Prism
Domain overview
The Prism domain is focused on the summoning of Gemstones, powerful crystal-like constructs that have a multitude of effects and utility. Control the battlefield with a mix of damage and utility all while using beautiful magic.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Spell | Cunning of the Cat's Eye |
Make a Spellcast Roll (13) against a target within Close range.
Make a Spellcast Roll (13) against a target within Close range. On a success, you bind a small gemstone to the target. As long as this gem remains, you always know the direction of the bound creature relative to you. You can spend a Hope to watch or listen to the target and its surroundings. The gem disappears naturally after one hour or when you use this spell again. |
0 |
| 1 | Spell | Prisma-Swap |
Spend a Hope to swap the location of a summoned gemstone with yourself or another summoned gemstone.
Spend a Hope to swap the location of a summoned gemstone with yourself or another summoned gemstone.
|
1 |
| 1 | Grimoire | Hearthstone Gems |
Ruby: Summon a red gemstone covered in sparkling reflections within Far range. When an opponent is w…
|
2 |
| 2 | Ability | Prismatic Manipulation |
Instead of taking your movement, you can instead move one of your summoned gemstones within Close range of their current position.
Instead of taking your movement, you can instead move one of your summoned gemstones within Close range of their current position. Make a Spellcast Roll (13) to instead move the gemstone within Far range of their current position. |
0 |
| 2 | Grimoire | Moonstone Gems |
Sapphire: Summon a deep velvety blue gemstone within Close range. While the Sapphire is active you c…
|
2 |
| 3 | Spell | Refraction |
When a creature marks one or more Hit Points from magic damage and is within Close range of a summoned gemstone, you can spend a Hope to destroy the gem instead and reduce the number of Hit Points marked by one.
When a creature marks one or more Hit Points from magic damage and is within Close range of a summoned gemstone, you can spend a Hope to destroy the gem instead and reduce the number of Hit Points marked by one. |
1 |
| 3 | Grimoire | Fieldstone Gems |
Emerald: Summon an intense, sparkling green gemstone within Far range. Target an adversary within Fa…
|
2 |
| 4 | Spell | Basic Cristalink |
Spend 2 Hope to target two existing summoned gemstones, then apply one of the following effects depending on whether they are from the same or a different grimoire.
Spend 2 Hope to target two existing summoned gemstones, then apply one of the following effects depending on whether they are from the same or a different grimoire.
|
2 |
| 4 | Grimoire | Flowstone Gems |
Quartz: Summon a humble white gemstone with a discreet shine within Close range. Make a Spellcast Ro…
|
2 |
| 5 | Ability | Gem Polishing |
When you roll your damage dice using a gemstone from a Grimoire you can reroll the lowest dice.
When you roll your damage dice using a gemstone from a Grimoire you can reroll the lowest dice. |
0 |
| 5 | Spell | Amethyst's Advice |
Spend a Hope to make a Spellcast Roll (13) against a target within Close range.
Spend a Hope to make a Spellcast Roll (13) against a target within Close range. On a success, you bind a small gemstone to the target. Until the end of the scene, the creature has advantage on their Presence and Instinct Rolls. |
1 |
| 6 | Spell | Advanced Cristalink (P.1) |
Spend 3 Hope to target two existing summoned gemstones, then apply one of the following effects depending on the combination of their Grimoire.
Spend 3 Hope to target two existing summoned gemstones, then apply one of the following effects depending on the combination of their Grimoire. While you have this card in your loadout, you also have access to the Basic Cristalink combinations. Both gems disappear after activation of a combination.
|
2 |
| 6 | Spell | Advanced Cristalink (P.2) |
Spend 3 Hope to target two existing summoned gemstones, then apply one of the following effects depending on the combination of their Grimoire.
Spend 3 Hope to target two existing summoned gemstones, then apply one of the following effects depending on the combination of their Grimoire. While you have this card in your loadout, you also have access to the Basic Cristalink combinations. Both gems disappear after activation of a combination.
|
2 |
| 6 | Spell | Malachite's Protection |
Once per rest you can mend the armor of an ally within Close range.
Once per rest you can mend the armor of an ally within Close range. Mark up to 3 Stress to clear the same number of armor slots. |
1 |
| 7 | Ability | Prism Touched |
When 4 or more of the domain cards in your loadout are from the Prism domain, gain the following benefits: - You can mark a stress to add to your Spellcast Roll the number of gemstones you currently have summoned (max.
When 4 or more of the domain cards in your loadout are from the Prism domain, gain the following benefits:
|
2 |
| 7 | Spell | Fate of the Aventurine |
Once per rest, you can switch the results of your Hope and Fear Dice or those of a creature you can see.
Once per rest, you can switch the results of your Hope and Fear Dice or those of a creature you can see. |
1 |
| 8 | Spell | Diffraction |
Whenever an ally targets a creature with a Spell effect, you can mark up to 3 Stress to target the same number of creature in the same range.
Whenever an ally targets a creature with a Spell effect, you can mark up to 3 Stress to target the same number of creature in the same range. |
2 |
| 8 | Grimoire | Keystone Gems |
Diamond: Spend 2 Hope to summon the sturdiest gemstone, a crystal clear prism reflecting every color…
Keystone gems can be used in place of any other gem when casting a Cristalink spell. Only one Keystone gem can exist at a time. |
2 |
| 9 | Ability | Prismatic Surplus |
Whenever an adversary is spotlighted in Close range of one of your summoned gemstones, place a token on this card, up to 5 tokens.
Whenever an adversary is spotlighted in Close range of one of your summoned gemstones, place a token on this card, up to 5 tokens. When you deal damage to a creature, spend any number of tokens to add a d6 for each token spent to your damage roll. |
2 |
| 9 | Ability | Truly, truly outrageous |
Whenever this card is in your loadout, you and your allies gain +1 to all Presence rolls.
Whenever this card is in your loadout, you and your allies gain +1 to all Presence rolls. |
0 |
| 10 | Ability | Prismatic Enhancement |
Once per long rest, permanently enhance one of your equipement or those of a willing ally by incrusting your gemstones and their power in their items.
Once per long rest, permanently enhance one of your equipement or those of a willing ally by incrusting your gemstones and their power in their items. Add the following to the item's feature:
You can use this ability once per person. |
1 |
| 10 | Spell | Chromatic Shattering |
Once per session, spend 3 Hope to make a Spellcast Roll against all adversaries within Very Far range.
Once per session, spend 3 Hope to make a Spellcast Roll against all adversaries within Very Far range. Targets you succeed against take 1d20+5 magic damage. Targets you succeed against in Close range of a summoned gemstone take an additional 3d20+2 magic damage. Summoned gemstones disappear after activation. |
2 |
Domain cards
1
Cunning of the Cat's Eye
Make a Spellcast Roll (13) against a target within Close range. On a success, you bind a small gemstone to the target. As long as this gem remains, you always know the direction of the bound creature relative to you. You can spend a Hope to watch or listen to the target and its surroundings. The gem disappears naturally after one hour or when you use this spell again.
1
Prisma-Swap
Spend a Hope to swap the location of a summoned gemstone with yourself or another summoned gemstone.
- If you are the target of an attack you can make a Reaction Roll (13) to switch place with a gem and evade the attack. You can use this effect a number of time equal to your Spellcasting trait and then vault this card until your next rest.
- You can also swap places with a creature bound by the Cat's Eye or the Amethyst.
1
Hearthstone Gems
- Ruby: Summon a red gemstone covered in sparkling reflections within Far range. When an opponent is within Close range of the Ruby, make a Spellcast Roll. On a success, deal 1d6+2 magic damage to all adversaries within Very Close range of the Ruby as flames erupt from all sides.
- Garnet: Mark a Stress to summon a deep red gemstone with brown hues and a waxy sheen within Far range. When an opponent is within short range of the Garnet, you can force them to make a Reaction Roll (13). Targets who fail take d12+3 magical damage using your proficiency when the crystal explodes. Those who succeed take half damage. The Garnet disappears after activation.
2
Prismatic Manipulation
Instead of taking your movement, you can instead move one of your summoned gemstones within Close range of their current position. Make a Spellcast Roll (13) to instead move the gemstone within Far range of their current position.
2
Moonstone Gems
- Sapphire: Summon a deep velvety blue gemstone within Close range. While the Sapphire is active you can spend a Hope to cast your spells as if they originate from this gemstone.
- Aquamarine: Spend a Hope to summon a cristal clear pale-blue gemstone within Close range. You can make a Spellcast Roll (13) and target a creature within Far range of the gemstone. On a success, clear 2 Hit Points on the target. On a failure, mark a Stress to clear 2 Hit Points. You can't heal the same target again until you summon another Aquamarine. Only one Aquamarine can exist at a time.
3
Refraction
When a creature marks one or more Hit Points from magic damage and is within Close range of a summoned gemstone, you can spend a Hope to destroy the gem instead and reduce the number of Hit Points marked by one.
3
Fieldstone Gems
- Emerald: Summon an intense, sparkling green gemstone within Far range. Target an adversary within Far range of the Emerald and make a Spellcast Roll to fire powerful ray of energy at their feet to make the ground collapse on itself. On a success, they take 3d8 physical damage and are Restrained.
- Onyx: Summon a deep black gemstone with a shiny polish within Far range. When an opponent is within Close range of the Onyx, you can force them to make a Reaction Roll (13). Targets who fail cannot move further than Close range from their initial position, as they feel heavier from the intensity of the gemstone.
4
Basic Cristalink
Spend 2 Hope to target two existing summoned gemstones, then apply one of the following effects depending on whether they are from the same or a different grimoire.
- Same: A powerful bond is created between the two targeted gemstones forcing all the creatures in a line between those two gems to make a Reaction Roll (13). Targets who fail take d8+3 magic damage using your proficiency.
- Different: The two targeted gems become unstable and explode, forcing creatures within Close range of the gems to make a Reaction Roll (13). Targets who fail take d20+5 magic damage using your proficiency. Targets who succeed take half damage. Both gems disappear after activation.
4
Flowstone Gems
- Quartz: Summon a humble white gemstone with a discreet shine within Close range. Make a Spellcast Roll against a target in Close range of the Quartz. On a success the gemstone produces a powerful gale of wind, pushing the creature in the direction of your choice within Far Range of the Quartz.
- Topaz: Summon a bright gold gemstone shining intensely within Close range. When an ally creature is within Close range of this gemstone, they have advantage on their Attacks or Spellcasting rolls.
5
Gem Polishing
When you roll your damage dice using a gemstone from a Grimoire you can reroll the lowest dice.
5
Amethyst's Advice
Spend a Hope to make a Spellcast Roll (13) against a target within Close range. On a success, you bind a small gemstone to the target. Until the end of the scene, the creature has advantage on their Presence and Instinct Rolls.
6
Advanced Cristalink (P.1)
Spend 3 Hope to target two existing summoned gemstones, then apply one of the following effects depending on the combination of their Grimoire. While you have this card in your loadout, you also have access to the Basic Cristalink combinations. Both gems disappear after activation of a combination.
- Hearth & Field: Force the creatures within Far range of your Hearthstone and Fieldstone gems to make a Reaction Roll (14). Targets who fail take 6d8 magical damage and are Scorched. Scorched creatures take 2d8 damage each time they are spotlighted until the condition is cleared.
- Moon & Flow: Roll a number of d4 equal to your Spellcasting Ability. Using the result you can clear any number of Stress and Hit points between ally creatures within Far range of your Moonstone and Flowstone gem.
6
Advanced Cristalink (P.2)
Spend 3 Hope to target two existing summoned gemstones, then apply one of the following effects depending on the combination of their Grimoire. While you have this card in your loadout, you also have access to the Basic Cristalink combinations. Both gems disappear after activation of a combination.
- Flow & Hearth: Make a Spellcast Roll (13) for each adversary within Far range of your Flowstone and Hearthstone gems. On a success, roll a d4 for each target. They must mark that many Stress.
- Field & Moon: Roll a 2d4 and reroll any 1s. Using the result, your allies gain any number of Hope within Far range of your Fieldstone and Moonstone gems.
6
Malachite's Protection
Once per rest you can mend the armor of an ally within Close range. Mark up to 3 Stress to clear the same number of armor slots.
7
Prism Touched
When 4 or more of the domain cards in your loadout are from the Prism domain, gain the following benefits:
- You can mark a stress to add to your Spellcast Roll the number of gemstones you currently have summoned (max. 5).
- +2 to the difficulty of the Reaction Rolls imposed by the spells' effects from the Prism Domain.
7
Fate of the Aventurine
Once per rest, you can switch the results of your Hope and Fear Dice or those of a creature you can see.
8
Diffraction
Whenever an ally targets a creature with a Spell effect, you can mark up to 3 Stress to target the same number of creature in the same range.
8
Keystone Gems
- Diamond: Spend 2 Hope to summon the sturdiest gemstone, a crystal clear prism reflecting every color in Close Range. When the Diamond is on the battlefield, you can copy the effect of another gemstone Grimoire (except the Jadeite) even if they are not in your loadout. You can change the gemstone each turn. The Diamond does not disappear by copying the effect of another gemstone.
- Jadeite: Spend 2 Hope to summon an incredibly rare gemstone with an incomparable green hue in Close range. When the Jadeite is on the battlefield, whenever you must roll a dice to deal damage or heal a creature, add another dice to the roll.
Keystone gems can be used in place of any other gem when casting a Cristalink spell. Only one Keystone gem can exist at a time.
9
Prismatic Surplus
Whenever an adversary is spotlighted in Close range of one of your summoned gemstones, place a token on this card, up to 5 tokens. When you deal damage to a creature, spend any number of tokens to add a d6 for each token spent to your damage roll.
9
Truly, truly outrageous
Whenever this card is in your loadout, you and your allies gain +1 to all Presence rolls.
10
Prismatic Enhancement
Once per long rest, permanently enhance one of your equipement or those of a willing ally by incrusting your gemstones and their power in their items. Add the following to the item's feature:
- Hearthstone Weapon: The weapon now deals an additional 1d10 physical damage.
- Moonstone Weapon: The weapon now deals an additional 1d10 magic damage.
- Fieldstone Armor: Increase your damage thresholds by +4/+6.
- Flowstone Armor: Increase your evasion by +2.
You can use this ability once per person.
10
Chromatic Shattering
Once per session, spend 3 Hope to make a Spellcast Roll against all adversaries within Very Far range. Targets you succeed against take 1d20+5 magic damage. Targets you succeed against in Close range of a summoned gemstone take an additional 3d20+2 magic damage. Summoned gemstones disappear after activation.
Chromatic Shattering
The Prism domain is focused on the summoning of Gemstones, powerful crystal-like constructs that have a multitude of effects and utility. Control the battlefield with a mix of damage and utility all while using beautiful magic.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Chromatic Shattering Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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