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Wonder

Domains Designed by Sky • Art by StarRune Press

Domain overview

The Wonder domain embodies the spark of imagination, the excitement of discovery, and the power of creativity. Those who draw from Wonder see the world as it could be: brighter, different, interesting and beautiful. They are known as artists, scholars, inventors, and dreamers. Wonder transforms the surroundings, creating new experiences while daring to ask what if.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability CRAFTSMANSHIP
You can craft a device as downtime move during a rest.The device is a non-magical object no larger than your hand.

You can craft a device as downtime move during a rest.

The device is a non-magical object no larger than your hand. Describe what it is and what is its intended purpose. The device by itself cannot initiate an action, like create a fire or attack as a weapon, and it disappears if you craft a new one. When anyone carrying the device performs an action related to its designed purpose, they may gain a +2 bonus to the roll and the device is depleted. You may spend a Hope while touching the device to recharge it.

0
1 Ability SHARED DREAMS
You and any number of allies may share a dream during a long rest as a downtime move.

You and any number of allies may share a dream during a long rest as a downtime move. Work together to describe what happens in the dream. All creatures that shared the dream gain a Hope.

Until your next long rest, when someone Helps an Ally they shared a dream with, the one helping may roll two advantage dice and take the highest result.

0
1 Spell RUNIC SHOT
Make a Spellcast Roll against a target within Far range.On a success, deal d6 magic damage using your Proficiency and you may spend a Hope to make the target temporarily Inscribed.

Make a Spellcast Roll against a target within Far range.

On a success, deal d6 magic damage using your Proficiency and you may spend a Hope to make the target temporarily Inscribed. While Inscribed, the target cannot benefit from advantage.

If you use this spell as part of a Tag Team Roll, you instead deal d10 magic damage using your Proficiency.

1
2 Ability WINDS OF CHANGE
When an ally within Close range rolls a Failure with Fear, describe how you bolster their confidence.

When an ally within Close range rolls a Failure with Fear, describe how you bolster their confidence. You may spend a Hope to allow them to gain a Hope.

0
2 Spell RUNEBOUND
Spend a Hope to touch a surface or object and create a flickering magical ripple no larger than your Melee range.

Spend a Hope to touch a surface or object and create a flickering magical ripple no larger than your Melee range. When a creature interacts with or moves through the ripple, they must make a Reaction Roll (13). On a failure, they suffer d6+6 magic damage using your Proficiency and are temporarily Restrained. The ripple lasts until triggered or until your next rest.

1
3 Ability MASTERPIECE
When you Work on a Project, you may choose to work on a Masterpiece.

When you Work on a Project, you may choose to work on a Masterpiece. Your Masterpiece has an initial value of O and when you take this downtime move, roll a d10.

Add the result to its total value as handfuls of gold, then gain a Hope. When the Masterpiece's value reaches that of a chest, it is finished. You then choose a trait to gain a +1 bonus and must place this card in your vault permanently. You may also sell your Masterpiece for its current value, at which point you lose its trait bonus and can start to create a new one.

0
3 Spell DIVERGING LENS
Mark a Stress to conjure a magical object within Far range.

Mark a Stress to conjure a magical object within Far range. It remains in place until the end of the scene or you take Severe damage. When an ally within Close range of the object is hit by a creature in their Melee range, the attacker must make a Reaction Roll (14). On a failure, they take 2d4+4 magic damage and are pushed just outside Close range of the ally they attacked. A creature may only be targeted by one object per attack, prioritizing the closest one.

2
4 Spell DREAM SIGNAL
Once per rest, spend a Hope to send a mind image to an ally within Far range when they attempt to make an action roll, giving them a bonus equal to your Spellcast trait.

Once per rest, spend a Hope to send a mind image to an ally within Far range when they attempt to make an action roll, giving them a bonus equal to your Spellcast trait. If they roll with Hope, they gain clarity on their actions and may also clear a Stress. If they roll with Fear, they receive a disturbing vision instead, and the GM gains 1 additional Fear.

0
4 Spell FIDGETY BOLT
Make a Spellcast Roll against a target within Far range.On a success, mark a Stress to send a magic bolt that deals d8+8 magic damage using your Proficiency.If your Hope die rolls 8 or more, the bolt leaps to a second creature of your choice within Close range of the first.

Make a Spellcast Roll against a target within Far range.

On a success, mark a Stress to send a magic bolt that deals d8+8 magic damage using your Proficiency.

If your Hope die rolls 8 or more, the bolt leaps to a second creature of your choice within Close range of the first. If your Fear die rolls 8 or more, the GM chooses yet another new creature within Close range of the first to also be affected by the spell. In both cases, each additional target takes half the original damage.

1
5 Spell AERIAL STRIKE
You conjure a magical pattern within Far range that floats above the ground.

You conjure a magical pattern within Far range that floats above the ground. It lasts until the end of the scene or you conjure another pattern. While it is active, you may mark a Stress to move it within its Close range and make a Spellcast Roll. Each adversary within Very Close range of the pattern you succeed against takes 1d10+10 magic damage.

1
5 Spell GEMOLOGY
Spend 2 Hope during a rest to allow you or an ally sharing the rest to take an additional downtime move.

Spend 2 Hope during a rest to allow you or an ally sharing the rest to take an additional downtime move.

0
6 Spell MOON SHIELD
Mark a Stress to create a field within Very Close range that lasts until the end of the scene or you take Severe damage.

Mark a Stress to create a field within Very Close range that lasts until the end of the scene or you take Severe damage. The field moves with you and, while active, you add your Spellcast trait to your damage thresholds.

When you create the field, place 2 tokens on this card.

These are your Lunar tokens. You may also spend a Hope to place 2 Lunar tokens on this card. When an ally takes damage while within the field, spend any amount of Lunar tokens to reduce the damage taken by 1d6 per token spent. When the spell ends, clear all tokens on this card.

2
6 Spell TWINNED MINDS
Once per rest, you and an ally in Far range may both mark a Stress to synchronize your thoughts.

Once per rest, you and an ally in Far range may both mark a Stress to synchronize your thoughts. Until the end of the scene or one of you mark their last Hit Point, you two gain the following benefits:

• You and the ally gain access to level 3 or lower domain cards from either loadout. If a card requires a Spellcast Roll, it uses your Spellcast trait.

  • It costs 2 Hope to initiate a Tag Team Roll with each other.

  • Once for the duration of the spell, when one rolls a critical success, you may both gain a Hope and clear a Stress.

2
7 Ability WONDER-TOUCHED
When 4 or more of the domain cards in your loadout are from the Wonder domain, gain the following benefits:You can mark a Stress instead of spending a Hope.Once per long rest, when you would mark your last Stress, clear Stress equal to your Spellcast trait instead.

When 4 or more of the domain cards in your loadout are from the Wonder domain, gain the following benefits:

  • You can mark a Stress instead of spending a Hope.

  • Once per long rest, when you would mark your last Stress, clear Stress equal to your Spellcast trait instead. You must still mark any remaining Stress.

1
7 Spell AURORA BLAST
Make a Spellcast Roll against a target in Far range.

Make a Spellcast Roll against a target in Far range. On a success, spend up to 3 Hope. The effects are cumulative per Hope you spend.

  • 1 Hope: The target takes d6+6 magic damage using your Proficiency.

  • 2 Hope: The target is temporarily Dazzled. While Dazzled, they are Vulnerable and all their rolls have disadvantage.

  • 3 Hope: The spell refracts to two other targets of your choice within Close range of the first target that can also be hit, dealing half the damage and making them temporarily Dazzled.

1
8 Spell ARCHIVE OF POSSIBILITIES
Place this card in your vault to open a shimmering rift to an imagined archive of ideas.

Place this card in your vault to open a shimmering rift to an imagined archive of ideas. You and all allies within Far range may recall a card from their vault without paying its Recall Cost.

This card can only be recalled into your loadout during a rest.

0
8 Spell BREAKTHROUGH
Make a Spellcast Roll (16).

Make a Spellcast Roll (16). On a success, you inspire a breakthrough discovery for you and every ally within Far range.

Every target may select a card of level 4 or lower from a domain they have access to and mark Stress equal to the card's Recall Cost. The chosen card is then placed in their loadout until the end of the scene or this spell is cast again. The selected card do not count towards the maximum number of cards in their loadout and cannot be exchanged for a card in their vault.

After you successfully use this spell, place this card in your vault.

2
9 Ability COSMIC INSPIRATION
When an ally within Far range fails an action roll or rolls with Fear, you may spend a Hope to allow the target to reroll using a d20 as their Hope Die.

When an ally within Far range fails an action roll or rolls with Fear, you may spend a Hope to allow the target to reroll using a d20 as their Hope Die.

1
9 Spell RULE OF SIX
Make a Spellcast Roll against up to six targets within Close range.

Make a Spellcast Roll against up to six targets within Close range. On a success, mark any number of Stress to deal 6d6 magic damage for each Stress marked, divided equally among all targets. For each 6 rolled on a damage die for this spell, roll an additional d6.

2
10 Spell IMAGINARIUM
Make a Spellcast Roll (18).

Make a Spellcast Roll (18). On a success, you create an Imaginarium that extends within Very Far range and lasts until the end of the scene or this spell is cast again. Choose two domains. Pick up to 5 cards of level 5 or lower from those domains and mark a Stress for each card chosen. They become the Imaginarium's loadout.

While in the area, all allies may use a card from the Imaginarium's loadout as if it was in their own loadout, spending any other resources that are normally required when using the card. If a card requires a Spellcast Roll, it uses your Spellcast trait.

The GM may spend a Fear to force you to remove a card of your choice from the loadout. If this GM move removes the last card from the loadout, the spell ends.

2
10 Spell PARADOX FLUX
Once per long rest, you may enter a state of entropic energy that lasts until the end of the scene.

Once per long rest, you may enter a state of entropic energy that lasts until the end of the scene. While in this state, you may spend the GM's Fear as if spending Hope, up to 3 per spotlight. In similar fashion, the GM may spend your Hope as if spending Fear when using adversaries' features, but only once per adversary spotlight.

The spell ends earlier if the GM has no Fear or if you have no Hope.

1

Domain cards

1

0
CRAFTSMANSHIP
Ability

CRAFTSMANSHIP

You can craft a device as downtime move during a rest.

The device is a non-magical object no larger than your hand. Describe what it is and what is its intended purpose. The device by itself cannot initiate an action, like create a fire or attack as a weapon, and it disappears if you craft a new one. When anyone carrying the device performs an action related to its designed purpose, they may gain a +2 bonus to the roll and the device is depleted. You may spend a Hope while touching the device to recharge it.

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1

0
SHARED DREAMS
Ability

SHARED DREAMS

You and any number of allies may share a dream during a long rest as a downtime move. Work together to describe what happens in the dream. All creatures that shared the dream gain a Hope.

Until your next long rest, when someone Helps an Ally they shared a dream with, the one helping may roll two advantage dice and take the highest result.

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1

1
RUNIC SHOT
Spell

RUNIC SHOT

Make a Spellcast Roll against a target within Far range.

On a success, deal d6 magic damage using your Proficiency and you may spend a Hope to make the target temporarily Inscribed. While Inscribed, the target cannot benefit from advantage.

If you use this spell as part of a Tag Team Roll, you instead deal d10 magic damage using your Proficiency.

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2

0
WINDS OF CHANGE
Ability

WINDS OF CHANGE

When an ally within Close range rolls a Failure with Fear, describe how you bolster their confidence. You may spend a Hope to allow them to gain a Hope.

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2

1
RUNEBOUND
Spell

RUNEBOUND

Spend a Hope to touch a surface or object and create a flickering magical ripple no larger than your Melee range. When a creature interacts with or moves through the ripple, they must make a Reaction Roll (13). On a failure, they suffer d6+6 magic damage using your Proficiency and are temporarily Restrained. The ripple lasts until triggered or until your next rest.

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3

0
MASTERPIECE
Ability

MASTERPIECE

When you Work on a Project, you may choose to work on a Masterpiece. Your Masterpiece has an initial value of O and when you take this downtime move, roll a d10.

Add the result to its total value as handfuls of gold, then gain a Hope. When the Masterpiece's value reaches that of a chest, it is finished. You then choose a trait to gain a +1 bonus and must place this card in your vault permanently. You may also sell your Masterpiece for its current value, at which point you lose its trait bonus and can start to create a new one.

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3

2
DIVERGING LENS
Spell

DIVERGING LENS

Mark a Stress to conjure a magical object within Far range. It remains in place until the end of the scene or you take Severe damage. When an ally within Close range of the object is hit by a creature in their Melee range, the attacker must make a Reaction Roll (14). On a failure, they take 2d4+4 magic damage and are pushed just outside Close range of the ally they attacked. A creature may only be targeted by one object per attack, prioritizing the closest one.

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4

0
DREAM SIGNAL
Spell

DREAM SIGNAL

Once per rest, spend a Hope to send a mind image to an ally within Far range when they attempt to make an action roll, giving them a bonus equal to your Spellcast trait. If they roll with Hope, they gain clarity on their actions and may also clear a Stress. If they roll with Fear, they receive a disturbing vision instead, and the GM gains 1 additional Fear.

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4

1
FIDGETY BOLT
Spell

FIDGETY BOLT

Make a Spellcast Roll against a target within Far range.

On a success, mark a Stress to send a magic bolt that deals d8+8 magic damage using your Proficiency.

If your Hope die rolls 8 or more, the bolt leaps to a second creature of your choice within Close range of the first. If your Fear die rolls 8 or more, the GM chooses yet another new creature within Close range of the first to also be affected by the spell. In both cases, each additional target takes half the original damage.

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5

1
AERIAL STRIKE
Spell

AERIAL STRIKE

You conjure a magical pattern within Far range that floats above the ground. It lasts until the end of the scene or you conjure another pattern. While it is active, you may mark a Stress to move it within its Close range and make a Spellcast Roll. Each adversary within Very Close range of the pattern you succeed against takes 1d10+10 magic damage.

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5

0
GEMOLOGY
Spell

GEMOLOGY

Spend 2 Hope during a rest to allow you or an ally sharing the rest to take an additional downtime move.

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6

2
MOON SHIELD
Spell

MOON SHIELD

Mark a Stress to create a field within Very Close range that lasts until the end of the scene or you take Severe damage. The field moves with you and, while active, you add your Spellcast trait to your damage thresholds.

When you create the field, place 2 tokens on this card.

These are your Lunar tokens. You may also spend a Hope to place 2 Lunar tokens on this card. When an ally takes damage while within the field, spend any amount of Lunar tokens to reduce the damage taken by 1d6 per token spent. When the spell ends, clear all tokens on this card.

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6

2
TWINNED MINDS
Spell

TWINNED MINDS

Once per rest, you and an ally in Far range may both mark a Stress to synchronize your thoughts. Until the end of the scene or one of you mark their last Hit Point, you two gain the following benefits:

• You and the ally gain access to level 3 or lower domain cards from either loadout. If a card requires a Spellcast Roll, it uses your Spellcast trait.

  • It costs 2 Hope to initiate a Tag Team Roll with each other.

  • Once for the duration of the spell, when one rolls a critical success, you may both gain a Hope and clear a Stress.

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7

1
WONDER-TOUCHED
Ability

WONDER-TOUCHED

When 4 or more of the domain cards in your loadout are from the Wonder domain, gain the following benefits:

  • You can mark a Stress instead of spending a Hope.

  • Once per long rest, when you would mark your last Stress, clear Stress equal to your Spellcast trait instead. You must still mark any remaining Stress.

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7

1
AURORA BLAST
Spell

AURORA BLAST

Make a Spellcast Roll against a target in Far range. On a success, spend up to 3 Hope. The effects are cumulative per Hope you spend.

  • 1 Hope: The target takes d6+6 magic damage using your Proficiency.

  • 2 Hope: The target is temporarily Dazzled. While Dazzled, they are Vulnerable and all their rolls have disadvantage.

  • 3 Hope: The spell refracts to two other targets of your choice within Close range of the first target that can also be hit, dealing half the damage and making them temporarily Dazzled.

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8

0
ARCHIVE OF POSSIBILITIES
Spell

ARCHIVE OF POSSIBILITIES

Place this card in your vault to open a shimmering rift to an imagined archive of ideas. You and all allies within Far range may recall a card from their vault without paying its Recall Cost.

This card can only be recalled into your loadout during a rest.

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8

2
BREAKTHROUGH
Spell

BREAKTHROUGH

Make a Spellcast Roll (16). On a success, you inspire a breakthrough discovery for you and every ally within Far range.

Every target may select a card of level 4 or lower from a domain they have access to and mark Stress equal to the card's Recall Cost. The chosen card is then placed in their loadout until the end of the scene or this spell is cast again. The selected card do not count towards the maximum number of cards in their loadout and cannot be exchanged for a card in their vault.

After you successfully use this spell, place this card in your vault.

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9

1
COSMIC INSPIRATION
Ability

COSMIC INSPIRATION

When an ally within Far range fails an action roll or rolls with Fear, you may spend a Hope to allow the target to reroll using a d20 as their Hope Die.

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9

2
RULE OF SIX
Spell

RULE OF SIX

Make a Spellcast Roll against up to six targets within Close range. On a success, mark any number of Stress to deal 6d6 magic damage for each Stress marked, divided equally among all targets. For each 6 rolled on a damage die for this spell, roll an additional d6.

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10

2
IMAGINARIUM
Spell

IMAGINARIUM

Make a Spellcast Roll (18). On a success, you create an Imaginarium that extends within Very Far range and lasts until the end of the scene or this spell is cast again. Choose two domains. Pick up to 5 cards of level 5 or lower from those domains and mark a Stress for each card chosen. They become the Imaginarium's loadout.

While in the area, all allies may use a card from the Imaginarium's loadout as if it was in their own loadout, spending any other resources that are normally required when using the card. If a card requires a Spellcast Roll, it uses your Spellcast trait.

The GM may spend a Fear to force you to remove a card of your choice from the loadout. If this GM move removes the last card from the loadout, the spell ends.

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10

1
PARADOX FLUX
Spell

PARADOX FLUX

Once per long rest, you may enter a state of entropic energy that lasts until the end of the scene. While in this state, you may spend the GM's Fear as if spending Hope, up to 3 per spotlight. In similar fashion, the GM may spend your Hope as if spending Fear when using adversaries' features, but only once per adversary spotlight.

The spell ends earlier if the GM has no Fear or if you have no Hope.

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