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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
- ❄️ Cold
- ⚡ Lightning
- 🌪 Wind
- 🌊 Water
- 🪨 Earth
- 🕶 Shadow (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