Incantor Domain
Incantor Domain characters are living conduits of raw elemental power. Whether born with it, cursed by it, or awakened to it through traumatic events or ancient rites, they must learn to wield their chosen element—or be consumed by it.
Each Incantor is attuned to a single element such as fire, cold, or lightning. Through willpower and practice, they learn to shape this force into bolts, barriers, bursts, and eventually, catastrophes. The further they push their abilities, the more the element pushes back. The most powerful Incantors burn bright—but not for long.
Tier 1 Base Card: Incantor Initiate
At Tier 1, you begin to channel your element in focused bursts of power. You can strike at range or up close using your attuned element, and you may shape that element in minor ways with GM approval. These are not spells, and you require no components. You are the source.
This Domain uses the Willpower Aspect (WIS + CHA) for its action dice and rolls.
Core Feature: Elemental Attunement
Choose one element when you gain this Domain:
- 🔥 Fire (Fire damage)
- ❄️ Cold (Cold damage)
- ⚡ Lightning (Lightning damage)
- 🌪 Wind (Bludgeoning damage)
- 🌊 Water (Bludgeoning damage)
- 🪨 Earth (Bludgeoning damage)
- 🕶 Shadow (Necrotic damage)
(GM approval required for some elements)
You gain the ability to make an Elemental Strike using your chosen element:
- Action Load: 1
- Range: Melee or 30 feet
- Target: One creature
- Effect: Roll 1d8 damage of your element’s type
- Type: This is not a spell. It is an elemental projection—shaped by will.
You may also attempt to use your element creatively (e.g., melt, chill, spark, etc.) with GM approval.
Nova Locked
You cannot spend Stress, HP, or Exhaustion to boost your powers at Tier 1. That capability unlocks at higher tiers once you've proven you can control your element.
Requirements to Advance to Tier 2 (complete 3):
- Use your element to overcome a non-combat obstacle
- Defeat a foe solo using only Elemental Strikes and feature cards
- Fail to affect a creature due to range, resistance, or terrain, and adapt your strategy
Tier 1 Feature Cards – Incantor Domain
🔥 Extend (Combat – Active)
Action Load: +1 per increase
Your control grows—distance no longer protects them.
Double the range of your Elemental Strike or Elemental Barrier.
- Each time you spend +1 Action Load, the range doubles again (60 ft, 120 ft, etc.)
💥 Multiply Damage (Combat – Active)
Action Load: +1 per die
You focus the energy before release, then let it all go at once.
Add +1d8 to any elemental effect that deals damage for each additional Action Load spent beyond the base cost.
🌪 Cone (Combat AoE – Active)
Action Load: +1
A fan of force, flame, or frost—nothing escapes your reach.
Transform your Elemental Strike into a 15-foot cone.
- All creatures in the cone defend against your attack roll
- The cone originates from you and replaces the normal range
🛡 Elemental Barrier (Defense – Reactive)
Action Load: 1
You raise a wall of elemental force to absorb or deflect an incoming blow.
When you are targeted by an attack, raise a barrier of your element as a reaction.
- Roll 1d8 (or more with enhancements)
- Subtract this from the attacker’s roll
- If the result is below your Evasion, the attack misses
This barrier protects only you.
🎭 Sculpt Form (Utility – Active)
Action Load: 1
You shape your element into beasts, masks, or illusions—it is your paint and clay.
Animate your element in a visible form—e.g., a flaming dragon head, icy wings, or a swirling shield.
- The shape lasts a few seconds
- Use it for intimidation, intimidation, misdirection, or flourish
- No damage unless paired with Elemental Strike
🔁 Redirect Flow (Combat Utility – Reactive)
Action Load: +1
The bolt twists midair, leaping to another target.
When your Elemental Strike hits, you may redirect it to a second target within 10 feet of the first.
- The second target defends against the same roll
- Damage is not rerolled
🧱 Wall (Defense – Active)
Action Load: 2
Your element rises to block passage, sight, or harm.
Create a solid wall of your element (10 ft wide, 5 ft tall) until the start of your next turn or until destroyed.
- Creatures forced into or through the wall take 1d8 damage, ignoring evasion
- If the wall is cast in a space a creature occupies, they must make a Reflex Resistance Check or take full damage
- Damage is based on your chosen element
- May block movement or line of sight at GM’s discretion
🔎 Sense the Element (Exploration – Passive)
Action Load: None
You feel the presence of your element—where it gathers, burns, chills, or hums.
You can sense nearby sources of your element even through barriers, such as:
- 🔥 Flames, heat sources, smoldering objects
- ❄️ Ice, cold enchantments, frost-covered areas
- ⚡ Static charge, magic conduction, storm clouds
- 🌪 Air pressure shifts, wind currents, sonic vibrations
- 🌊 Flowing water, humidity, condensation
- 🪨 Stone, soil, tremors, earth-aligned energy
- 🕶 Necrotic fields, magical darkness, loss of light
Tier 2 Base Card – Incantor Adept
You have survived the burn. Now you learn to wield it.
Most mortals recoil from raw elemental force. You welcomed it. Now, your body and soul begin to adapt. Your strikes burn hotter, crack colder, or shriek louder—and you’ve begun to understand how much of yourself you can give to make your power surge.
Core Feature: 💢 Blood Surge
When you make an Elemental Strike or other elemental attack that deals damage, you may mark 1 HP to trigger a Blood Surge.
- Double the number of damage dice rolled
- You must choose to Blood Surge before rolling
- You may only use one Blood Surge per turn
This is your first Surge effect. Others may let you spend Stress or Exhaustion later. Greater power demands greater sacrifice.
Attribute Increase
Increase either your Wisdom or Charisma by 1. This possibly increase raises your Willpower Aspect, giving you more Action points to spend each turn.
Requirements to Advance to Tier 3 (complete 3):
- ☐ Use a Blood Surge to defeat an enemy
- ☐ Strike with 3 or more damage dice in a single attack
- ☐ Use your element to protect or support someone else during a high-stakes scene
- ☐ Exploit a creature’s elemental weakness or turn their affinity against them
Tier 2 Feature Cards – Incantor Domain
💢 Detonate Core (Combat AoE – Active)
Action Load: 2
You shape a dense knot of elemental force and detonate it at a distance.
Choose a point within 60 feet. All creatures in a 10-foot radius must make a Reflex Resistance Check.
- You roll to set the DC using your Willpower Aspect
- Optionally roll Risk Dice to raise the DC at the cost of reduced damage
- On a failed save, the creature takes full damage
- On success, it takes no damage
- Base damage is 2d8, doubled to 4d8 if you use 💢 Blood Surge
💢 Elemental Resurgence (Recovery – Active)
Action Load: 1
You soothe pain, tension, or instability by applying elemental force in balance.
Choose yourself or a creature within 10 feet. Reduce their Stress by 1.
- Describe how your element calms or rebalances them
- Fire: heat to purge tension
- Water: cooling flow
- Lightning: grounding the nervous system
- You may 💢 Blood Surge to reduce 2 Stress instead of 1
🛡 Shield Others (Defense – Reactive)
Action Load: 2
You hurl your element between your ally and danger.
When an ally within 15 feet is targeted by an attack, you may raise an Elemental Barrier between them and the attacker.
- Roll 1d8 (or more if using Multiply Damage)
- Subtract this from the attacker’s roll
- If it reduces the total below the ally’s Evasion, the attack misses
- You may also use Extend to increase the range of this protection
💢 Writhing Form (Battlefield Control – Active)
Action Load: 2
Your element takes shape—a beast, a blade, or something stranger.
Create a mobile elemental construct (e.g., serpent of fire, spinning disc of ice, writhing tendrils).
- It moves up to 30 feet per turn
- It damages each creature in its space at the end of your turn
- Base damage is 1d8, and may be increased with Multiply Damage
- 💢 Blood Surge doubles the damage dice for all future turns
- Lasts 1 minute and requires concentration
💢 Chain Reaction (Combat – Passive)
Action Load: 2
Your element arcs, fractures, or echoes—leaping again and again.
When your Elemental Strike hits, you may chain it to another nearby target.
- Each chained target must be within 10 feet of the last
- First jump: success on 1–4
- Second: success on 2–4
- Third: success on 3–4
- Fourth or more: success on 4 only
- Damage is not rerolled, but Multiply Damage affects all targets equally
- You may not chain to the same creature twice
This feature replaces “Redirect Flow” from Tier 1.
Tier 3 Base Card – Incantor Ascendant
You no longer fear the surge—you ride it.
You’ve mastered the element within your body. Now you master the one in your mind. By drawing on your mental and emotional reserves, you can fuel your elemental power in new ways—amplifying its range, form, and scale.
Core Feature: 💢 Blood Surge – Stress
You may now use Stress to fuel your Blood Surges instead of HP.
- Mark 1 Stress to double the damage or effect dice of a single elemental action
- You may only use one Blood Surge per turn
- You must declare a Blood Surge before rolling
- You may not spend both HP and Stress in the same Surge
💢 HP is blood. Stress is spirit. One burns the body; the other, the soul.
Requirements to Advance to Tier 4 (complete 3):
- ☐ Use a Stress-based Blood Surge to defeat a major threat
- ☐ Create or destroy a large-scale environmental hazard with your element
- ☐ Take down multiple enemies with a single shaped elemental effect
- ☐ Shift the direction or morale of a scene using only your elemental presence
Tier 3 Feature Cards – Incantor Domain
💢 Cataclysm Arc (Combat AoE – Active)
Action Load: 3
A sweeping arc of devastation.
Create a line 60 feet long and 10 feet wide originating from you.
- All creatures in the line must make a Resistance Check
- Base damage: 3d8, or 6d8 with 💢 Blood Surge
- Terrain in the line may be scorched, frozen, split, or warped at GM discretion
- Works with Extend and Multiply Damage
💢 Elemental Avatar (Form – Active)
Action Load: 2 (plus concentration)
You become the storm, the glacier, the inferno.
You are wreathed in a semi-physical elemental form for 1 minute.
- Creatures that enter melee with you take 1d8 damage (or 2d8 with 💢 Blood Surge)
- You gain immunity to your element’s damage type
- You may pass through terrain aligned with your element (e.g. fire, ice, wind)
- While active, your Elemental Strike gains 60-foot range and ignores cover
💢 Elemental Seal (Control – Active)
Action Load: 2
You seal off, bind, or suppress with elemental force.
Choose a target or object and apply a powerful elemental binding:
- Creatures must make a Resistance Check or suffer one of the following:
- Immobilized, blinded, deafened, or muted (based on element) for 1 round
- Objects may be sealed shut, warped, or rendered dangerous
- 💢 Blood Surge: affect up to 3 creatures or objects
💢 Surge Cascade (Passive – Combo Enhancer)
Action Load: Variable
Your power expands beyond its initial shape, echoing outward.
When you deal damage to multiple targets using a Blood Surge, you may spend additional Action Points:
- +1 Action Point: extend the range by 10 feet
- +1 Action Point: affect one additional target outside the original area
- +1 Action Point: add +1d8 damage to each affected target
Stacks with Chain Reaction, Multiply Damage, and area effects.
Tier 4 Base Card – Incantor Master
You are the storm. You no longer borrow power—you are power.
There is no longer a line between you and your element. You can pull from your body, your mind, or both to unleash devastation on a scale few mortals can comprehend. But every heartbeat you give to your element brings you one breath closer to collapse.
Core Feature: 💢 Unleashed Blood Surge
You may now mark any number of HP and/or Stress to empower your elemental attacks.
- Each point of HP or Stress spent adds an additional set of base damage dice
- This stacks with Action Load and Multiply Damage
- These Surges are additive, not multiplicative
For example:
- Elemental Strike = 1d8 base
- Spend +2 Action Load using Multiply Damage = 3d8 total
- Spend 2 HP and 3 Stress = +5 × 3d8 = +15d8 to add from Blood Surge
- Total: 18d8 damage
💢 You may use multiple Blood Surges per turn.
No other Domain may surpass you in raw power—but every strike leaves a mark on you.
Requirements to Complete the Domain (complete 3):
- ☐ Spend 5 or more HP/Stress in a single turn without falling unconscious
- ☐ Overkill a major threat with 20+ damage dice
- ☐ Use your power to change the course of a scene, battle, or storyline
- ☐ Sacrifice something you value in order to contain or control your element
Tier 4 Feature Cards – Incantor Master
💥 Titanbreaker Strike (Combat Finisher – Active)
Action Load: 2
This is how gates break, walls fall, and giants stumble.
Once per rest, make a melee attack that ignores 5 points of each Damage Threshold.
- On a Critical Wound, the target must also succeed on a Fortitude Resistance Check or be knocked prone, stunned, or disarmed (GM’s discretion)
- If the target is an object or structure, your damage is doubled, and it shatters or collapses if the damage exceeds its integrity
🌪 Whirlwind of Wrath (Combat AoE – Active)
Action Load: 2 + 1 Stress
You are not a fighter. You are a natural disaster.
Unleash a destructive surge in a 10-foot radius around you. Each creature of your choice must make a Resistance Check.
- On failure, take 3d8 damage and are pushed 10 feet
- On success, take half damage and are not pushed
- You may use 💢 Blood Surge:
- This stacks with Multiply Damage and Extend
🌀 Elemental Cataclysm (Environment – Active)
Action Load: 3 + concentration
You don’t just scorch the battlefield. You rewrite it.
Create hazardous terrain in a 30-foot radius that lasts while you concentrate. Choose your element’s effect:
- Fire: Scorched earth ignites flammable terrain
- Cold: Frozen field slows movement, cracks surfaces
- Lightning: Storm core shocks those ending turns inside
- Other elements: Choose effects with GM approval
You may move the zone 20 feet per turn with concentration. Creatures entering or ending turn in it take 2d8 damage (once per round)
💢 Wrath Incarnate (Form – Active)
Action Load: 2 + any cost
You are nothing but fury and form—burning bright before the fall.
Take on an ascendant elemental form for 1 minute or until you drop.
- All elemental effects deal +1d8 bonus damage
- You are immune to Fear, Exhaustion, and your own element
- When this ends, you gain 1 level of Exhaustion
This is not a stance. This is a moment.
🛡 Purge and Mend (Support – Active)
Action Load: 2
You bathe another in elemental force—not to burn, but to renew.
Choose a creature within 15 feet. You may:
- Remove 1 level of Stress
- And remove one of:
- A status condition (e.g., blinded, restrained, paralyzed)
- A persistent elemental effect (e.g., burning, frozen)
💢 You may Blood Surge to instead affect all allies in a 10-foot radius