Extra Sage
Domain overview
These additional Domain cards do not necessarily need to be selected during level up. It is recommended that they be acquired throughout the adventure as unique rewards for the players.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 2 | Ability | PURIFY |
You have mastered the art of harmonizing natural elements.
You have mastered the art of harmonizing natural elements. You may touch a natural source and instantly purify it within Close range. Water, Liquids, Air, Gases or Flora. If the toxicity or corruption is magical in nature or created by a powerful entity, you must succeed on a Spellcast Roll against the source’s Difficulty to successfully purify it. |
0 |
| 3 | Ability | ELEMENTAL REBUKE |
When an enemy moves into Very Close range of you, you may spend 1 Hope to unleash a reactive burst of elemental force.
When an enemy moves into Very Close range of you, you may spend 1 Hope to unleash a reactive burst of elemental force. Make a Reaction Spellcast Roll against that enemy’s Difficulty. On a Success: The target is blasted back to Close range. Additionally, their next attack roll suffers Disadvantage as they struggle to regain their footing. On a Failure: The target is pushed back to Close range, but suffers no further penalty. |
1 |
| 4 | Spell | NATURE’S THRESHOLD |
When you first acquire this spell, choose one specific Natural Feature as your focal point: Trees, Rock Formations, or Cave Entrances or Beehives and etc.
When you first acquire this spell, choose one specific Natural Feature as your focal point: Trees, Rock Formations, or Cave Entrances or Beehives and etc. This choice is permanent. Spend 1 Hope and touch a feature of your chosen type. You instantly step into it and emerge from another feature of the same type that you have previously visited. You may transport Allies too but must spend 1 additional Hope per ally. If the destination feature has been destroyed or significantly altered since your last visit, the spell fails and your Hope is refunded. |
1 |
| 5 | Spell | UNSTABLE GROUND |
Spend 2 Hope to transform the ground in a large area within Far range into a hazardous zone.
Spend 2 Hope to transform the ground in a large area within Far range into a hazardous zone. This effect lasts until the end of the scene. Describe how you manipulate the environment (freezing the ground, sprouting thorny vines, thick tar, quicksand and etc). The area is considered Difficult Terrain for everyone. Ensnare: Whenever an enemy starts their activation within the area or enters it for the first time, make a Spellcast Roll against their Difficulty. On a Success: They are Restrained and take d6 magic damage (equal to your Proficiency) from the elemental or natural pressure. Environmental Interaction: Depending on your chosen manifestation, the GM may grant Advantage to damage rolls involving specific elements (like Fire for oil/plants or Lightning for water/mud) against targets inside the area. |
2 |
| 6 | Spell | PRIMORDIAL STORM |
Spend 2 Hope to summon a massive circular elemental storm of your choice at Far range.
Spend 2 Hope to summon a massive circular elemental storm of your choice at Far range. Place a number of Tokens on this card equal to your Spellcast Trait + 2. While active, you cannot take actions except move up to Very Close range. This spell ends when you run out of tokens, or you take Severe Damage, or if you choose to end it. You may remove 1 Token when:
|
2 |
Domain cards

2
PURIFY
You have mastered the art of harmonizing natural elements. You may touch a natural source and instantly purify it within Close range. Water, Liquids, Air, Gases or Flora.
If the toxicity or corruption is magical in nature or created by a powerful entity, you must succeed on a Spellcast Roll against the source’s Difficulty to successfully purify it.

3
ELEMENTAL REBUKE
When an enemy moves into Very Close range of you, you may spend 1 Hope to unleash a reactive burst of elemental force. Make a Reaction Spellcast Roll against that enemy’s Difficulty.
On a Success: The target is blasted back to Close range. Additionally, their next attack roll suffers Disadvantage as they struggle to regain their footing.
On a Failure: The target is pushed back to Close range, but suffers no further penalty.

4
NATURE’S THRESHOLD
When you first acquire this spell, choose one specific Natural Feature as your focal point: Trees, Rock Formations, or Cave Entrances or Beehives and etc. This choice is permanent.
Spend 1 Hope and touch a feature of your chosen type. You instantly step into it and emerge from another feature of the same type that you have previously visited. You may transport Allies too but must spend 1 additional Hope per ally.
If the destination feature has been destroyed or significantly altered since your last visit, the spell fails and your Hope is refunded.

5
UNSTABLE GROUND
Spend 2 Hope to transform the ground in a large area within Far range into a hazardous zone. This effect lasts until the end of the scene. Describe how you manipulate the environment (freezing the ground, sprouting thorny vines, thick tar, quicksand and etc). The area is considered Difficult Terrain for everyone. Ensnare: Whenever an enemy starts their activation within the area or enters it for the first time, make a Spellcast Roll against their Difficulty. On a Success: They are Restrained and take d6 magic damage (equal to your Proficiency) from the elemental or natural pressure. Environmental Interaction: Depending on your chosen manifestation, the GM may grant Advantage to damage rolls involving specific elements (like Fire for oil/plants or Lightning for water/mud) against targets inside the area.

6
PRIMORDIAL STORM
Spend 2 Hope to summon a massive circular elemental storm of your choice at Far range. Place a number of Tokens on this card equal to your Spellcast Trait + 2. While active, you cannot take actions except move up to Very Close range. This spell ends when you run out of tokens, or you take Severe Damage, or if you choose to end it. You may remove 1 Token when:
- An enemy makes an attack into or through the storm. They gain disadvantage on the roll.
- An enemy attempts to move in or out of the area of the Storm. You may also mark 1 Stress and make a Spellcast Roll against their Difficulty to deal d10 magic damage (equal to your Proficiency) and the target is Restrained until the start of their next activation.
PRIMORDIAL STORM
These additional Domain cards do not necessarily need to be selected during level up. It is recommended that they be acquired throughout the adventure as unique rewards for the players.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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PRIMORDIAL STORM Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.