL

9 级 午夜 能力 回想费用:1
选择远距离范围内的一个目标。当你对其进行一次成功的动作掷骰,且该掷骰未导致进行伤害掷骰时,在此卡上放置一个指示物。当你对该目标造成伤害时,花费任意数量的指示物,每花费一个指示物就为你的伤害掷骰增加一个 d12。你一次只能对一个生物施加暮光丧钟。 当你选择一个新的目标或进行一次休息时,清除所有未花费的指示物。

日蚀无光 ECLIPSE

10 级 午夜 法术 回想费用:2
进行一次施法掷骰(难度16)。每长休一次,成功后,将远距离范围内的整个区域笼罩在完全黑暗中,只有你和你的盟友才能看穿这片黑暗。当攻击掷骰的目标是处于黑暗中的你或盟友时,攻击掷骰具有劣势。 此外,当处于黑暗中的你或盟友对敌人掷出希望成功时,目标必须标记 1 压力点。 此法术持续到游戏主持人在其轮次花费 1 恐惧点以清除此效果,或你受到严重伤害为止。

黑暗幽影 SPECTER OF THE DARK

10 级 午夜 法术 回想费用:1
标记 1 压力点,你将变为 幽影 状态,直到你进行一次以另一个生物为目标的动作掷骰时,状态结束。处于 幽影 状态时,你免疫物理伤害,可以漂浮并穿过固体物体。处于此状态时,其他生物仍能看见你。

贤者领域 SAGE

追猎才能 GIFTED TRACKER

1 级 贤者 能力 回想费用:0
当你根据特定生物或生物群体的踪迹进行追踪时,你可以花费任意数量的希望点,向游戏主持人提出等量下列问题。 - 生物朝哪个方向去了? - 生物是多久之前经过这里的? - 生物在这个地方做了什么? - 生物数量几何? 当你遭遇到以这种方式追踪到的生物时,与生物对抗时你的闪避值获得 +1 加值。

自然之语 NATURE'S TONGUE

1 级 贤者 能力 回想费用:0
你会说自然界的语言。当你想要与周围的植物和动物交谈时,进行一次本能掷骰 (12)。成功时,它们会告诉你它们所知道的信息。掷出恐惧结果时,它们了解的内容可能有限或需要付出一定代价。 此外,在自然环境中进行施法掷骰之前,你可以花费 1 希望点,使该掷骰结果获得 +2 加值。

怨毒缠绕 VICIOUS ENTANGLE

1 级 贤者 法术 回想费用:1
对远距离范围内的一个目标进行一次施法掷骰。成功时,根须和藤蔓从地面伸出,造成 1d8+1 点物理伤害,并暂时使目标处于 束缚 状态。 此外,成功时,你可以花费 1 希望点来暂时使你目标邻近范围内的另一个敌人也处于 束缚 状态。

召唤虫群 CONJURE SWARM

2 级 贤者 法术 回想费用:1
泰凯拉装甲甲虫: 标记 1 压力点,召唤装甲甲虫环绕你。当你下次受到伤害时,伤害降低一个等级。你可以花费 1 希望点在受到伤害后仍使甲虫保持被召唤状态。 萤火虫: 对近距离范围内的所有敌人,进行一次施法掷骰花费 1 希望点,对你成功对抗的目标造成 2d8+3 点魔法伤害。

自然魔宠 NATURAL FAMILIAR

2 级 贤者 法术 回想费用:1
花费 1 希望点,召唤一个小型的自然精魂或森林动物来到你身边,直到你下一次休息,再次施放自然魔宠,或魔宠被攻击锁定时失效。如果你额外花费 1 希望点,你可以召唤一只会飞行的魔宠。你可以与其交流,进行一次施法掷骰来指挥它们执行简单的任务,并标记 1 压力点来透过魔宠的眼睛观察。 当你对魔宠近战范围内的敌人造成伤害时,你的伤害掷骰额外增加一个 d6

腐蚀射弹 CORROSIVE PROJECTILE

3 级 贤者 法术 回想费用:1
对远距离范围内的一个目标进行一次施法掷骰。成功时,使用你的熟练值造成 d6+4 点魔法伤害。此外,标记2或更多压力点使其永久处于 腐蚀 状态。目标处于 腐蚀 状态时,每花费 2 压力点,以其为目标的掷骰难度就会受到 -1 减值。此状态可以叠加。

高茎成塔 TOWERING STALK

3 级 贤者 法术 回想费用:1
每次休息一次,你可以在近距离范围内召唤一根粗壮、扭曲的茎干,可供轻松攀爬。它可以长到远距离范围的高度。 标记 1 压力点来将此法术作为攻击法术使用。对近距离范围内的敌人或敌群进行一次施法掷骰。凌空爆涨的茎干会将你成功对抗的目标抬到空中并将其摔落,使用你的熟练值造成 d8 点物理伤害。

死亡卷握 DEATH GRIP

4 级 贤者 法术 回想费用:1
对近距离范围内的一个目标进行一次施法掷骰,并选择下列选项之一: - 你将目标拉入近战范围,或将自己拉入目标的近战范围。 - 你缠绕目标,迫使其标记 2 压力点。 - 你与目标之间的所有敌人必须成功进行一次反应掷骰(13),否则会被藤蔓击中,受到 3d6+2 点物理伤害。 成功时,藤蔓会从你的手中伸出,造成所选效果并暂时使目标处于 束缚 状态。

治疗之域 HEALING FIELD

4 级 贤者 法术 回想费用:2
每长休一次,你可以在自己周围召唤一片遍布治疗植物的领域。你近距离范围内到处都充满了生机勃勃的自然气息,使你和该区域内的所有盟友都能恢复 1 生命点花费 2 希望点,使你和所有盟友改为恢复 2 生命点

荆棘皮肤 THORN SKIN

5 级 贤者 法术 回想费用:1
每次休息一次,花费 1 希望点,使你的全身长出荆棘。当你这样做时,在此卡上放置等同于你的施法属性数量的指示物。当你受到伤害时,你可以花费任意数量的指示物,掷出相应数量的 d6。将结果相加,并减少等量所受伤害。如果你在攻击者的近战范围内,则将等量的伤害反弹给对方。 当你休息时,清除所有未使用的指示物。

荒野壁垒 WILD FORTRESS

5 级 贤者 法术 回想费用:1
进行一次施法掷骰 (13)。成功时,花费 2 希望点,生长出一个天然的圆顶形屏障,你和一名盟友可以在其中躲藏。身处圆顶内的生物不能成为攻击目标,也不能进行攻击。针对圆顶的攻击自动成功。圆顶具有以下伤害阈值,持续到标记 3 生命点为止。在此卡上放置指示物来表示标记的生命点。 阈值:15/30

召唤坐骑 CONJURED STEEDS

6 级 贤者 法术 回想费用:0
花费任意数量的希望点,召唤等量的魔法坐骑(例如马、骆驼或大象),可以供你和你的盟友骑乘,直到你的下一次长休或坐骑受到任何伤害。坐骑可以使你旅行时的陆上行进速度翻倍,面临危险时,允许你在远距离范围内移动而无需掷骰。骑乘战马的生物攻击掷骰会受到 -2 的减值,伤害掷骰获得 +2 的加值。

丰收采集 FORAGER

6 级 贤者 能力 回想费用:1
作为你的一个额外休整行动可选项,掷一个 d6 ,看看你采集到什么。与游戏主持人一起描述它,并将其作为消耗品添加到你的物品栏中。你的队伍一次最多可以携带五件采集到的消耗品。 - 1. 一份独特的食物 (清除 2 压力点
- 2. 一件美丽的圣物 (获得 2 希望点
- 3. 一枚奥术符文 (在一次施法掷骰中获得 +2 加值 - 4. 一瓶治疗药剂 (恢复 2 生命点
- 5. 一个幸运护身符 (重掷任意一个骰子 - 6. 从以上选项中自选一个。

贤者恩泽 SAGE-TOUCHED

7 级 贤者 能力 回想费用:2
当你的配置中有 4 张或更多的领域卡来自贤者领域时,获得下列增益: - 当你在自然环境中时,你的施法掷骰获得 +2 加值。 - 每休息一次,你在进行使用敏捷或本能属性的掷骰时,可以使你的敏捷或本能属性翻倍。你必须在掷骰前进行选择。

狂野浪涌 WILD SURGE

7 级 贤者 法术 回想费用:2
每长休一次,标记 1 压力点,引导你周围的自然世界并增强自身。描述你的外表如何变化,然后将一个 d6 骰子放在这张卡上, 1 朝上。 当狂野浪涌骰激活时,你将其作为加值加到你进行的每一次动作掷骰中。每当你将其值加到一次掷骰后,将狂野浪涌骰的骰值增加 1 。当骰值将超过 6 或你休息时,该形态消失,然后你必须额外标记 1 压力点

森林精魂 FOREST SPRITES

8 级 贤者 法术 回想费用:2
进行一次施法掷骰 (13)。成功时,花费任意数量的希望点,创造等量的小型森林精魂,精魂出现在你选择的远距离范围内任意地点处,提供下列增益: - 你的盟友在攻击精魂近战范围内的敌人时,攻击掷骰获得 +3 加值。 - 处于精魂近战范围内的盟友在标记护甲槽时,可以额外标记 1 护甲槽。 精魂在提供一次好处或受到任何伤害后消失。

回春屏障 REJUVENATION BARRIER

8 级 贤者 法术 回想费用:1
进行一次施法掷骰 (15)。每次休息一次,成功时,在你邻近范围内创造一个临时的保护能量屏障。施放此法术时,你和屏障内的所有盟友恢复 1d4 生命点。屏障存续期间,你和屏障内的所有盟友拥有物理伤害抗性。 当你移动时,屏障会跟随你。

野地神殿 FANE OF THE WILDS

9 级 贤者 能力 回想费用:2
长休后,将等同于你配置和宝库中贤者领域卡数量的指示物放在此卡上。 当你进行施法掷骰时,你可以在掷骰后花费任意数量指示物,每花费一个指示物获得 +1 加值。 当你对贤者领域法术的施法掷骰获得关键成功时,获得一个指示物。 当你进行长休时,清除所有未花费的指示物。

植物统御 PLANT DOMINION

9 级 贤者 法术 回想费用:1
进行一次施法掷骰 (18)。每次长休一次,成功时,你可以重塑自然世界,改变你极远范围内任何地方的植物。例如,你可以让树木瞬间生长,清除一路的茂密藤蔓,或者创造一堵根须墙。

自然之力 FORCE OF NATURE

10 级 贤者 法术 回想费用:2
标记 1 压力点,变身为巨大的自然精魂,获得下列增益: - 当你攻击或施法掷骰成功时,伤害掷骰获得 +10 加值。 - 当你对近距离范围内的生物造成足够伤害从而击败该生物时,你将其吸收并清除 1 护甲槽。 • 你无法被 束缚 。在你进行动作掷骰之前,你必须花费 1 希望点。如果你无法花费 1 希望点,则恢复正常形态。

狂风怒号 TEMPEST

10 级 贤者 法术 回想费用:2
选择下列一种风暴,对极远范围内的所有目标进行一次施法掷骰。你成功对抗的目标将承受其效果,直到游戏主持人在其轮次花费 1 恐惧点来结束此法术。 - 暴风雪 Blizzard:造成 2d20+8 点魔法伤害,目标暂时处于 脆弱 状态。 - 狂飓风 Hurricane:造成 3d10+10 点魔法伤害,并选择风向。目标无法逆风移动。 - 沙尘暴 Sandstorm:造成 5d6+9 点魔法伤害。从近战范围外进行的攻击处于劣势。

辉耀领域 SPLENDOR

曳光信标 BOLT BEACON

1 级 辉耀 法术 回想费用:1
对远距离范围内的一个目标进行一次施法掷骰。成功时,花费 1 希望点向目标射出一道闪烁的光束,使用你的熟练造成 d8+2 点魔法伤害。目标暂时处于 脆弱 状态并发出明亮的光芒,直到此状态清除。

修复之触 MENDING TOUCH

1 级 辉耀 法术 回想费用:1
你将双手放在一个生物身上,引导治疗魔法来愈合对方的伤口。当你能够花费几分钟专注于你正在帮助的目标时,你可以花费 2 希望点来为其恢复 1 生命点清除 1 压力点。 每长休一次,当你在治疗时加深了对其的了解,或者揭示了关于你的事情,你可以花费 2 希望点来为其恢复 2 生命点清除 2 压力点

解忧消难 REASSURANCE

1 级 辉耀 能力 回想费用:0
每次休息一次,当一名盟友进行一次动作掷骰后,在结果生效前,你可以提供帮助或者鼓励,让其再进行一次掷骰。

临终遗言 FINAL WORDS

2 级 辉耀 法术 回想费用:1
你可以为一具尸体注入片刻生机,以便与之交谈,进行一次施法掷骰 (13)。希望成功时,尸体最多回答三个问题。恐惧成功时,尸体回答一个问题。尸体会如实回答,但它无法提供生前不知道的信息。施法失败时,或者当尸体回答完你的问题后,它将化为尘土。

治愈之手 HEALING HANDS

2 级 辉耀 法术 回想费用:1
进行一次施法掷骰 (13),并选择一个除你以外的近战范围内的生物作为目标。成功时,标记 1 压力点以使目标恢复 2 生命点清除 2 压力点。失败时,标记 1 压力点以使目标恢复 1 生命点清除 1 压力点。在下一次长休之前,你不能再次治疗同一个目标。

复苏之风 SECOND WIND

3 级 辉耀 能力 回想费用:2
每次休息一次,当你成功攻击一个敌人时,你可以清除 3 压力点恢复 1 生命点。希望成功时,你还可以使近距离范围内一个盟友清除 3 压力点恢复 1 生命点

理性之声 VOICE OF REASON

3 级 辉耀 能力 回想费用:1
你带着无与伦比的威压进行交涉。你在尝试缓和暴力局势或说服某人听从你的指令的动作掷骰中获得优势。 你的信念亦赋予你面对威胁的勇气。当你的所有压力槽都被标记时,在伤害掷骰中你的熟练值 +1

预言卜筮 DIVINATION

4 级 辉耀 法术 回想费用:1
每长休一次,花费 3 希望点来联系某个遥远存在,询问一个关于近期未来事件、人物、地点或情况的“是或否”问题。当下现实将短暂消隐,答案会如幻象般呈现在你眼前。

生命护符 LIFE WARD

4 级 辉耀 法术 回想费用:1
花费 3 希望点并选择一个近距离范围内的盟友,其被一个发光的护符标记。当该盟友因任意理由被要求执行一次死亡行动时,改为恢复 1 生命点。 该法术将会在避免一次死亡行动后、再次施放于其他目标时以及执行长休时结束。

物质塑形 SHAPE MATERIAL

5 级 辉耀 法术 回想费用:1
花费 1 希望点来塑形你所接触到的自然物质(如石头、冰或木头)的一部分,使其符合你的目的。该物体的尺寸需小于你。举例来讲,你可以制作一件原始简陋的工具,或者创造出一扇门。 你只能影响在近距离范围内你所能够触碰的物体。

惩戒重击 SMITE

5 级 辉耀 法术 回想费用:2
每次休息一次,花费 3 希望点以准备一次强有力的打击。当你下次成功使用武器攻击时,你的伤害掷骰结果翻倍。无论武器的伤害类型如何,此次攻击都造成魔法伤害。

复原术法 RESTORATION

6 级 辉耀 法术 回想费用:2
进行一次长休后,在此牌上放置等同于你施法属性加值数量的指示物。触摸一个生物并花费任意数量的指示物,每个指示物可以恢复 2 生命点清除 2 压力点。 你也可以在触摸一个生物时从此牌上花费一个指示物,以清除 脆弱 状态或治愈物理或魔法疾病(游戏主持人可能会根据疾病的严重程度要求额外的指示物)。 当你进行一次长休时,清除所有未花费的指示物。

保护之域 ZONE OF PROTECTION

6 级 辉耀 法术 回想费用:2
进行一次施法掷骰 (16),成功后。每长休一次,选择远距离范围内的任意一点,并在该点创建一个可见的防护区域,覆盖该点邻近范围内的所有盟友。当你这样做时,在此牌上放置一个面朝上的数值为 1d6 骰子(或初始放一个指示物代替骰子)。当处于该区域的盟友受到伤害时,减少等同于骰子数值的伤害。然后,你将骰子的数值增加 1 。当骰子的数值超过 6 时,此效果结束。

治愈打击 HEALING STRIKE

7 级 辉耀 法术 回想费用:1
当你对一个敌人造成伤害时,你可以花费 2 希望点来为邻近范围内的一个盟友恢复 1 生命点

辉耀恩泽 SPLENDOR-TOUCHED

7 级 辉耀 能力 回想费用:2
当你配置中有至少 4 张辉耀领域卡时,获得下列增益: - 你的严重伤害阈值获得 +3 加值 - 每长休一次,当受到的伤害需要你标记一定数量的生命点时,你可以选择标记等量的压力点花费等量的希望点来代替。

护盾灵光 SHIELD AURA

8 级 辉耀 法术 回想费用:2
标记 1 压力点,对邻近范围内的一个目标施加一个护盾灵光。当目标标记 1 护甲槽时,其将攻击的严重程度额外降低一级。如果此法术使一个原本会受到伤害的生物改为不标记生命点,则此效果结束。 你一次只能对一个生物维持护盾灵光。

震撼烈阳 STUNNING SUNLIGHT

8 级 辉耀 法术 回想费用:2
进行一次施法掷骰,释放强大的灼热阳光射线,对抗任意数量你面前远距离范围内的敌人。为每名你对抗成功且希望其被影响的目标花费 1 希望点,目标则必须进行一次反应掷骰(14)。 如果成功,目标受到 3d20+3 魔法伤害。 如果失败,目标受到 4d20+5 魔法伤害并暂时处于眩晕状态。在处于眩晕 状态期间,其无法使用反应,且在清除此状态之前无法进行任何其他动作。

威压灵光 OVERWHELMING AURA

9 级 辉耀 法术 回想费用:2
进行一次施法掷骰 (15),以魔法增强你的风采。成功时,花费 2 希望点,直到你下次长休,你的风度属性值等于你的施法属性值。 当此法术激活时,敌人在以你为目标进行攻击时必须标记 1 压力点

救赎光束 SALVATION BEAM

9 级 辉耀 法术 回想费用:2
进行一次施法掷骰 (16)。成功时,标记任意数量的压力点,为站在一条长度为远距离的光束下的所有盟友恢复总量为标记压力数量的生命点,按照你的意愿任意分配。

壮举再现 INVIGORATION

10 级 辉耀 法术 回想费用:3
当你或近距离范围内的盟友使用了具有疲劳限制(例如,每次休息一次或每场游戏一次)的特性时,你可以花费任意数量的希望点并掷出相同数量的 d6。如果任意一个骰子掷出 6 ,该特性可以再次使用。

亡者苏生 RESURRECTION

10 级 辉耀 法术 回想费用:2
进行一次施法掷骰 (20)。成功时,使一个死亡时间不超过 100 年的生物恢复到完全状态。然后掷一个 d6。结果为 5 或更低时,将此卡牌永久放入你的宝库中。 失败时,你在一周内不能再次施放亡者苏生。

勇气领域 VALOR

铁骨铮铮 BARE BONES

1 级 勇气 能力 回想费用:0
当你选择不装备护甲时,你的基础护甲值为 3 + 力量属性值,并使用下列数值作为你的基础伤害阈值: - 位阶 1 : 9/19 - 位阶 2 : 11/24 - 位阶 3 : 13/31 - 位阶 4 : 15/38

有力推击 FORCEFUL PUSH

1 级 勇气 能力 回想费用:0
用你的主武器攻击近战范围内的一个目标。成功时,你造成伤害并将其击退至近距离范围处。希望成功时,你的伤害掷骰额外增加一个 d6。 此外,你可以花费 1 希望点使其暂时处于 脆弱 状态。

吾身为盾 I AM YOUR SHIELD

1 级 勇气 能力 回想费用:1
当邻近范围内的盟友即将受到伤害时,你可以标记 1 压力点进行阻挡,使自己成为该次攻击的目标。当你因此次攻击受到伤害时,你可以标记任意数量的护甲槽

蛮力冲撞 BODY BASHER

2 级 勇气 能力 回想费用:1
你在战斗中用尽全力。在使用近战武器进行攻击且成功时,你的伤害掷骰获得等同于你力量的加值。

刚健风采 BOLD PRESENCE

2 级 勇气 能力 回想费用:0
当你进行风度掷骰时,你可以花费 1 希望点将你的力量值加到掷骰结果中。 此外,每次休息一次,当你即将获得一个状态时,你可以描述你的刚健风采如何在此情境下帮助你,并避免获得该状态。

关键鼓舞 CRITICAL INSPIRATION

3 级 勇气 能力 回想费用:1
每次休息一次,当你攻击获得关键成功时,邻近范围内的所有盟友可以清除 1 压力点获得 1 希望点

中流砥柱 LEAN ON ME

3 级 勇气 能力 回想费用:1
每长休一次,当你安慰或激励一个行动掷骰失败的盟友时,你们两人都可以清除 2 压力点

激将大法 GOAD THEM ON

4 级 勇气 能力 回想费用:1
描述你如何嘲讽一个近距离范围内的一个目标,然后对其进行一次 风度掷骰。成功时,目标必须标记 1 压力点,且下一次游戏主持人聚焦目标时,目标必须以你为目标进行攻击,且该攻击带有劣势。

坚盾后援 SUPPORT TANK

4 级 勇气 能力 回想费用:2
当一个近距离范围内的盟友掷骰失败时,你可以花费 2 希望点,允许其重掷希望骰或恐惧骰。

护甲大师 ARMORER

5 级 勇气 能力 回想费用:1
当你穿着护甲时,你的护甲值获得 +1 加值。 休息期间,当你选择修理护甲作为休整行动时,你的盟友也可以清除 1 护甲槽

振奋打击 ROUSING STRIKE

5 级 勇气 能力 回想费用:1
每次休息一次,当你攻击获得关键成功时,你和所有能看见或听见你的盟友可以恢复 1 生命点清除 1d4 压力点

命中注定 INEVITABLE

6 级 勇气 能力 回想费用:1
当你的动作掷骰失败时,你下一次动作掷骰获得优势。

奋起直追 RISE UP

6 级 勇气 能力 回想费用:2
你的严重伤害阈值获得等同于你的熟练值的加值。 当你因一次攻击标记 1 或更多生命点时,清除 1 压力点

泰然自若 SHRUG IT OFF

7 级 勇气 能力 回想费用:1
当你将要承受伤害时,你可以标记 1 压力点将伤害降低一个等级。当你这样做时,掷一个 d6。结果为 3 或更低时,将此卡牌放入你的宝库。

勇气恩泽 VALOR-TOUCHED

7 级 勇气 能力 回想费用:1
当你配置中的领域卡有 4 张或更多来自勇气领域时,获得下列增益: - 你的护甲值获得 +1 加值。 - 当你标记 1 点或更多生命点而未标记护甲槽时,恢复 1 护甲槽

火力全开 FULL SURGE

8 级 勇气 能力 回想费用:1
每长休一次,标记 3 压力点来将你的机能发挥至极限。你的所有角色属性获得 +2 加值,直到你下次休息。

撼地猛击 GROUND POUND

8 级 勇气 能力 回想费用:2
花费 2 希望点来猛砸你所在位置的地面,并对邻近范围内的所有目标,进行一次力量掷骰。你成功对抗的目标会被击退至远距离范围,并且必须进行一次反应掷骰 (17)。失败的目标承受 4d10+8 点伤害。成功的目标承受一半伤害。

坚守阵线 HOLD THE LINE

9 级 勇气 能力 回想费用:1
描述你采取的防御姿态并花费 1 希望点。如果一个敌人移动至邻近范围内,其会被拉入近战范围并处于 束缚 状态。 该状态持续到你移动或掷出恐惧失败,或者游戏主持人在其轮次花费 2 恐惧点来清除该状态。

以身作则 LEAD BY EXAMPLE

9 级 勇气 能力 回想费用:3
当你对一个敌人造成伤害时,你可以标记 1 压力点并描述你如何鼓励你的盟友。下一个对该敌人进行攻击的玩家角色可以清除 1 压力点获得 1 希望点

坚不可摧 UNBREAKABLE

10 级 勇气 能力 回想费用:4
当你标记最后一个生命点时,你可以改为掷一个 d6恢复等量的生命点,而不是进行一次死亡行动。然后将此卡牌放入你的宝库。

不灭甲胄 UNYIELDING ARMOR

10 级 勇气 能力 回想费用:1
当你本应标记 1 护甲槽时,掷等同于你熟练值的 d6。如果掷出 6 ,则将伤害的严重程度降低一个阈值,而无需标记护甲槽

ARCANA DOMAIN

RUNE WARD

Level 1 Arcana Spell Recall Cost: 0
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.

UNLEASH CHAOS

Level 1 Arcana Spell Recall Cost: 1
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.

WALL WALK

Level 1 Arcana Spell Recall Cost: 1
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

CINDER GRASP

Level 2 Arcana Spell Recall Cost: 1
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.

FLOATING EYE

Level 2 Arcana Spell Recall Cost: 0
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.

COUNTERSPELL

Level 3 Arcana Spell Recall Cost: 2
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.

FLIGHT

Level 3 Arcana Spell Recall Cost: 1
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.

BLINK OUT

Level 4 Arcana Spell Recall Cost: 1
Make a Spellcast Roll (12). On a success, spend a Hope to teleport to another point you can see within Far range. If any willing creatures are within Very Close range, spend an additional Hope for each creature to bring them with you.

PRESERVATION BLAST

Level 4 Arcana Spell Recall Cost: 2
Make a Spellcast Roll against all targets within Melee range. Targets you succeed against are forced back to Far range and take d8+3 magic damage using your Spellcast trait.

CHAIN LIGHTNING

Level 5 Arcana Spell Recall Cost: 1
Mark 2 Stress to make a Spellcast Roll, unleashing lightning on all targets within Close range. Targets you succeed against must make a reaction roll with a Difficulty equal to the result of your Spellcast Roll. Targets who fail take 2d8+4 magic damage. Additional adversaries not already targeted by Chain Lightning and within Close range of previous targets who took damage must also make the reaction roll. Targets who fail take 2d8+4 magic damage. This chain continues until there are no more adversaries within range.

PREMONITION

Level 5 Arcana Spell Recall Cost: 2
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 can rescind the move and consequences like they never happened and make another move instead.

RIFT WALKER

Level 6 Arcana Spell Recall Cost: 2
Make a Spellcast Roll (15). On a success, you place an arcane marking on the ground where you currently stand. The next time you successfully cast Rift Walker, a rift in space opens up, providing safe passage back to the exact spot where the marking was placed. This rift stays open until you choose to close it or you cast another spell.

You can drop the spell at any time to cast Rift Walker again and place the marking somewhere new.

TELEKINESIS

Level 6 Arcana Spell Recall Cost: 0
Make a Spellcast Roll against a target within Far range. On a success, you can use your mind to move them anywhere within Far range of their original position. You can throw the lifted target as an attack by making an additional Spellcast Roll against the second target you're trying to attack. On a success, deal d12+4 physical damage to the second target using your Proficiency. This spell then ends.

ARCANA-TOUCHED

Level 7 Arcana Ability Recall Cost: 2
When 4 or more of the domain cards in your loadout are from the Arcana domain, gain the following benefits:

  • +1 bonus to your Spellcast Rolls
  • Once per rest, you can switch the results of your Hope and Fear Dice.

CLOAKING BLAST

Level 7 Arcana Spell Recall Cost: 2
When you make a successful Spellcast Roll to cast a different spell, you can spend a Hope to become Cloaked. While Cloaked, you remain unseen if you are stationary when an adversary moves to where they would normally see you. When you move into or within an adversary's line of sight or make an attack, you are no longer Cloaked.

ARCANE REFLECTION

Level 8 Arcana Spell Recall Cost: 1
When you would take magic damage, you can spend any number of Hope to roll that many d6s. If any roll a 6, the attack is reflected back to the caster, dealing the damage to them instead.

CONFUSING AURA

Level 8 Arcana Spell Recall Cost: 2
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. Mark any number of Stress to make that many additional layers. When an adversary makes an attack against you, roll a number of d6s equal to the number of layers currently active. If any roll a 5 or higher, one layer of the aura is destroyed and the attack fails. If all the results are 4 or lower, you take the damage and this spell ends

EARTHQUAKE

Level 9 Arcana Spell Recall Cost: 2
Make a Spellcast Roll (16). Once per rest on a success, all targets within Very Far range who aren't flying must make a Reaction Roll (18). Targets who fail take 3d10+8 physical damage and are temporarily Vulnerable. Targets who succeed take half damage.

Additionally, when you succeed on the Spellcast Roll, all terrain within Very Far range becomes difficult to move through and structures within this range might sustain damage or crumble.

SENSORY PROJECTION

Level 9 Arcana Spell Recall Cost: 0
Once per 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 as though you are standing there in this moment. 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. You drop out of this vision upon taking damage or casting another spell.

ADJUST REALITY

Level 10 Arcana Spell Recall Cost: 1
After you or a willing ally make any roll, you can spend 5 Hope to change the numerical result of that roll to a result of your choice instead. The result must be plausible within the range of the dice.

FALLING SKY

Level 10 Arcana Spell Recall Cost: 1
Make a Spellcast Roll against all adversaries within Far range. Mark any number of Stress to make shards of arcana rain down from above. Targets you succeed against take 1d20+2 magic damage for each Stress marked.

BLADE DOMAIN

GET BACK UP

Level 1 Blade Ability Recall Cost: 1
When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.

NOT GOOD ENOUGH

Level 1 Blade Ability Recall Cost: 1
When you roll your damage dice, you can reroll any 1s or 2s.

WHIRLWIND

Level 1 Blade Ability Recall Cost: 0
When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range. All additional adversaries you succeed against with this ability take half damage.

A SOLDIER'S BOND

Level 2 Blade Ability Recall Cost: 1
Once per long rest, when you compliment someone or ask them about something they're good at, you can both gain 3 Hope.

RECKLESS

Level 2 Blade Ability Recall Cost: 1
Mark a Stress to gain advantage on an attack.

SCRAMBLE

Level 3 Blade Ability Recall Cost: 1
Once per rest, when a creature within Melee range would deal damage to you, you can avoid the attack and safely move out of Melee range of the enemy.

VERSATILE FIGHTER

Level 3 Blade Ability Recall Cost: 1
You can use a different character trait for an equipped weapon, rather than the trait the weapon calls for.

When you deal damage, you can mark a Stress to use the maximum result of one of your damage dice instead of rolling it.

DEADLY FOCUS

Level 4 Blade Ability Recall Cost: 2
Once per rest, you can apply all your focus toward a target of your choice. Until you attack another creature, you defeat the target, or the battle ends, gain a +1 bonus to your Proficiency.

FORTIFIED ARMOR

Level 4 Blade Ability Recall Cost: 0
While you are wearing armor, gain a +2 bonus to your damage thresholds.

CHAMPION'S EDGE

Level 5 Blade Ability Recall Cost: 1
When you critically succeed on an attack, you can spend up to 3 Hope and choose one of the following options for each Hope spent:

  • You clear a Hit Point.
  • You clear an Armor Slot.
  • The target must mark an additional Hit Point.

You can't choose the same option more than once.

VITALITY

Level 5 Blade Ability Recall Cost: 0
When you choose this card, permanently gain two of the following benefits:

  • One Stress slot
  • One Hit Point slot
  • +2 bonus to your damage thresholds

Then place this card in your vault permanently.

BATTLE-HARDENED

Level 6 Blade Ability Recall Cost: 2
Once per long rest when you would make a Death Move, you can spend a Hope to clear a Hit Point instead.

RAGE UP

Level 6 Blade Ability Recall Cost: 1
Before you make an attack, you can mark a Stress to gain a bonus to your damage roll equal to twice your Strength. You can Rage Up twice per attack.

BLADE-TOUCHED

Level 7 Blade Ability Recall Cost: 1
When 4 or more of the domain cards in your loadout are from the Blade domain, gain the following benefits:

  • +2 bonus to your attack rolls
  • +4 bonus to your Severe damage threshold

GLANCING BLOW

Level 7 Blade Ability Recall Cost: 1
When you fail an attack, you can mark a Stress to deal weapon damage using half your Proficiency.

BATTLE CRY

Level 8 Blade Ability Recall Cost: 2
Once per long rest, while you're charging into danger, you can muster a rousing call that inspires your allies. All allies who can hear you each clear a Stress and gain a Hope. Additionally, your allies gain advantage on attack rolls until you or an ally rolls a failure with Fear.

FRENZY

Level 8 Blade Ability Recall Cost: 3
Once per long rest, you can go into a Frenzy until there are no more adversaries within sight.

While Frenzied, you can't use Armor Slots, and you gain a +10 bonus to your damage rolls and a +8 bonus to your Severe damage threshold.

GORE AND GLORY

Level 9 Blade Ability Recall Cost: 2
When you critically succeed on a weapon attack, gain an additional Hope or clear an additional Stress.

Additionally, when you deal enough damage to defeat an enemy, gain a Hope or clear a Stress.

REAPER'S STRIKE

Level 9 Blade Ability Recall Cost: 3
Once per long rest, spend a Hope to make an attack roll. The GM tells you which targets within range it would succeed against. Choose one of these targets and force them to mark 5 Hit Points.

BATTLE MONSTER

Level 10 Blade Ability Recall Cost: 0
When you make a successful attack against an adversary, you can mark 4 Stress to force the target to mark a number of Hit Points equal to the number of Hit Points you currently have marked instead of rolling for damage.

ONSLAUGHT

Level 10 Blade Ability Recall Cost: 3
When you successfully make an attack with your weapon, you never deal damage beneath a target's Major damage threshold (the target always marks a minimum of 2 Hit Points).

Additionally, when a creature within your weapon's range deals damage to an ally with an attack that doesn't include you, you can mark a Stress to force them to make a Reaction Roll (15).

On a failure, the target must mark a Hit Point.

BONE DOMAIN

DEFT MANEUVERS

Level 1 Bone Ability Recall Cost: 0
Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there.

If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.

I SEE IT COMING

Level 1 Bone Ability Recall Cost: 1
When you're targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.

UNTOUCHABLE

Level 1 Bone Ability Recall Cost: 1
Gain a bonus to your Evasion equal to half your Agility.

FEROCITY

Level 2 Bone Ability Recall Cost: 2
When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.

STRATEGIC APPROACH

Level 2 Bone Ability Recall Cost: 1
After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1). The first time you move within Close range of an adversary and make an attack against them, you can spend one token to choose one of the following options:

  • You make the attack with advantage.
  • You clear a Stress on an ally within Melee range of the adversary.
  • You add a d8 to your damage roll.

When you take a long rest, clear all unspent tokens.

BRACE

Level 3 Bone Ability Recall Cost: 1
When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot.

TACTICIAN

Level 3 Bone Ability Recall Cost: 1
When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die.

When making a Tag Team Roll, you can roll a d20 as your Hope Die.

BOOST

Level 4 Bone Ability Recall Cost: 1
Mark a Stress to boost off a willing ally within Close range, fling yourself into the air, and perform an aerial attack against a target within Far range. You have advantage on the attack, add a d10 to the damage roll, and end your move within Melee range of the target.

REDIRECT

Level 4 Bone Ability Recall Cost: 1
When an attack made against you from beyond Melee range fails, roll a number of d6s equal to your Proficiency. If any roll a 6, you can mark a Stress to redirect the attack to damage an adversary within Very Close range instead.

KNOW THY ENEMY

Level 5 Bone Ability Recall Cost: 1
When observing a creature, you can make an Instinct Roll against them. On a success, spend a Hope and ask the GM for one set of information about the target from the following options:

  • Their unmarked Hit Points and Stress.
  • Their Difficulty and damage thresholds.
  • Their tactics and standard attack damage dice.
  • Their features and Experiences.

Additionally on a success, you can mark a Stress to remove a Fear from the GM's Fear Pool.

SIGNATURE MOVE

Level 5 Bone Ability Recall Cost: 1
Name and describe your signature combat move. Once per rest, when you perform this signature move as part of an action you're taking, you can roll a d20 as your Hope Die. On a success, clear a Stress.

RAPID RIPOSTE

Level 6 Bone Ability Recall Cost: 0
When an attack made against you from within Melee range fails, you can mark a Stress and seize the opportunity to deal the weapon damage of one of your active weapons to the attacker.

RECOVERY

Level 6 Bone Ability Recall Cost: 1
During a short rest, you can choose a long rest downtime move instead. You can spend a Hope to let an ally do the same.

BONE-TOUCHED

Level 7 Bone Ability Recall Cost: 2
When 4 or more of the domain cards in your loadout are from the Bone domain, gain the following benefits:

  • +1 bonus to Agility
  • Once per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.

CRUEL PRECISION

Level 7 Bone Ability Recall Cost: 1
When you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.

BREAKING BLOW

Level 8 Bone Ability Recall Cost: 3
When you make a successful attack, you can mark a Stress to make the next successful attack against that same target deal an extra 2d12 damage.

WRANGLE

Level 8 Bone Ability Recall Cost: 1
Make an Agility Roll against all targets within Close range. Spend a Hope to move targets you succeed against, and any willing allies within Close range, to another point within Close range.

ON THE BRINK

Level 9 Bone Ability Recall Cost: 1
When you have 2 or fewer Hit Points unmarked, you don't take Minor damage.

SPLINTERING STRIKE

Level 9 Bone Ability Recall Cost: 3
Spend a Hope and make an attack against all adversaries within your weapon's range. Once per long rest, on a success against any targets, roll your weapon's damage and distribute that damage however you wish between the targets you succeeded against. Before you deal damage to each target, roll an additional damage die and add its result to the damage you deal to them.

DEATHRUN

Level 10 Bone Ability Recall Cost: 1
Spend 3 Hope to run a straight path through the battlefield to a point within Far range, making an attack against all adversaries within your weapon's range along that path. Choose the order in which you deal damage to the targets you succeeded against. For the first, roll your weapon damage with a +1 bonus to your Proficiency. Then remove a die from your damage roll and deal the remaining damage to the next target. Continue to remove a die for each subsequent target until you have no more damage dice or adversaries.

You can't target the same adversary more than once per attack.

SWIFT STEP

Level 10 Bone Ability Recall Cost: 2
When an attack made against you fails, clear a Stress. If you can't clear a Stress, gain a Hope.

CODEX DOMAIN

BOOK OF AVA

Level 1 Codex Recall Cost: 2
Power Push: Make a Spellcast Roll against a target within Melee range. On a success, they're knocked back to Far range and take d10+2 magic damage using your Proficiency.

Tava's Armor: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tava's Armor 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 the Spellcast Roll against the target's Difficulty instead. On a success, deal d6 physical damage using your Proficiency.

BOOK OF ILLIAT

Level 1 Codex Recall Cost: 2
Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they're Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

Arcane Barrage: 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 Recall Cost: 2
Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.

Magic Hand: 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 stationary area within Very Close range. The fog heavily obscures this area and everything in it.

BOOK OF SITIL

Level 2 Codex Recall Cost: 2
Adjust Appearance: You magically shift your appearance and clothing to avoid recognition.

Parallela: 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 hit 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 Recall Cost: 2
Runic Lock: Make a Spellcast Roll (15) on an object you're touching 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 with access to magic and an hour of time to study the spell can break it.

Arcane Door: When you have no adversaries within Melee range, make a Spellcast Roll (13). On a success, spend a Hope to create a portal from where you are to a point within Far range you can see. It closes once a creature has passed through it.

Reveal: Make a Spellcast Roll. If there is anything magically hidden within Close range, it is revealed.

BOOK OF KORVAX

Level 3 Codex Recall Cost: 2
Levitation: 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.

Recant: 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.

BOOK OF NORAI

Level 3 Codex 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 a target within Very Far range. On a success, hurl a sphere of fire toward them that explodes on impact. The target and all creatures within Very Close range of them must make a Reaction Roll (13). Targets who fail take d20+5 magic damage using your Proficiency. Targets who succeed take half damage.

BOOK OF EXOTA

Level 4 Codex 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, and they fall apart when they take any amount of damage.

BOOK OF GRYNN

Level 4 Codex 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 (15). 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.

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 know 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 infrequently, 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, you appear off course, with the range of failure determining how far off course.

BANISH

Level 6 Codex Spell Recall Cost: 0
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 isn't banished. Once per rest on a failure, they are banished from this realm.

When 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 cast Sigil of Retribution again.

BOOK OF HOMET

Level 7 Codex Recall Cost: 0
Pass Through: Make a Spellcast Roll (13). 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 dimension or plane of existence you've been to before. This gateway lasts until your next rest.

CODEX-TOUCHED

Level 7 Codex Ability Recall Cost: 2
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.

BOOK OF VYOLA

Level 8 Codex Recall Cost: 2
Memory Delve: 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.

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 RONIN

Level 9 Codex Recall Cost: 4
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.

Eternal Enervation: 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

Level 9 Codex Spell Recall Cost: 4
Make a Spellcast Roll (18). Once per long rest on a success, the GM tells you which adversaries within Far range have a Difficulty of 18 or lower. Mark a Stress for each one you wish to hit with this spell. They are killed and can't come back to life by any means.

BOOK OF YARROW

Level 10 Codex Recall Cost: 2
Timejammer: Make a Spellcast Roll (18). 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 targets another creature.

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

TRANSCENDENT UNION

Level 10 Codex Spell Recall Cost: 1
Once per long rest, 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.

GRACE DOMAIN

DEFT DECEIVER

Level 1 Grace Ability Recall Cost: 0
Spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.

ENRAPTURE

Level 1 Grace Spell Recall Cost: 0
Make a Spellcast Roll against a target within Close range. On a success, they become temporarily Enraptured. While Enraptured, a target's attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Once per rest on a success, you can mark a Stress to force the Enraptured target to mark a Stress as well.

INSPIRATIONAL WORDS

Level 1 Grace Ability Recall Cost: 1
Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options:

  • Your ally clears a Stress.
  • Your ally clears a Hit Point.
  • Your ally gains a Hope.

When you take a long rest, clear all unspent tokens.

TELL NO LIES

Level 2 Grace Spell Recall Cost: 1
Make a Spellcast Roll against a target within Very Close range. On a success, they can't lie to you while they remain within Close range, but they are not compelled to speak. If you ask them a question and they refuse to answer, they must mark a Stress and the effect ends. The target is typically unaware this spell has been cast on them until it causes them to utter the truth.

TROUBLEMAKER

Level 2 Grace Ability Recall Cost: 2
When you taunt or provoke a target within Far range, make a Presence Roll against them. Once per rest on a success, roll a number of d4s equal to your Proficiency. The target must mark Stress equal to the highest result rolled.

HYPNOTIC SHIMMER

Level 3 Grace Spell Recall Cost: 1
Make a Spellcast Roll against all adversaries in front of you within Close range. Once per rest on a success, create an illusion of flashing colors and lights that temporarily Stuns targets you succeed against and forces them to mark a Stress. While Stunned, they can't use reactions and can't take any other actions until they clear this condition.

INVISIBILITY

Level 3 Grace Spell Recall Cost: 1
Make a Spellcast Roll (10). On a success, mark a Stress and choose yourself or an ally within Melee range to become Invisible. An Invisible creature can't be seen except through magical means and attack rolls against them are made with disadvantage. Place a number of tokens on this card equal to your Spellcast trait. When the Invisible creature takes an action, spend a token from this card. After the action that spends the last token is resolved, the effect ends.

You can only hold Invisibility on one creature at a time.

SOOTHING SPEECH

Level 4 Grace Ability Recall Cost: 1
During a short rest, when you take the time to comfort another character while using the Tend to Wounds downtime move on them, clear an additional Hit Point on that character. When you do, you also clear 2 Hit Points.

THROUGH YOUR EYES

Level 4 Grace Spell Recall Cost: 1
Choose a target within Very Far range. You can see through their eyes and hear through their ears. You can transition between using your own senses or the target's freely until you cast another spell or until your next rest.

THOUGHT DELVER

Level 5 Grace Spell Recall Cost: 2
You can peek into the minds of others. Spend a Hope to read the vague surface thoughts of a target within Far range. Make a Spellcast Roll against the target to delve for deeper, more hidden thoughts.

On a roll with Fear, the target might, at the GM's discretion, become aware that you're reading their thoughts.

WORDS OF DISCORD

Level 5 Grace Spell Recall Cost: 1
Whisper words of discord to an adversary within Melee range and make a Spellcast Roll (13). On a success, the target must mark a Stress and make an attack against another adversary instead of against you or your allies.

Once this attack is over, the target realizes what happened. The next time you cast Words of Discord on them, gain a −5 penalty to the Spellcast Roll.

NEVER UPSTAGED

Level 6 Grace Ability Recall Cost: 2
When you mark 1 or more Hit Points from an attack, you can mark a Stress to place a number of tokens equal to the number of Hit Points you marked on this card. On your next successful attack, gain a +5 bonus to your damage roll for each token on this card, then clear all tokens.

SHARE THE BURDEN

Level 6 Grace Spell Recall Cost: 0
Once per rest, take on the Stress from a willing creature within Melee range. The target describes what intimate knowledge or emotions telepathically leak from their mind in this moment between you. Transfer any number of their marked Stress to you, then gain a Hope for each Stress transferred.

ENDLESS CHARISMA

Level 7 Grace Ability Recall Cost: 1
After you make an action roll to persuade, lie, or garner favor, you can spend a Hope to reroll the Hope or Fear Die.

GRACE-TOUCHED

Level 7 Grace Ability Recall Cost: 2
When 4 or more of the domain cards in your loadout are from the Grace domain, gain the following benefits:

  • You can mark an Armor Slot instead of marking a Stress.
  • When you would force a target to mark a number of Hit Points, you can choose instead to force them to mark that number of Stress.

ASTRAL PROJECTION

Level 8 Grace Spell Recall Cost: 0
Once per long rest, mark a Stress to create a projected copy of yourself that can appear anywhere you've been before.

You can see and hear through the projection as though it were you and affect the world as though you were there. A creature investigating the projection can tell it's of magical origin. This effect lasts until your next rest or your projection takes any damage.

MASS ENRAPTURE

Level 8 Grace Spell Recall Cost: 3
Make a Spellcast Roll against all targets within Far range. Targets you succeed against become temporarily Enraptured. While Enraptured, a target's attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Mark a Stress to force all Enraptured targets to mark a Stress, ending this spell.

COPYCAT

Level 9 Grace Spell Recall Cost: 3
Once per long rest, this card can mimic the features of another domain card of level 8 or lower in another player's loadout. Spend Hope equal to half the card's level to gain access to the feature. It lasts until your next rest or they place the card in their vault.

MASTER OF THE CRAFT

Level 9 Grace Ability Recall Cost: 0
Gain a permanent +2 bonus to two of your Experiences or a permanent +3 bonus to one of your Experiences. Then place this card in your vault permanently.

ENCORE

Level 10 Grace Spell Recall Cost: 1
When an ally within Close range deals damage to an adversary, you can make a Spellcast Roll against that same target. On a success, you deal the same damage to the target that your ally dealt. If your Spellcast Roll succeeds with Fear, place this card in your vault.

NOTORIOUS

Level 10 Grace Ability Recall Cost: 0
People know who you are and what you've done, and they treat you differently because of it. When you leverage your notoriety to get what you want, you can mark a Stress before you roll to gain a +10 bonus to the result. Your food and drinks are always free wherever you go, and everything else you buy is reduced in price by one bag of gold (to a minimum of one handful).

This card doesn't count against your loadout's domain card maximum of 5 and can't be placed in your vault.

MIDNIGHT DOMAIN

PICK AND PULL

Level 1 Midnight Ability Recall Cost: 0
You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).

RAIN OF BLADES

Level 1 Midnight Spell Recall Cost: 1
Spend a Hope to make a Spellcast Roll and conjure throwing blades that strike out at all targets within Very Close range. Targets you succeed against take d8+2 magic damage using your Proficiency.

If a target you hit is Vulnerable, they take an extra 1d8 damage.

UNCANNY DISGUISE

Level 1 Midnight Spell Recall Cost: 0
When you have a few minutes to prepare, you can mark a Stress to don the facade of any humanoid you can picture clearly in your mind. While disguised, you have advantage on Presence Rolls to avoid scrutiny.

Place a number of tokens equal to your Spellcast trait on this card. When you take an action while disguised, spend a token from this card. After the action that spends the last token is resolved, the disguise drops.

MIDNIGHT SPIRIT

Level 2 Midnight Spell Recall Cost: 1
Spend a Hope to summon a humanoid-sized spirit that can move or carry things for you until your next rest.

You can also send it to attack an adversary. When you do, make a Spellcast Roll against a target within Very Far range. On a success, the spirit moves into Melee range with that target. Roll a number of d6s equal to your Spellcast trait and deal that much magic damage to the target. The spirit then dissipates. You can only have one spirit at a time.

SHADOWBIND

Level 2 Midnight Spell Recall Cost: 0
Make a Spellcast Roll against all adversaries within Very Close range. Targets you succeed against are temporarily Restrained as their shadow binds them in place.

CHOKEHOLD

Level 3 Midnight Ability Recall Cost: 1
When you position yourself behind a creature who's about your size, you can mark a Stress to pull them into a chokehold, making them temporarily Vulnerable.

When a creature attacks a target who is Vulnerable in this way, they deal an extra 2d6 damage.

VEIL OF NIGHT

Level 3 Midnight Spell Recall Cost: 1
Make a Spellcast Roll (13). On a success, you can create a temporary curtain of darkness between two points within Far range. Only you can see through this darkness. You're considered Hidden to adversaries on the other side of the veil, and you have advantage on attacks you make through the darkness. The veil remains until you cast another spell.

STEALTH EXPERTISE

Level 4 Midnight Ability Recall Cost: 0
When you roll with Fear while attempting to move unnoticed through a dangerous area, you can mark a Stress to roll with Hope instead.

If an ally within Close range is also attempting to move unnoticed and rolls with Fear, you can mark a Stress to change their result to a roll with Hope.

GLYPH OF NIGHTFALL

Level 4 Midnight Spell Recall Cost: 1
Make a Spellcast Roll against a target within Very Close range. On a success, spend a Hope to conjure a dark glyph upon their body that exposes their weak points, temporarily reducing the target's Difficulty by a value equal to your Knowledge (minimum 1).

HUSH

Level 5 Midnight Spell Recall Cost: 1
Make a Spellcast Roll against a target within Close range. On a success, spend a Hope to conjure suppressive magic around the target that encompasses everything within Very Close range of them and follows them as they move.

The target and anything within the area is Silenced until the GM spends a Fear on their turn to clear this condition, you cast Hush again, or you take Major damage. While Silenced, they can't make noise and can't cast spells.

PHANTOM RETREAT

Level 5 Midnight Spell Recall Cost: 2
Spend a Hope to activate Phantom Retreat where you're currently standing. Spend another Hope at any time before your next rest to disappear from where you are and reappear where you were standing when you activated Phantom Retreat. This spell ends after you reappear.

DARK WHISPERS

Level 6 Midnight Spell Recall Cost: 0
You can speak into the mind of any person with whom you've made physical contact. Once you've opened a channel with them, they can speak back into your mind. Additionally, you can mark a Stress to make a Spellcast Roll against them. On a success, you can ask the GM one of the following questions and receive an answer:

  • Where are they?
  • What are they doing?
  • What are they afraid of?
  • What do they cherish most in the world?

MASS DISGUISE

Level 6 Midnight Spell Recall Cost: 0
When you have a few minutes of silence to focus, you can mark a Stress to change the appearance of all willing creatures within Close range. Their new forms must share a general body structure and size, and can be somebody or something you've seen before or entirely fabricated. A disguised creature has advantage on Presence Rolls to avoid scrutiny.

Activate a Countdown (8). It ticks down as a consequence the GM chooses. When it triggers, the disguise drops.

MIDNIGHT-TOUCHED

Level 7 Midnight Ability Recall Cost: 2
When 4 or more of the domain cards in your loadout are from the Midnight domain, gain the following benefits:

  • Once per rest, when you have 0 Hope and the GM would gain a Fear, you can gain a Hope instead.
  • When you make a successful attack, you can mark a Stress to add the result of your Fear Die to your damage roll.

VANISHING DODGE

Level 7 Midnight Spell Recall Cost: 1
When an attack made against you that would deal physical damage fails, you can spend a Hope to envelop yourself in shadow, becoming Hidden and teleporting to a point within Close range of the attacker. You remain Hidden until the next time you make an action roll.

SHADOWHUNTER

Level 8 Midnight Ability Recall Cost: 2
Your prowess is enhanced under the cover of shadow. While you're shrouded in low light or darkness, you gain a +1 bonus to your Evasion and make attack rolls with advantage.

SPELLCHARGE

Level 8 Midnight Spell Recall Cost: 1
When you take magic damage, place tokens equal to the number of Hit Points you marked on this card. You can store a number of tokens equal to your Spellcast trait.

When you make a successful attack against a target, you can spend any number of tokens to add a d6 for each token spent to your damage roll.

NIGHT TERROR

Level 9 Midnight Spell Recall Cost: 2
Once per long rest, choose any targets within Very Close range to perceive you as a nightmarish horror. The targets must succeed on a Reaction Roll (16) or become temporarily Horrified. While Horrified, they're Vulnerable. Steal a number of Fear from the GM equal to the number of targets that are Horrified (up to the number of Fear in the GM's pool). Roll a number of d6s equal to the number of stolen Fear and deal the total damage to each Horrified target. Discard the stolen Fear.

TWILIGHT TOLL

Level 9 Midnight Ability Recall Cost: 1
Choose a target within Far range. When you succeed on an action roll against them that doesn't result in making a damage roll, place a token on this card. When you deal damage to this target, spend any number of tokens to add a d12 for each token spent to your damage roll. You can only hold Twilight Toll on one creature at a time.

When you choose a new target or take a rest, clear all unspent tokens.

ECLIPSE

Level 10 Midnight Spell Recall Cost: 2
Make a Spellcast Roll (16). Once per long rest on a success, plunge the entire area within Far range into complete darkness only you and your allies can see through. Attack rolls have disadvantage when targeting you or an ally within this shadow.

Additionally, when you or an ally succeeds with Hope against an adversary within this shadow, the target must mark a Stress.

This spell lasts until the GM spends a Fear on their turn to clear this effect or you take Severe damage.

SPECTER OF THE DARK

Level 10 Midnight Spell Recall Cost: 1
Mark a Stress to become Spectral until you make an action roll targeting another creature. While Spectral, you're immune to physical damage and can float and pass through solid objects. Other creatures can still see you while you're in this form.

SAGE DOMAIN

GIFTED TRACKER

Level 1 Sage Ability Recall Cost: 0
When you're tracking a specific creature or group of creatures based

on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list.

  • What direction did they go?
  • How long ago did they pass through?
  • What were they doing in this location?
  • How many of them were here?

When you encounter creatures you've tracked in this way, gain a +1 bonus to your Evasion against them.

NATURE'S TONGUE

Level 1 Sage Ability Recall Cost: 0
You can speak the language of the natural world. When you want to speak to the plants and animals around you, make an Instinct Roll (12). On a success, they'll give you the information they know. On a roll with Fear, their knowledge might be limited or come at a cost.

Additionally, before you make a Spellcast Roll while within a natural environment, you can spend a Hope to gain a +2 bonus to the roll.

VICIOUS ENTANGLE

Level 1 Sage Spell Recall Cost: 1
Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target.

Additionally on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.

CONJURE SWARM

Level 2 Sage Spell Recall Cost: 1
Tekaira Armored Beetles: Mark a Stress to conjure armored beetles that encircle you. When you next take damage, reduce the severity by one threshold. You can spend a Hope to keep the beetles conjured after taking damage.

Fire Flies: Make a Spellcast Roll against all adversaries within Close range. Spend a Hope to deal 2d8+3 magic damage to targets you succeeded against.

NATURAL FAMILIAR

Level 2 Sage Spell Recall Cost: 1
Spend a Hope to summon a small nature spirit or forest critter to your side until your next rest, you cast Natural Familiar again, or the familiar is targeted by an attack. If you spend an additional Hope, you can summon a familiar that flies. You can communicate with them, make a Spellcast Roll to command them to perform simple tasks, and mark a Stress to see through their eyes.

When you deal damage to an adversary within Melee range of your familiar, you add a d6 to your damage roll.

CORROSIVE PROJECTILE

Level 3 Sage Spell Recall Cost: 1
Make a Spellcast Roll against a target within Far range. On a success, deal d6+4 magic damage using your Proficiency. Additionally, mark 2 or more Stress to make them

permanently Corroded. While a target is Corroded, they gain a −1 penalty to their Difficulty for every 2 Stress you spent. This condition can stack.

TOWERING STALK

Level 3 Sage Spell Recall Cost: 1
Once per rest, you can conjure a thick, twisting stalk within Close range that can be easily climbed. Its height can grow up to Far range.

Mark a Stress to use this spell as an attack. Make a Spellcast Roll against an adversary or group of adversaries within Close range. The erupting stalk lifts targets you succeed against into the air and drops them, dealing d8 physical damage using your Proficiency.

DEATH GRIP

Level 4 Sage Spell Recall Cost: 1
Make a Spellcast Roll against a target within Close range and choose one of the following options:

  • You pull the target into Melee range or pull yourself into Melee range of them.
  • You constrict the target and force them to mark 2 Stress.
  • All adversaries between you and the target must succeed on a Reaction Roll (13) or be hit by vines, taking 3d6+2 physical damage.

On a success, vines reach out from your hands, causing the chosen effect and temporarily Restraining the target.

HEALING FIELD

Level 4 Sage Spell Recall Cost: 2
Once per long rest, you can conjure a field of healing plants around you. Everywhere within Close range of you bursts to life with vibrant nature, allowing you and all allies in the area to clear a Hit Point.

Spend 2 Hope to allow you and all allies to clear 2 Hit Points instead.

THORN SKIN

Level 5 Sage Spell Recall Cost: 1
Once per rest, spend a Hope to sprout thorns all over your body. When you do, place a number of tokens equal to your Spellcast trait on this card. When you take damage, you can spend any number of tokens to roll that number of d6s. Add the results together and reduce the incoming damage by that amount. If you're within Melee range of the attacker, deal that amount of damage back to them.

When you take a rest, clear all unspent tokens.

WILD FORTRESS

Level 5 Sage Spell Recall Cost: 1
Make a Spellcast Roll (13). On a success, spend 2 Hope to grow a natural barricade in the shape of a dome that you and one ally can take cover within. While inside the dome, a creature can't be targeted by attacks and can't make attacks. Attacks made against the dome automatically succeed. The dome has the following damage thresholds and lasts until it marks 3 Hit Points. Place tokens on this card to represent marking Hit Points.

Thresholds: 15/30

CONJURED STEEDS

Level 6 Sage Spell Recall Cost: 0
Spend any number of Hope to conjure that many magical steeds (such as horses, camels, or elephants) that you and your allies can ride until your next long rest or the steeds take any damage. The steeds double your land speed while traveling and, when in danger, allow you to move within Far range without having to roll. Creatures riding a steed gain a −2 penalty to attack rolls and a +2 bonus to damage rolls.

FORAGER

Level 6 Sage Ability Recall Cost: 1
As an additional downtime move you can choose, roll a d6 to see what you forage. Work with the GM to describe it and add it to your inventory as a consumable. Your party can carry up to five foraged consumables at a time.

    1. A unique food (Clear 2 Stress)
    1. A beautiful relic (Gain 2 Hope)
  • An arcane rune (+2 to a Spellcast Roll)

  • A healing vial (Clear 2 Hit Points)

  • A luck charm (Reroll any die)

  • Choose one of the options above.

SAGE-TOUCHED

Level 7 Sage Ability Recall Cost: 2
When 4 or more of the domain cards in your loadout are from the Sage domain, gain the following benefits:

  • While you're in a natural environment, you gain a +2 bonus to your Spellcast Rolls.
  • Once per rest, you can double your Agility or Instinct when making a roll that uses that trait. You must choose to do this before you roll.

WILD SURGE

Level 7 Sage Spell Recall Cost: 2
Once per long rest, mark a Stress to channel the natural world around you and enhance yourself. Describe how your appearance changes, then place a d6 on this card with the 1 value facing up.

While the Wild Surge Die is active, you add its value to every action roll you make. After you add its value to a roll, increase the Wild Surge Die's value by one. When the die's value would exceed 6 or you take a rest, this form drops and you must mark an additional Stress.

FOREST SPRITES

Level 8 Sage Spell Recall Cost: 2
Make a Spellcast Roll (13). On a success, spend any number of Hope to create an equal number of small forest sprites who appear at points you choose within Far range, providing the following benefits:

  • Your allies gain a +3 bonus to attack rolls against adversaries within Melee range of a sprite.
  • An ally who marks an Armor Slot while within Melee range of a sprite can mark an additional Armor Slot.

A sprite vanishes after granting a benefit or taking any damage.

REJUVENATION BARRIER

Level 8 Sage Spell Recall Cost: 1
Make a Spellcast Roll (15). Once per rest on a success, create a temporary barrier of protective energy around you at Very Close range. You and all allies within the barrier when this spell is cast clear 1d4 Hit Points. While the barrier is up, you and all allies within have resistance to physical damage from outside the barrier.

When you move, the barrier follows you.

FANE OF THE WILDS

Level 9 Sage Ability Recall Cost: 2
After a long rest, place a number of tokens equal to the number of Sage domain cards in your loadout and vault on this card.

When you would make a Spellcast Roll, you can spend any number of tokens after the roll to gain a +1 bonus for each token spent.

When you critically succeed on a Spellcast Roll for a Sage domain spell, gain a token.

When you take a long rest, clear all unspent tokens.

PLANT DOMINION

Level 9 Sage Spell Recall Cost: 1
Make a Spellcast Roll (18). Once per long rest on a success, you reshape the natural world, changing the surrounding plant life anywhere within Far range of you. For example, you can grow trees instantly, clear a path through dense vines, or create a wall of roots.

FORCE OF NATURE

Level 10 Sage Spell Recall Cost: 2
Mark a Stress to transform into a hulking nature spirit, gaining the following benefits:

  • When you succeed on an attack or Spellcast Roll, gain a +10 bonus to the damage roll.
  • When you deal enough damage to defeat a creature within Close range, you absorb them and clear an Armor Slot.
  • You can't be Restrained.

Before you make an action roll, you must spend a Hope. If you can't, you revert to your normal form.

TEMPEST

Level 10 Sage Spell Recall Cost: 2
Choose one of the following tempests and make a Spellcast Roll against all targets within Far range. Targets you succeed against experience its effects until the GM spends a Fear on their turn to end this spell.

  • Blizzard: Deal 2d20+8 magic damage and targets are temporararily Vulnerable.
  • Hurricane: Deal 3d10+10 magic damage and choose a direction the wind is blowing. Targets can't move against the wind.
  • Sandstorm: Deal 5d6+9 magic damage. Attacks made from beyond Melee range have disadvantage.

SPLENDOR DOMAIN

BOLT BEACON

Level 1 Splendor Spell Recall Cost: 1
Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.

MENDING TOUCH

Level 1 Splendor Spell Recall Cost: 1
You lay your hands upon a creature and channel healing magic to close their wounds. When you can take a few minutes to focus on the target you're helping, you can spend 2 Hope to clear a Hit Point or a Stress on them.

Once per long rest, when you spend this healing time learning something new about them or revealing something about yourself, you can clear 2 Hit Points or 2 Stress on them instead.

REASSURANCE

Level 1 Splendor Ability Recall Cost: 0
Once per rest, after an ally attempts an action roll but before the consequences take place, you can offer assistance or words of support. When you do, your ally can reroll their dice.

FINAL WORDS

Level 2 Splendor Spell Recall Cost: 1
You can infuse a corpse with a moment of life to speak with it. Make a Spellcast Roll (13). On a success with Hope, the corpse answers up to three questions. On a success with Fear, the corpse answers one question. The corpse answers truthfully, but it can't impart information it didn't know in life. On a failure, or once the corpse has finished answering your questions, the body turns to dust.

HEALING HANDS

Level 2 Splendor Spell Recall Cost: 1
Make a Spellcast Roll (13) and target a creature other than yourself within Melee range. On a success, mark a Stress to clear 2 Hit Points or 2 Stress on the target. On a failure, mark a Stress to clear a Hit Point or a Stress on the target. You can't heal the same target again until your next long rest.

SECOND WIND

Level 3 Splendor Ability Recall Cost: 2
Once per rest, when you succeed on an attack against an adversary, you can clear 3 Stress or a Hit Point. On a success with Hope, you also clear 3 Stress or a Hit Point on an ally within Close range of you.

VOICE OF REASON

Level 3 Splendor Ability Recall Cost: 1
You speak with an unmatched power and authority. You have advantage on action rolls to de-escalate violent situations or convince someone to follow your lead.

Additionally, you're emboldened in moments of duress. When all of your Stress slots are marked, you gain a +1 bonus to your Proficiency for damage rolls.

DIVINATION

Level 4 Splendor Spell Recall Cost: 1
Once per long rest, spend 3 Hope to reach out to the forces beyond and ask one "yes or no" question about an event, person, place, or situation in the near future. For a moment, the present falls away and you see the answer before you.

LIFE WARD

Level 4 Splendor Spell Recall Cost: 1
Spend 3 Hope and choose an ally within Close range. They are marked with a glowing sigil of protection. When this ally would make a death move, they clear a Hit Point instead.

This effect ends when it saves the target from a death move, you cast Life Ward on another target, or you take a long rest.

SHAPE MATERIAL

Level 5 Splendor Spell Recall Cost: 1
Spend a Hope to shape a section of natural material you're touching (such as stone, ice, or wood) to suit your purpose. The area of the material can be no larger than you. For example, you can form a rudimentary tool or create a door.

You can only affect the material within Close range of where you're touching it.

SMITE

Level 5 Splendor Spell Recall Cost: 2
Once per rest, spend 3 Hope to charge your powerful smite. When you next successfully attack with a weapon, double the result of your damage roll. This attack deals magic damage regardless of the weapon's damage type.

RESTORATION

Level 6 Splendor Spell Recall Cost: 2
After a long rest, place a number of tokens equal to your Spellcast trait on this card. Touch a creature and spend any number of tokens to clear 2 Hit Points or 2 Stress for each token spent.

You can also spend a token from this card when touching a creature to clear the Vulnerable condition or heal a physical or magical ailment (the GM might require additional tokens depending on the strength of the ailment).

When you take a long rest, clear all unspent tokens.

ZONE OF PROTECTION

Level 6 Splendor Spell Recall Cost: 2
choose a point within Far range and create a visible zone of protection there for all allies within Very Close range of that point. When you do, place a d6 on this card with the 1 value facing up. When an ally in this zone takes damage, they reduce it by the die's value. You then increase the die's value by one. When the die's value would exceed 6, this effect ends.

HEALING STRIKE

Level 7 Splendor Spell Recall Cost: 1
When you deal damage to an adversary, you can spend 2 Hope to clear a Hit Point on an ally within Close range.

SPLENDOR-TOUCHED

Level 7 Splendor Ability Recall Cost: 2
When 4 or more of the domain cards in your loadout are from the Splendor domain, gain the following benefits:

  • +3 bonus to your Severe damage threshold
  • Once per long rest, when incoming damage would require you to mark a number of Hit Points, you can choose to mark that much Stress or spend that much Hope instead.

SHIELD AURA

Level 8 Splendor Spell Recall Cost: 2
Mark a Stress to cast a protective aura on a target within Very Close range. When the target marks an Armor Slot, they reduce the severity of the attack by an additional threshold. If this spell causes a creature who would be damaged to instead mark no Hit Points, the effect ends.

You can only hold Shield Aura on one creature at a time.

STUNNING SUNLIGHT

Level 8 Splendor Spell Recall Cost: 2
Make a Spellcast Roll to unleash powerful rays of burning sunlight against all adversaries in front of you within Far range. On a success, spend any number of Hope and force that many targets you succeeded against to make a Reaction Roll (14).

Targets who succeed take 3d20+3 magic damage. Targets who fail take 4d20+5 magic damage and are temporarily Stunned. While Stunned, they can't use reactions and can't take any other actions until they clear this condition.

OVERWHELMING AURA

Level 9 Splendor Spell Recall Cost: 2
Make a Spellcast Roll (15) to magically empower your aura. On a success, spend 2 Hope to make your Presence equal to your Spellcast trait until your next long rest.

While this spell is active, an adversary must mark a Stress when they target you with an attack.

SALVATION BEAM

Level 9 Splendor Spell Recall Cost: 2
Make a Spellcast Roll (16). On a success, mark any number of Stress to target a line of allies within Far range. You can clear Hit Points on the targets equal to the number of Stress marked, divided among them however you'd like.

INVIGORATION

Level 10 Splendor Spell Recall Cost: 3
When you or an ally within Close range has used a feature that has an exhaustion limit (such as once per rest or once per session), you can spend any number of Hope and roll that many d6s. If any roll a 6, the feature can be used again.

RESURRECTION

Level 10 Splendor Spell Recall Cost: 2
Make a Spellcast Roll (20). On a success, restore one creature who has been dead no longer than 100 years to full strength. Then roll a d6. On a result of 5 or lower, place this card in your vault permanently.

On a failure, you can't cast Resurrection again for a week.

VALOR DOMAIN

BARE BONES

Level 1 Valor Ability Recall Cost: 0
When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds:

  • Tier 1: 9/19
  • Tier 2: 11/24
  • Tier 3: 13/31
  • Tier 4: 15/38

FORCEFUL PUSH

Level 1 Valor Ability Recall Cost: 0
Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll.

Additionally, you can spend a Hope to make them temporarily Vulnerable.

I AM YOUR SHIELD

Level 1 Valor Ability Recall Cost: 1
When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots.

BODY BASHER

Level 2 Valor Ability Recall Cost: 1
You use the full force of your body in a fight. On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Strength.

BOLD PRESENCE

Level 2 Valor Ability Recall Cost: 0
When you make a Presence Roll, you can spend a Hope to add your Strength to the roll.

Additionally, once per rest when you would gain a condition, you can describe how your bold presence aids you in the situation and avoid gaining the condition.

CRITICAL INSPIRATION

Level 3 Valor Ability Recall Cost: 1
Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stress or gain a Hope.

LEAN ON ME

Level 3 Valor Ability Recall Cost: 1
Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.

GOAD THEM ON

Level 4 Valor Ability Recall Cost: 1
Describe how you taunt a target within Close range, then make a Presence Roll against them. On a success, the target must mark a Stress, and the next time the GM spotlights them, they must target you with an attack, which they make with disadvantage.

SUPPORT TANK

Level 4 Valor Ability Recall Cost: 2
When an ally within Close range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die.

ARMORER

Level 5 Valor Ability Recall Cost: 1
While you're wearing armor, gain a +1 bonus to your Armor Score.

During a rest, when you choose to repair your armor as a downtime move, your allies also clear an Armor Slot.

ROUSING STRIKE

Level 5 Valor Ability Recall Cost: 1
Once per rest, when you critically succeed on an attack, you and all allies who can see or hear you can clear a Hit Point or 1d4 Stress.

INEVITABLE

Level 6 Valor Ability Recall Cost: 1
When you fail an action roll, your next action roll has advantage.

RISE UP

Level 6 Valor Ability Recall Cost: 2
Gain a bonus to your Severe threshold equal to your Proficiency.

When you mark 1 or more Hit Points from an attack, clear a Stress.

SHRUG IT OFF

Level 7 Valor Ability Recall Cost: 1
When you would take damage, you can mark a Stress to reduce the severity of the damage by one threshold. When you do, roll a d6. On a result of 3 or lower, place this card in your vault.

VALOR-TOUCHED

Level 7 Valor Ability Recall Cost: 1
When 4 or more of the domain cards in your loadout are from the Valor domain, gain the following benefits:

  • +1 bonus to your Armor Score
  • When you mark 1 or more Hit Points without marking an Armor Slot, clear an Armor Slot.

FULL SURGE

Level 8 Valor Ability Recall Cost: 1
Once per long rest, mark 3 Stress to push your body to its limits. Gain a +2 bonus to all of your character traits until your next rest.

GROUND POUND

Level 8 Valor Ability Recall Cost: 2
Spend 2 Hope to strike the ground where you stand and make a Strength Roll against all targets within Very Close range. Targets you succeed against are thrown back to Far range and must make a Reaction Roll (17). Targets who fail take 4d10+8 damage. Targets who succeed take half damage.

HOLD THE LINE

Level 9 Valor Ability Recall Cost: 1
Describe the defensive stance you take and spend a Hope. If an adversary moves within Very Close range, they're pulled into Melee range and Restrained.

This condition lasts until you move or fail a roll with Fear, or the GM spends 2 Fear on their turn to clear it.

LEAD BY EXAMPLE

Level 9 Valor Ability Recall Cost: 3
When you deal damage to an adversary, you can mark a Stress and describe how you encourage your allies. The next PC to make an attack against that adversary can clear a Stress or gain a Hope.

UNBREAKABLE

Level 10 Valor Ability Recall Cost: 4
When you mark your last Hit Point, instead of making a death move, you can roll a d6 and clear a number of Hit Points equal to the result. Then place this card in your vault.

UNYIELDING ARMOR

Level 10 Valor Ability Recall Cost: 1
When you would mark an Armor Slot, roll a number of d6s equal to your Proficiency. If any roll a 6, reduce the severity by one threshold without marking an Armor Slot.