Elements
Domain overview
Threads : Control the elements, consume yourself, empower your spells.
Damage and inspiration.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Spell | Control element |
You take control over an element in an area within close range and can shape, move, destroy or temporarily create it freely within close range.
You take control over an element in an area within close range and can shape, move, destroy or temporarily create it freely within close range. If you use it as a weapon, make a Spellcast Roll against a creature within close range, dealing D8 +2 physical or magic damage using your Spellcast Trait. You can spend a hope to choose an option :
|
1 |
| 1 | Spell | Elemental Cataplasm |
After a long rest, clear any remaining token on this card and place a number of tokens equal to your Finesse on it (Minimum of 1).
After a long rest, clear any remaining token on this card and place a number of tokens equal to your Finesse on it (Minimum of 1). Spend a hope and a token to target an ally or yourself at very close range : they clear a hit point. |
1 |
| 1 | Spell | Elemental wonder |
Once per long rest, you can take a few minutes of peace to produce a marvelous elemental show.
Once per long rest, you can take a few minutes of peace to produce a marvelous elemental show. Describe the show. You and your allies witnessing the show can clear a number of Stress equal to your Spellcast Trait, divided among them as you choose. When you place this card into your Vault, gain 2 hope. |
2 |
| 2 | Spell | Dispersion |
You can teleport yourself to close range.
You can teleport yourself to close range. You don't need to see the destination, but if you teleport to an occupied space you must mark a stress and place this card in your vault instead of moving. This spell can be improved by spending ressources :
|
2 |
| 2 | Spell | Flames of courage |
You can mark a stress to gain a hope.
You can mark a stress to gain a hope. Once per session, you can reduce the GM fear counter by 1, clear a stress and have one ally at very close range gain a number of Hope equal to your Tier. Describe how your words and/or magic help your ally and you find renewed strength. |
0 |
| 3 | Ability | Intensity |
When you affect a creature using a spell, you can mark any number of Stress to add one effect on that many affected targets.
When you affect a creature using a spell, you can mark any number of Stress to add one effect on that many affected targets. Conditions are temporary or until the GM spends a fear for each target. Choose among :
|
1 |
| 3 | Spell | Elemental weapon |
Make a Spellcast Roll (DD14).
Make a Spellcast Roll (DD14). On a success, you can send a wisp of elemental power to a target ally. Set up a countdown using a die equal to your Spellcast Trait. Until the end of the scene, you use this spell again or the countdown runs out, when the target attacks, they add +1 to their Attack Roll and your level to their Damage Roll as magic damage, then decrease the countdown by 1. |
1 |
| 4 | Spell | Elemental armor |
While this card is in your loadout, you gain an extra Armor slot and your Major and Severe threshold are increased by your Tier.
While this card is in your loadout, you gain an extra Armor slot and your Major and Severe threshold are increased by your Tier. Spend 2 Hope to grant yourself and every ally withing very close range a temporary Armor slot. When this armor slot is marked because of an attack or damage, the source of the attack or damage takes 1D4 +2 magic damage using your Proficiency. |
1 |
| 4 | Spell | Elemental spear |
Spend a Hope to make a Spellcast Roll.
Spend a Hope to make a Spellcast Roll. Every target you succeed against in a line extending from you to very far range takes 2D20 +3 magic or physical damage (your choice). |
1 |
| 5 | Ability | Crushing power |
You add your Agility trait to every damage you deal.
You add your Agility trait to every damage you deal. In addition, the Difficulty of the Reaction Rolls you provoke is increased by 1. |
1 |
| 5 | Spell | Regenerative mist |
Once per long rest, you can conjure a thin magic mist over your very close range.
Once per long rest, you can conjure a thin magic mist over your very close range. Every target in the mist when it is created clears 1 hp. You can spend a hope or mark a stress to make the mist until the end of the scene, you die, place this card into your vault or you take severe damage. If you do so, targets in the mist when it is cast clear additional Hit points and Stress equal to your Finesse, spread among them as you wish, and the mist follows you when you move, every target you choose in the mist also gains +2 to their major threshold and +5 to their severe threshold and get +1 to their reaction rolls while it lasts. |
0 |
| 6 | Spell | Elemental Movement |
You can move unharmed in any element.
You can move unharmed in any element. You can breathe underwater, swim, climb, fly and walk on lava. You can take a few minutes of peace to mark 3 stress to share that benefit to your allies until your next rest. |
2 |
| 6 | Spell | Elemental veil |
Make a Spellcast Roll (15).
Make a Spellcast Roll (15). On a success, create a temporary veil of one element between two points within Far range. All creatures in its path must choose a side to be on. Choose one option : Veil of Air : The veil blocks ranged attacks, and a Reaction Roll (15) is necessary to cross it. Veil of Earth / Ice : The veil has 5 hit points, major threshold of 20 and severe of 40. This version is permanent (but the ice may melt). Veil of Fire / Lightning : Anything that subsequently passes through the veil takes 6d8+5 magic damage. Veil of Acid / Water : Anything crossing the veil needs to make a Strength Roll (13). On a failure, they are temporarily restrained and take 1D6 magical damage. |
2 |
| 7 | Ability | Elements touched |
While 4 or more of the domain cards in your loadout are from the Elements domain, gain the following benefits:
While 4 or more of the domain cards in your loadout are from the Elements domain, gain the following benefits:
|
1 |
| 7 | Spell | Elemental blast |
The Recall cost of this card is always 1.
The Recall cost of this card is always 1. Spend 3 hope to make a Spellcast Roll. Every target within Close range you succeed against must succeed on a reaction roll (15) or take d20 physical or magic damage using your Spellcast Trait, taking only half damage on a successful roll. You must then place a card into your Vault. When you place this card into your Vault, gain a hope. |
1 |
| 8 | Spell | Sunder, melt and rust |
Once per rest, you can mark 2 Stress to make a Spellcast Roll against all adversaries within close range.
Once per rest, you can mark 2 Stress to make a Spellcast Roll against all adversaries within close range. Every target in range you succeed against is Sundered until the GM spends a fear to end this condition. Sundered creatures have disadvantage on attack rolls, their damage is reduced by your level and they are vulnerable. |
1 |
| 8 | Spell | Terraformation |
If you have a few minutes of peace, you can mark a Stress to perform a ritual.
If you have a few minutes of peace, you can mark a Stress to perform a ritual. You can then mould the terrain as you see fit, including creating buildings of rock, metal, lava or ice, or caves, within close range. You can improve the range to far range by spending a hope, and to very far range by spending 3 hope. |
3 |
| 9 | Spell | Ethereal creation |
You can create and shape the Ether, a material which turns into the material to which it is connected.
You can create and shape the Ether, a material which turns into the material to which it is connected. When you have a few minutes of peace, you can create any item of tier 2 or lower, provided you have seen such an item before. You must spend a number of hope equal to the item's tier. Alternatively, you can :
|
2 |
| 9 | Spell | The floor is lava |
Mark 1 to 3 stress to coat as many areas within close range with lava.
Mark 1 to 3 stress to coat as many areas within close range with lava. The terrain becomes difficult, and a creature moving or making an action roll while inside of it must mark a hit point. The spell lasts until the end of the scene (at which point the lava cools in a few minutes). |
2 |
| 10 | Spell | Elemental Deluge |
Make a Spellcast Roll (17).
Make a Spellcast Roll (17). On a success, spend any number of hope and mark any number of stress and hit points to flood the area with elemental power. Every target within far range you succeed against takes physical or magic damage equal to 1D20 per resource spent or marked. If a target marks at least a hit point, they must also mark a stress. You can mark any number of armor slots to shield that many targets from the damage. Once you cast this spell successfully, place this card in your vault. You may immediately recall another card from your vault of Stress value 1 for free. |
3 |
| 10 | Spell | Elemental dragon |
Once per long rest, you can turn into a dragon of an element of your choosing until the end of the scene.
Once per long rest, you can turn into a dragon of an element of your choosing until the end of the scene. While in this form, you can fly, you don't need to make an Agility roll to move to far or very far range, all of your traits and your proficiency are increased by 1, you have resistance to all damage, treat very close range as if it were melee range and you do an extra 2D6 damage on every attack (including your dragon breath below). Once while in this form, you can make a Spellcast roll against a target or group of target within close range to shower them in your elemental breath. Every target you succeed against takes d8 +10 magic damage using your proficiency |
1 |
Domain cards
1
Control element
You take control over an element in an area within close range and can shape, move, destroy or temporarily create it freely within close range. If you use it as a weapon, make a Spellcast Roll against a creature within close range, dealing D8 +2 physical or magic damage using your Spellcast Trait.
You can spend a hope to choose an option :
- the range becomes very far range
- Used as a weapon, you can target an area or a number of additional creatures egal to your Proficiency, and the damage increases by your Proficiency.
1
Elemental Cataplasm
After a long rest, clear any remaining token on this card and place a number of tokens equal to your Finesse on it (Minimum of 1).
Spend a hope and a token to target an ally or yourself at very close range : they clear a hit point.
1
Elemental wonder
Once per long rest, you can take a few minutes of peace to produce a marvelous elemental show. Describe the show.
You and your allies witnessing the show can clear a number of Stress equal to your Spellcast Trait, divided among them as you choose.
When you place this card into your Vault, gain 2 hope.
2
Dispersion
You can teleport yourself to close range. You don't need to see the destination, but if you teleport to an occupied space you must mark a stress and place this card in your vault instead of moving. This spell can be improved by spending ressources :
- Mark a Stress to teleport a consenting target from and to your close range.
- Spend a hope to make a Spellcast Roll (DD 11). On a success, everyone in melee range of your starting or arrival point you hit takes 2D6 +4 magic damage or reduces the next damage they take by your Agility.
2
Flames of courage
You can mark a stress to gain a hope.
Once per session, you can reduce the GM fear counter by 1, clear a stress and have one ally at very close range gain a number of Hope equal to your Tier. Describe how your words and/or magic help your ally and you find renewed strength.
3
Intensity
When you affect a creature using a spell, you can mark any number of Stress to add one effect on that many affected targets. Conditions are temporary or until the GM spends a fear for each target. Choose among :
- Mark or clear a Stress
- On fire! - When a target on fire makes a move, it takes 2D6 magic damage.
- Restrained
- Vulnerable
3
Elemental weapon
Make a Spellcast Roll (DD14). On a success, you can send a wisp of elemental power to a target ally. Set up a countdown using a die equal to your Spellcast Trait. Until the end of the scene, you use this spell again or the countdown runs out, when the target attacks, they add +1 to their Attack Roll and your level to their Damage Roll as magic damage, then decrease the countdown by 1.
4
Elemental armor
While this card is in your loadout, you gain an extra Armor slot and your Major and Severe threshold are increased by your Tier.
Spend 2 Hope to grant yourself and every ally withing very close range a temporary Armor slot. When this armor slot is marked because of an attack or damage, the source of the attack or damage takes 1D4 +2 magic damage using your Proficiency.
4
Elemental spear
Spend a Hope to make a Spellcast Roll. Every target you succeed against in a line extending from you to very far range takes 2D20 +3 magic or physical damage (your choice).
5
Crushing power
You add your Agility trait to every damage you deal.
In addition, the Difficulty of the Reaction Rolls you provoke is increased by 1.
5
Regenerative mist
Once per long rest, you can conjure a thin magic mist over your very close range. Every target in the mist when it is created clears 1 hp.
You can spend a hope or mark a stress to make the mist until the end of the scene, you die, place this card into your vault or you take severe damage. If you do so, targets in the mist when it is cast clear additional Hit points and Stress equal to your Finesse, spread among them as you wish, and the mist follows you when you move, every target you choose in the mist also gains +2 to their major threshold and +5 to their severe threshold and get +1 to their reaction rolls while it lasts.
6
Elemental Movement
You can move unharmed in any element. You can breathe underwater, swim, climb, fly and walk on lava.
You can take a few minutes of peace to mark 3 stress to share that benefit to your allies until your next rest.
6
Elemental veil
Make a Spellcast Roll (15). On a success, create a temporary veil of one element between two points within Far range. All creatures in its path must choose a side to be on. Choose one option :
Veil of Air : The veil blocks ranged attacks, and a Reaction Roll (15) is necessary to cross it.
Veil of Earth / Ice : The veil has 5 hit points, major threshold of 20 and severe of 40. This version is permanent (but the ice may melt).
Veil of Fire / Lightning : Anything that subsequently passes through the veil takes 6d8+5 magic damage.
Veil of Acid / Water : Anything crossing the veil needs to make a Strength Roll (13). On a failure, they are temporarily restrained and take 1D6 magical damage.
7
Elements touched
While 4 or more of the domain cards in your loadout are from the Elements domain, gain the following benefits:
- When you cast a spell, you can teleport within very close range of any target of the spell
- Once per rest, when you succeed with Hope, you can clear a Stress and an Armor slot
7
Elemental blast
The Recall cost of this card is always 1.
Spend 3 hope to make a Spellcast Roll. Every target within Close range you succeed against must succeed on a reaction roll (15) or take d20 physical or magic damage using your Spellcast Trait, taking only half damage on a successful roll. You must then place a card into your Vault.
When you place this card into your Vault, gain a hope.
8
Sunder, melt and rust
Once per rest, you can mark 2 Stress to make a Spellcast Roll against all adversaries within close range. Every target in range you succeed against is Sundered until the GM spends a fear to end this condition.
Sundered creatures have disadvantage on attack rolls, their damage is reduced by your level and they are vulnerable.
8
Terraformation
If you have a few minutes of peace, you can mark a Stress to perform a ritual. You can then mould the terrain as you see fit, including creating buildings of rock, metal, lava or ice, or caves, within close range.
You can improve the range to far range by spending a hope, and to very far range by spending 3 hope.
9
Ethereal creation
You can create and shape the Ether, a material which turns into the material to which it is connected. When you have a few minutes of peace, you can create any item of tier 2 or lower, provided you have seen such an item before. You must spend a number of hope equal to the item's tier.
Alternatively, you can :
- spend a hope to repair a mundane object or building
- spend 2 hope to clear an Armor slot on yourself or an ally within close range.
- spend 3 hope to clear 2 Hit points on yourself or an ally within close range.
9
The floor is lava
Mark 1 to 3 stress to coat as many areas within close range with lava. The terrain becomes difficult, and a creature moving or making an action roll while inside of it must mark a hit point.
The spell lasts until the end of the scene (at which point the lava cools in a few minutes).
10
Elemental Deluge
Make a Spellcast Roll (17). On a success, spend any number of hope and mark any number of stress and hit points to flood the area with elemental power. Every target within far range you succeed against takes physical or magic damage equal to 1D20 per resource spent or marked. If a target marks at least a hit point, they must also mark a stress.
You can mark any number of armor slots to shield that many targets from the damage.
Once you cast this spell successfully, place this card in your vault. You may immediately recall another card from your vault of Stress value 1 for free.
10
Elemental dragon
Once per long rest, you can turn into a dragon of an element of your choosing until the end of the scene. While in this form, you can fly, you don't need to make an Agility roll to move to far or very far range, all of your traits and your proficiency are increased by 1, you have resistance to all damage, treat very close range as if it were melee range and you do an extra 2D6 damage on every attack (including your dragon breath below).
Once while in this form, you can make a Spellcast roll against a target or group of target within close range to shower them in your elemental breath. Every target you succeed against takes d8 +10 magic damage using your proficiency
Elemental dragon
Threads : Control the elements, consume yourself, empower your spells.
Damage and inspiration.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Elemental dragon Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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