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Spells
Not all Domains provide access to spells, but those that do follow these shared rules.
Spells are written on Domain cards, just like other Domain abilities. They must be concise enough to fit entirely on a card, and clear enough to be usable at the table without looking up extra rules.
Spell Tags
Each spell includes tags to help identify its nature and usage. One of the following magic source tags is required:
Arcane
Divine
Nature
These source tags define the type of magic involved. Domains that grant spellcasting will specify which spell types they can access.
Additional tags may include:
Evocation
,Illusion
,Healing
,Movement
, etc.Ritual
– can be cast without a slot if time and tools permitReaction
– may be used off-turn if the caster is allowed to react
Spell Tier
Each spell has a Tier, ranging from:
- Tier 0 – freely usable spells (cantrips)
- Tier 1–4 – increasingly powerful spells, requiring greater magical access
A character can only cast a spell if:
- They have a Domain that grants spellcasting
- That Domain allows casting spells of the required Tier
Some Domains may allow upcasting, meaning a lower-Tier spell can be cast using a higher Tier slot or resource, often granting extra benefits.
Action Cost
All spells include an Action Cost, expressed in terms of the system's Action Load mechanic. This defines how many actions or how much effort the spell requires to cast.
Examples:
1 Action
– costs 1 point of Action Load1 Action + 1
– costs 2 Action Load (1 for the action, 1 extra)Reaction
– usable outside your turn if the Domain allows reactions
Casting Mechanics
The casting resource system is determined by the Domain. Each spell lists only its Tier. Domains interpret this according to their own rules. For example:
- Pact Domains use a small number of high-Tier slots that refresh on a short rest
- Arcane Domains may use a Vancian slot system, with multiple spells per day per Tier
- Divine Domains might use a roll-to-cast system and track individual spell failures
- Mana-based Domains may assign a point cost per Tier and draw from a common pool
Each Domain’s base card defines:
- The available Tiers
- The number of spell uses or slots
- The refresh method (e.g. rest, ritual, daily)
Domains may also provide rules for regaining or recovering spells during play.
Cantrips and Free Spells
Tier 0 spells (cantrips) do not consume spell slots or mana. They may be cast freely each turn, subject to:
- Action Load limits
- Aspect requirements (some cantrips may perform poorly if your Aspect is too low)
Some passive or always-on spells may be marked as:
- Spell Cost: Free – requiring no action or resource to maintain
Upcasting
Some spells include scaling effects when cast using a higher Tier slot or resource. This will be listed in the spell’s description under “Upcasting” or “Enhancements.”
Domains that offer spellcasting will explain how to prepare, learn, cast, and recover spells. The rules here define the common structure all spells share across the system.