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Arcane

Domains Designed by HolySrulik

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

0 results
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

0
Ability

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.

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Card Backing

1

0
Ability

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.

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Card Backing

1

1
Spell

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.

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Card Backing

2

0
Ability

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.

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Card Backing

2

1
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. 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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Ability

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.

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Card Backing

3

2
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. 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.

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Card Backing

4

1
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. 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.

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Card Backing

4

2
Spell

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.

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Card Backing

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