Arcane
Domain overview
The Arcane domain channels raw magical energy drawn from solar power
and cosmic forces. Practitioners of the Arcane domain blend
offensive spell-casting with protective wards, using the Sun’s
light to amplify and sustain their magic. In the PvZ frame, Arcane
magic flows through Sunflowers and Elementals, manifesting as
brilliant flares of solar energy, magical shields, and arcane
familiars made of living light.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Arcane Focus |
When you make a Spellcast Roll, you can mark a Stress to gain +3 to the roll.
When you make a Spellcast Roll, you can mark a Stress to gain +3 to the roll. When you critically succeed on a Spellcast Roll, clear 1 Stress. |
0 |
| 1 | Ability | Arcane Sight |
When you want to sense magical activity, make an Instinct Roll (12).
When you want to sense magical activity, make an Instinct Roll (12). On a success, detect any active magical effects, enchantments, or spells within Close range. You have advantage on all rolls to identify, understand, or recall information about magical phenomena. |
0 |
| 1 | Spell | Arcane Ward |
Make a Spellcast Roll (12).
Make a Spellcast Roll (12). On a success, conjure a magical ward around yourself or an ally within Close range. The ward reduces the next instance of damage targeting the warded creature by 1d8+2. The ward lasts until it absorbs damage or until your next rest. On a critical success, the ward reduces damage by 2d8+2 instead. |
1 |
| 2 | Ability | Magical Release |
When you succeed on a Spellcast Roll, clear 1 Stress.
When you succeed on a Spellcast Roll, clear 1 Stress. Once per rest, when you critically succeed on a Spellcast Roll, clear 2 Stress instead. |
0 |
| 2 | Spell | Arcane Familiar |
Spend a Sun to summon a small magical familiar to your side until your next rest or until it takes any damage.
Spend a Sun to summon a small magical familiar to your side until your next rest or until it takes any damage. While your familiar is active: you can see and hear through its senses; it adds +1 to your Spellcast Rolls; once per rest it can deliver a spell or effect to a target within Very Close range of it; when it is within Melee range of an adversary you attack, add +1d6 to your damage roll.When you want to sense magical activity, make an Instinct Roll (12). On a success, detect any active magical effects, enchantments, or spells within Close range. You have advantage on all rolls to identify, understand, or recall information about magical phenomena. |
1 |
| 3 | Ability | Arcane Absorption |
When you take magic damage, gain a +1d6 bonus to your next Spellcast Roll damage.
When you take magic damage, gain a +1d6 bonus to your next Spellcast Roll damage. This bonus can stack up to a maximum equal to your Spellcast trait (minimum 1) and clears when you make a Spellcast Roll or take a rest. |
1 |
| 3 | Spell | Arcane Interrupt |
When a creature within Far range attempts to use a magical ability, spell, or effect, you can make a Spellcast Roll against the creature's Difficulty as a reaction.
When a creature within Far range attempts to use a magical ability, spell, or effect, you can make a Spellcast Roll against the creature's Difficulty as a reaction. On a success, the magical effect is stopped and its costs are not refunded — place this card in your vault. On a critical success, the effect is stopped and you gain 1 Sun. |
2 |
| 4 | Ability | Spell Mirror |
Once per rest, when an ally within Close range successfully casts a spell, make a Spellcast Roll to cast the same spell simultaneously at no additional cost.
Once per rest, when an ally within Close range successfully casts a spell, make a Spellcast Roll to cast the same spell simultaneously at no additional cost. On a success, the spell takes effect as if you had cast it. On a critical success, both the original spell and your mirror deal maximum effect. |
1 |
| 4 | Spell | Arcane Overload |
Once per long rest, make a Spellcast Roll against all adversaries within Close range.
Once per long rest, make a Spellcast Roll against all adversaries within Close range. On a success against each target, deal 3d8+4 magic damage. On a critical success, all targets are temporarily Vulnerable and must mark a Stress. |
2 |
Domain cards

1
Arcane Focus
When you make a Spellcast Roll, you can mark a Stress to gain +3 to the roll. When you critically succeed on a Spellcast Roll, clear 1 Stress.

1
Arcane Sight
When you want to sense magical activity, make an Instinct Roll (12). On a success, detect any active magical effects, enchantments, or spells within Close range. You have advantage on all rolls to identify, understand, or recall information about magical phenomena.

1
Arcane Ward
Make a Spellcast Roll (12). On a success, conjure a magical ward around yourself or an ally within Close range. The ward reduces the next instance of damage targeting the warded creature by 1d8+2. The ward lasts until it absorbs damage or until your next rest. On a critical success, the ward reduces damage by 2d8+2 instead.

2
Magical Release
When you succeed on a Spellcast Roll, clear 1 Stress. Once per rest, when you critically succeed on a Spellcast Roll, clear 2 Stress instead.

2
Arcane Familiar
Spend a Sun to summon a small magical familiar to your side until your next rest or until it takes any damage. While your familiar is active: you can see and hear through its senses; it adds +1 to your Spellcast Rolls; once per rest it can deliver a spell or effect to a target within Very Close range of it; when it is within Melee range of an adversary you attack, add +1d6 to your damage roll.When you want to sense magical activity, make an Instinct Roll (12). On a success, detect any active magical effects, enchantments, or spells within Close range. You have advantage on all rolls to identify, understand, or recall information about magical phenomena.

3
Arcane Absorption
When you take magic damage, gain a +1d6 bonus to your next Spellcast Roll damage. This bonus can stack up to a maximum equal to your Spellcast trait (minimum 1) and clears when you make a Spellcast Roll or take a rest.

3
Arcane Interrupt
When a creature within Far range attempts to use a magical ability, spell, or effect, you can make a Spellcast Roll against the creature's Difficulty as a reaction. On a success, the magical effect is stopped and its costs are not refunded — place this card in your vault. On a critical success, the effect is stopped and you gain 1 Sun.

4
Spell Mirror
Once per rest, when an ally within Close range successfully casts a spell, make a Spellcast Roll to cast the same spell simultaneously at no additional cost. On a success, the spell takes effect as if you had cast it. On a critical success, both the original spell and your mirror deal maximum effect.

4
Arcane Overload
Once per long rest, make a Spellcast Roll against all adversaries within Close range. On a success against each target, deal 3d8+4 magic damage. On a critical success, all targets are temporarily Vulnerable and must mark a Stress.
Arcane Overload
The Arcane domain channels raw magical energy drawn from solar power
and cosmic forces. Practitioners of the Arcane domain blend
offensive spell-casting with protective wards, using the Sun’s
light to amplify and sustain their magic. In the PvZ frame, Arcane
magic flows through Sunflowers and Elementals, manifesting as
brilliant flares of solar energy, magical shields, and arcane
familiars made of living light.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Arcane Overload Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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