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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 (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