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Dread (Hope & Fear)

Domain overview

Domain card index

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Level Type Name Feature Recall
1 Spell BLIGHTING STRIKE
Make a Spellcast Roll against a target within Far range.

Make a Spellcast Roll against a target within Far range. On a success:

  • On a roll with Hope, deal d6+1 magic damage using your Proficiency. On a roll with Fear, deal d10+1 magic damage using your Proficiency.

  • The target’s next successful attack deals half damage.

On a failure, you must spend a Hope or mark a Stress.

1
1 Spell UMBRAL VEIL
Once per rest, you can mark a Stress to encase yourself in shadowy energy.

Once per rest, you can mark a Stress to encase yourself in shadowy energy. When you do, place a number of tokens on this card equal to the number of Fear in the GM’s pool. After an attack roll is made against you, you can spend any number of tokens to give the result a −1 penalty per token spent.

At the end of the scene, clear all unspent tokens.

1
1 Spell VOICE OF DREAD
You can magically speak to a creature you can see, tormenting them with your words.

You can magically speak to a creature you can see, tormenting them with your words. Make a Spellcast Roll against them. On a success, they must mark a Stress and are frozen with terror, making them temporarily Restrained.

0
2 Spell HIDEOUS RETRIBUTION
When an ally within Close range takes damage from a target you can see, you can make a reaction roll against the target using your Spellcast trait.

When an ally within Close range takes damage from a target you can see, you can make a reaction roll against the target using your Spellcast trait. On a success, mark a Stress to deal d6 magic damage using your Proficiency.

2
2 Spell SIPHON ESSENCE
Make a Spellcast Roll against a target within Very Close range.

Make a Spellcast Roll against a target within Very Close range. Once per long rest on a success, the target takes d12+4 magic damage using your Proficiency. On a success with Fear, you gain a +1 bonus to your Proficiency for this attack.

You clear a number of Hit Points equal to the number of Hit Points the target marked from this attack.

1
3 Spell SHARED TRAUMA
You can transfer suffering from one creature to another.

You can transfer suffering from one creature to another. Once per rest, mark any number of Hit Points on a willing creature within Melee range to clear an equal number of Hit Points on another willing creature within Melee range.

1
3 Spell TERRIFY
Make a Spellcast Roll against a target within Close range.

Make a Spellcast Roll against a target within Close range. On a success, the target marks 1d4 Stress, and you can make the target flee one range away from you (such as Very Close to Close or Close to Far). On a success with Fear, the target also becomes temporarily Vulnerable.

1
4 Spell CHAINS OF AFFLICTION
Mark 2 Stress to temporarily Chain a target within Close range.

Mark 2 Stress to temporarily Chain a target within Close range. When a Chained creature deals damage, the target of their attack marks one fewer Hit Point than they normally would. You can’t have more than one creature Chained at a time.

2
4 Spell SUMMON HORROR
Mark a Stress to summon another worldly creature that deals d8+1 magic damage using your Spellcast trait to a target within Far range.

Mark a Stress to summon another worldly creature that deals d8+1 magic damage using your Spellcast trait to a target within Far range. If the target marks any Hit Points from this attack, they must succeed on a Reaction Roll (12) to steel themselves against the horror or mark an equal number of Stress.

After making the attack, the creature dissipates.

2
5 Spell DIRE STRIKE
When a target marks any number of Hit Points from an attack you make, you can spend a Hope to drain power from them.

When a target marks any number of Hit Points from an attack you make, you can spend a Hope to drain power from them. The GM loses a Fear

2
5 Spell SPECTRAL MIST
Spend 2 Hope to conjure an eerie mist that turns you and allies of your choice within Close range momentarily incorporeal.

Spend 2 Hope to conjure an eerie mist that turns you and allies of your choice within Close range momentarily incorporeal. While a creature is incorporeal, they can move through solid objects and are immune to physical damage. They become corporeal again after they pass through a solid object or make an action roll. Otherwise, this effect lasts until the end of the scene.

0
6 Spell DARKFIRE
Spend any number of Hope to target an equal number of adversaries within Close range.

Spend any number of Hope to target an equal number of adversaries within Close range. Each target makes a Reaction Roll (15). Targets who fail take d8+6 magic damage using your Spellcast trait as they are engulfed in dark fire. Targets who succeed take half damage.

0
6 Spell JUMP SCARE
When you deal magic damage to a target, you can mark a Stress to teleport into Melee range with them.

When you deal magic damage to a target, you can mark a Stress to teleport into Melee range with them. When you do, they are Vulnerable until they mark 1 or more Hit Points.

1
7 Spell DREAD-TOUCHED
When 4 or more of the domain cards in your loadout are from the Dread domain, gain the following benefits:When you succeed with Fear, you can mark 2 Stress to prevent the GM from gaining a Fear.Once per rest when making an action roll, you can gain a bonus to the roll equal to the number of Fear in the GM’s pool.

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

  • When you succeed with Fear, you can mark 2 Stress to prevent the GM from gaining a Fear.

  • Once per rest when making an action roll, you can gain a bonus to the roll equal to the number of Fear in the GM’s pool.

2
7 Spell WALL OF HUNGER
Make a Spellcast Roll (10).

Make a Spellcast Roll (10). On a success, you can spend a Hope to create a visible wall of writhing necrotic energy between two points within Far range. The wall lasts until you mark a Hit Point or cast this spell again. A creature inside the wall when it appears or that passes through it must mark 2 Stress.

2
8 Spell DARK ARMY
Make a Spellcast Roll (14).

Make a Spellcast Roll (14). Once per long rest on a success, you can summon fiends that surround and move with you. Place 8 tokens on this card. When you deal damage to a target within Very Close range, you can spend any number of tokens to add 1d8 for each token spent to your damage roll. Additionally, when you take damage, you can spend any number of tokens to reduce the damage by 1d8 for each token spent. Each time you spend a token, a fiend acts on your behalf, then disappears.

When you take a rest, clear all unspent tokens.

2
8 Spell ELDRITCH FLESH
Gain a +1 bonus to your damage thresholds for each Stress you have marked.Additionally, when you roll with Fear, you can spend 2 Hope to clear an Armor Slot.

Gain a +1 bonus to your damage thresholds for each Stress you have marked.

Additionally, when you roll with Fear, you can spend 2 Hope to clear an Armor Slot.

1
9 Ability SAVOR THE ANGUISH
When an adversary within Close range takes Severe damage, you can clear a Stress.

When an adversary within Close range takes Severe damage, you can clear a Stress.

1
9 Spell DAMNATION
Make a Spellcast Roll against a target within Far range.

Make a Spellcast Roll against a target within Far range. On a success, mark any number of Stress to roll an equal number of d20s, dealing magic damage equal to the total result. If this attack defeats the target, all adversaries within Far range of the target must mark a Stress.

2
10 Ability AVATAR OF TERROR
Mark a Stress to transform into a creature fueled by fear.

Mark a Stress to transform into a creature fueled by fear. While in this form, you gain a 1d6 bonus to your damage rolls for each Fear in the GM’s pool. Additionally, you gain a Hope when the GM spends a Fear to spotlight an adversary within Very Close range.

Before you make an action roll, you must spend a Hope. If you can’t, you revert to your normal form.

2
10 Spell INVOKE TORMENT
You deal double damage to targets that have all their Stress marked.Additionally, when an adversary within Close range is defeated with all its Stress marked, you gain a Hope.

You deal double damage to targets that have all their Stress marked.

Additionally, when an adversary within Close range is defeated with all its Stress marked, you gain a Hope.

2

Domain cards

1

1
Spell

BLIGHTING STRIKE

Make a Spellcast Roll against a target within Far range. On a success:

  • On a roll with Hope, deal d6+1 magic damage using your Proficiency. On a roll with Fear, deal d10+1 magic damage using your Proficiency.

  • The target’s next successful attack deals half damage.

On a failure, you must spend a Hope or mark a Stress.

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1

1
Spell

UMBRAL VEIL

Once per rest, you can mark a Stress to encase yourself in shadowy energy. When you do, place a number of tokens on this card equal to the number of Fear in the GM’s pool. After an attack roll is made against you, you can spend any number of tokens to give the result a −1 penalty per token spent.

At the end of the scene, clear all unspent tokens.

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1

0
Spell

VOICE OF DREAD

You can magically speak to a creature you can see, tormenting them with your words. Make a Spellcast Roll against them. On a success, they must mark a Stress and are frozen with terror, making them temporarily Restrained.

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2

2
Spell

HIDEOUS RETRIBUTION

When an ally within Close range takes damage from a target you can see, you can make a reaction roll against the target using your Spellcast trait. On a success, mark a Stress to deal d6 magic damage using your Proficiency.

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2

1
Spell

SIPHON ESSENCE

Make a Spellcast Roll against a target within Very Close range. Once per long rest on a success, the target takes d12+4 magic damage using your Proficiency. On a success with Fear, you gain a +1 bonus to your Proficiency for this attack.

You clear a number of Hit Points equal to the number of Hit Points the target marked from this attack.

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3

1
Spell

SHARED TRAUMA

You can transfer suffering from one creature to another. Once per rest, mark any number of Hit Points on a willing creature within Melee range to clear an equal number of Hit Points on another willing creature within Melee range.

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3

1
Spell

TERRIFY

Make a Spellcast Roll against a target within Close range. On a success, the target marks 1d4 Stress, and you can make the target flee one range away from you (such as Very Close to Close or Close to Far). On a success with Fear, the target also becomes temporarily Vulnerable.

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4

2
Spell

CHAINS OF AFFLICTION

Mark 2 Stress to temporarily Chain a target within Close range. When a Chained creature deals damage, the target of their attack marks one fewer Hit Point than they normally would. You can’t have more than one creature Chained at a time.

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4

2
Spell

SUMMON HORROR

Mark a Stress to summon another worldly creature that deals d8+1 magic damage using your Spellcast trait to a target within Far range. If the target marks any Hit Points from this attack, they must succeed on a Reaction Roll (12) to steel themselves against the horror or mark an equal number of Stress.

After making the attack, the creature dissipates.

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5

2
Spell

DIRE STRIKE

When a target marks any number of Hit Points from an attack you make, you can spend a Hope to drain power from them. The GM loses a Fear

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5

0
Spell

SPECTRAL MIST

Spend 2 Hope to conjure an eerie mist that turns you and allies of your choice within Close range momentarily incorporeal. While a creature is incorporeal, they can move through solid objects and are immune to physical damage. They become corporeal again after they pass through a solid object or make an action roll. Otherwise, this effect lasts until the end of the scene.

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6

0
Spell

DARKFIRE

Spend any number of Hope to target an equal number of adversaries within Close range. Each target makes a Reaction Roll (15). Targets who fail take d8+6 magic damage using your Spellcast trait as they are engulfed in dark fire. Targets who succeed take half damage.

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6

1
Spell

JUMP SCARE

When you deal magic damage to a target, you can mark a Stress to teleport into Melee range with them. When you do, they are Vulnerable until they mark 1 or more Hit Points.

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7

2
Spell

DREAD-TOUCHED

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

  • When you succeed with Fear, you can mark 2 Stress to prevent the GM from gaining a Fear.

  • Once per rest when making an action roll, you can gain a bonus to the roll equal to the number of Fear in the GM’s pool.

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7

2
Spell

WALL OF HUNGER

Make a Spellcast Roll (10). On a success, you can spend a Hope to create a visible wall of writhing necrotic energy between two points within Far range. The wall lasts until you mark a Hit Point or cast this spell again. A creature inside the wall when it appears or that passes through it must mark 2 Stress.

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8

2
Spell

DARK ARMY

Make a Spellcast Roll (14). Once per long rest on a success, you can summon fiends that surround and move with you. Place 8 tokens on this card. When you deal damage to a target within Very Close range, you can spend any number of tokens to add 1d8 for each token spent to your damage roll. Additionally, when you take damage, you can spend any number of tokens to reduce the damage by 1d8 for each token spent. Each time you spend a token, a fiend acts on your behalf, then disappears.

When you take a rest, clear all unspent tokens.

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8

1
Spell

ELDRITCH FLESH

Gain a +1 bonus to your damage thresholds for each Stress you have marked.

Additionally, when you roll with Fear, you can spend 2 Hope to clear an Armor Slot.

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9

1
Ability

SAVOR THE ANGUISH

When an adversary within Close range takes Severe damage, you can clear a Stress.

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9

2
Spell

DAMNATION

Make a Spellcast Roll against a target within Far range. On a success, mark any number of Stress to roll an equal number of d20s, dealing magic damage equal to the total result. If this attack defeats the target, all adversaries within Far range of the target must mark a Stress.

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10

2
Ability

AVATAR OF TERROR

Mark a Stress to transform into a creature fueled by fear. While in this form, you gain a 1d6 bonus to your damage rolls for each Fear in the GM’s pool. Additionally, you gain a Hope when the GM spends a Fear to spotlight an adversary within Very Close range.

Before you make an action roll, you must spend a Hope. If you can’t, you revert to your normal form.

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10

2
Spell

INVOKE TORMENT

You deal double damage to targets that have all their Stress marked.

Additionally, when an adversary within Close range is defeated with all its Stress marked, you gain a Hope.

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