School of Invention
Spellcast Trait: KnowledgeCreate consumables and devices and empower objects with magic to aid your allies and devastate your enemies.
Innovator: Your domain cards are your inventions. When using a domain card, you can mark a Stress to increase the range of its effects by one step, up to Very Far range.
Crafter: Once per rest, if you have a recipe for a consumable, you can spend a Hope to create it as a bonus downtime move, in addition to your normal moves.
Infuse Object: You can infuse an object with magical potential. Choose a Spell or Grimoire domain card in your loadout. All the effects of the card are bound to an object you touch and can be used by anyone holding it, though you must still pay Hope or Stress costs and make Spellcast Rolls associated with the card. The infused card no longer counts towards your loadout. This lasts until the infused card is used or you infuse a new object, at which point the card returns to your vault.
Reverse Engineer: As a downtime move, you can study a consumable to create a recipe for it.
Prototype: Once per long rest, you can spend 3 Hope to combine the effects of two different domain cards for a single action roll. If they both require a Spellcast Roll, only make it once.
Lasting Infusion: When you infuse an object, place 3 tokens on the infused card. Each time you use the card, remove a token. The object remains infused until all tokens are removed or you infuse a new object.