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Arcana Plus v1.1

Domains Designed by battybright

Domain overview

These cards provide new options for the Arcana domain.

Domain card index

0 results
Level Type Name Feature Recall
1 Spell Weapon Surge
Once per rest, mark a Stress to Empower your weapon with arcane energy.

Once per rest, mark a Stress to Empower your weapon with arcane energy. Place a number of d4s equal to your Spellcast trait on this card. When you deal damage with your empowered weapon, roll all dice on this card and add its value to your damage roll. If a die rolls a 4, remove it from this card. Clear all dice on this card after your next rest. Your weapon is not Empowered when there are no dice on this card.

1
2 Spell Paralyze
Make a Spellcast Roll against an adversary within Close range.

Make a Spellcast Roll against an adversary within Close range. On a success, spend a Hope to temporarily Stun the target. While Stunned, they can’t use reactions and can’t take any other actions until you take Severe damage, make a Spellcast Roll, or mark your last Hit Point.

2
3 Spell Frost Breath
Make a Spellcast Roll to blow icy cold breath against all adversaries in front of you within Close range.

Make a Spellcast Roll to blow icy cold breath against all adversaries in front of you within Close range. On a success, spend a Hope and deal 2d8+2 magic damage to targets you succeed against and Slow them. While Slowed, a target can only move up to Very Close range without rolling.

On a success with Hope, you can mark a Stress to freeze them in place, Restraining them instead.

2
4 Spell Magic Drain
Make a Spellcast Roll against an adversary within Close range to sap them of magic.

Make a Spellcast Roll against an adversary within Close range to sap them of magic. On a success, once per rest, deal d6 magic damage equal to your Proficiency and clear a Stress. If the target is magical in nature or has a magical effect on them, add +3d6 to the damage roll and clear 3 additional Stress.

0
5 Spell Lingering Aura
You constantly exude an aura of residual magic out to Close range.

You constantly exude an aura of residual magic out to Close range. When an adversary takes magic damage within your aura, the damage gains a bonus equal to twice the number of Arcana domain cards in your loadout and vault.

1
6 Spell Sphere of Confinement
Make a Spellcast Roll against an adversary within Far range.

Make a Spellcast Roll against an adversary within Far range. On a success, spend a Hope to encase the target in a temporary levitating sphere. While in the sphere, the creature cannot be targeted or target creatures outside of the sphere. You also can make a Spellcast Roll against the adversary in the sphere to move them up to Very Close range or up to Close range on a roll with Hope. This spell ends if you cast another spell.

1
7 Spell Tsunami
Once per long rest, choose a direction and make a Spellcast Roll against target creatures within Far range.

Once per long rest, choose a direction and make a Spellcast Roll against target creatures within Far range. Targets you succeed against take 2d10+6 physical damage and must make a Reaction Roll (15). Targets who fail are swept in the chosen direction until they reach Very Far range or collide with a barrier, taking an additional 2d10 physical damage and are temporarily Vulnerable.

Structures may crack or crumble when they collide with the wave or creatures swept in it.

2
8 Spell Black Hole
Make a Spellcast Roll (17).

Make a Spellcast Roll (17). On a success, once per long rest, you conjure a temporary black hole at a point within Far range. While summoned, the area within Close range of the black hole has the following properties:

  • Creatures must mark a Stress to move and can only move up to Very Close range.
  • Projectiles and small objects not being carried are sucked into the black hole.
  • Creatures who touch the black hole take 3d20+7 magic damage.

You can mark a Stress to force a creature to succeed a Reaction Roll (17) or move up to Very Close range closer to the black hole. The black hole disappears if you mark your last Hit Point or cast another spell.

2
9 Spell Dimensional Hurl
Make a Spellcast Roll against an adversary within Very Close range.

Make a Spellcast Roll against an adversary within Very Close range. Once per long rest on a success, spend 3 Hope and place 4 tokens on this card and activate a Countdown (4) as the target is sent flying into another dimension. It ticks down when a PC rolls with Fear. When a PC rolls with Hope, place a token on this card. When the countdown triggers or the scene ends, the target returns having taken d8 magic damage equal to the number of tokens on this card, then clear all tokens.

2
10 Spell Cataclysm
Once per long rest, channel raw, unstable magic and release it in a destructive explosion.

Once per long rest, channel raw, unstable magic and release it in a destructive explosion. All adversaries within Far range must make a Reaction Roll (19). Targets who fail take 12d12+6 magic damage and mark an additional Hit Point. Targets who succeed take half damage.

You can only cast this spell if one of the following conditions are met or you choose to make a Death Move:

  • The GM has 10+ Fear.
  • You or an ally marks their last Hit Point.
  • You mark 3 or more Hit Points from a single attack.
1

Domain cards

1

1
Spell

Weapon Surge

Once per rest, mark a Stress to Empower your weapon with arcane energy. Place a number of d4s equal to your Spellcast trait on this card. When you deal damage with your empowered weapon, roll all dice on this card and add its value to your damage roll. If a die rolls a 4, remove it from this card. Clear all dice on this card after your next rest. Your weapon is not Empowered when there are no dice on this card.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Spell

Paralyze

Make a Spellcast Roll against an adversary within Close range. On a success, spend a Hope to temporarily Stun the target. While Stunned, they can’t use reactions and can’t take any other actions until you take Severe damage, make a Spellcast Roll, or mark your last Hit Point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

2
Spell

Frost Breath

Make a Spellcast Roll to blow icy cold breath against all adversaries in front of you within Close range. On a success, spend a Hope and deal 2d8+2 magic damage to targets you succeed against and Slow them. While Slowed, a target can only move up to Very Close range without rolling.

On a success with Hope, you can mark a Stress to freeze them in place, Restraining them instead.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

0
Spell

Magic Drain

Make a Spellcast Roll against an adversary within Close range to sap them of magic. On a success, once per rest, deal d6 magic damage equal to your Proficiency and clear a Stress. If the target is magical in nature or has a magical effect on them, add +3d6 to the damage roll and clear 3 additional Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Spell

Lingering Aura

You constantly exude an aura of residual magic out to Close range. When an adversary takes magic damage within your aura, the damage gains a bonus equal to twice the number of Arcana domain cards in your loadout and vault.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Spell

Sphere of Confinement

Make a Spellcast Roll against an adversary within Far range. On a success, spend a Hope to encase the target in a temporary levitating sphere. While in the sphere, the creature cannot be targeted or target creatures outside of the sphere. You also can make a Spellcast Roll against the adversary in the sphere to move them up to Very Close range or up to Close range on a roll with Hope. This spell ends if you cast another spell.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Spell

Tsunami

Once per long rest, choose a direction and make a Spellcast Roll against target creatures within Far range. Targets you succeed against take 2d10+6 physical damage and must make a Reaction Roll (15). Targets who fail are swept in the chosen direction until they reach Very Far range or collide with a barrier, taking an additional 2d10 physical damage and are temporarily Vulnerable.

Structures may crack or crumble when they collide with the wave or creatures swept in it.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Spell

Black Hole

Make a Spellcast Roll (17). On a success, once per long rest, you conjure a temporary black hole at a point within Far range. While summoned, the area within Close range of the black hole has the following properties:

  • Creatures must mark a Stress to move and can only move up to Very Close range.
  • Projectiles and small objects not being carried are sucked into the black hole.
  • Creatures who touch the black hole take 3d20+7 magic damage.

You can mark a Stress to force a creature to succeed a Reaction Roll (17) or move up to Very Close range closer to the black hole. The black hole disappears if you mark your last Hit Point or cast another spell.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Spell

Dimensional Hurl

Make a Spellcast Roll against an adversary within Very Close range. Once per long rest on a success, spend 3 Hope and place 4 tokens on this card and activate a Countdown (4) as the target is sent flying into another dimension. It ticks down when a PC rolls with Fear. When a PC rolls with Hope, place a token on this card. When the countdown triggers or the scene ends, the target returns having taken d8 magic damage equal to the number of tokens on this card, then clear all tokens.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

1
Spell

Cataclysm

Once per long rest, channel raw, unstable magic and release it in a destructive explosion. All adversaries within Far range must make a Reaction Roll (19). Targets who fail take 12d12+6 magic damage and mark an additional Hit Point. Targets who succeed take half damage.

You can only cast this spell if one of the following conditions are met or you choose to make a Death Move:

  • The GM has 10+ Fear.
  • You or an ally marks their last Hit Point.
  • You mark 3 or more Hit Points from a single attack.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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