Domains of Beledain

The PDF

Domain of Light:

Bath of Healing Light
Medium: Prayer/Incantation
Effect: Healing
Range: nearby; variable subjects
The speaker of Light can summon a bright blaze of clean white light that will heal any within it's bath. Each hit can be spent to heal 1 damage from 1 target, as you choose…
No Miscast: º___
Healing: ºººººº

Blessing for Battle
Medium: Prayer/Incantation
Effect: Advantage (Red or Blue Dice)
Range: one subject at a time
The speaker of Light can bless themself (or another) with greater battle skills. Assign your hits to "+2 Red" or "+2 Blue". Thereafter in battle you can spend on - exactly one - to add those dice to a role. The blessing ends when you have spent them all…
No Miscast: º___
+2 Red: ººº
+2 Blue: ººº

Blessing for Strength
Medium: Prayer/Incantation
Effect: Transformation
Range: one subject at a time
This blessing gives the speaker (or whomever the choose) the strength of ten men. For the spell to last the speaker must spend one hit in both Duration and Bonus (one hit gets you +1 STR, two hits gets you +2 STR). Each additional Hit in Duration lengthens the blessing…
No Miscast: º___
Strength Bonus: º+1 º+2
Duration:ºººººº

Domain of Shadow:

A Guiding Shadow
Medium: Gesture or Verbal Spell
Effect: Revelation
Range: self only
With this spell the speaker summons an imp of darkness. The creature will lead you toward whatever you tell it to, giving you guidance at any decision points you come to, on decision point per revelation hit. The spell ends when you reach the thing or when the shadow has used up all your revelation hits…
No Miscast: º____
Revelation: ººº ººº

Dire Visions
(A Warning Vision)
Medium: Gesture or Verbal Spell
Effect: Revelation
Range: self only
The speaker in Darkness is well attuned to the forces of malice and danger. With this incantation the speaker receives a vision of the Shadow, telling them a series of details about what threatens them. The first hit gets you an impression. Each subsequent hit gets you another detail…
No Miscast: º____
Impression
Details: ººº ººº

Veil of Shadows
(Passage Unnoticed)
Medium: Gesture Spell
Effect: Silent Movement
Range: A Number of Deceptions
With a simple gesture the speaker now wraps themselves in darkest shadows. Once hidden in the black they can move freely without alarming anyone, being immune to all senses (save the supernatural). Each hit prevents one person from noticing you passing nearby, once. The spell doesn't end until you've affected all the subjects you can…
No Miscast: º____
Deceptions: ººº ººº subjects

Shadowshard
Medium: Gesture or Verbal spell
Effect: Shadow Damage
Range: Weapon
Like unto "Firesword" this allows the caster to enchant their dagger with Shadow Damage. It also grants the ability to summon a bladed weapon of darkness, as well. The damage is +2 Red Dice, however, not increasing, and only works on what you are attacking…
No Miscast º___
Summon Sword º
Duration ººº ººº (attacks, rounds where you roll no Red Dice do not count)

Domain of Fire:

Arrows of Fire
Medium: Tattoo or Verbal/Gestural spell
Effect: Attack Damage
Range: flight of an arrow
This imbues the caster's arrow with the heat of supernatural fire. If the caster does not have an arrow, they can summon one of pure flames (mark off the 'arrow's flight' checkbox). The Arrow now is deadly with flame! All additional Hits become damage to one or many targets…
No Miscast: ºººººº
Arrow's Flight
Fire Damage: ºººººº

Immunity to Fire
Medium: Tattoo or Verbal/Gestural spell
Effect: Immunity to Attacks
Range: Self
This gives the caster immunity to fire. They can breath, walk through, sleep in the hottest flames, so long as the spell lasts. Their personal belongings are also undamaged. Spend the first hit for no miscast, then additional hits to increase duration…
No Miscast:º___
Duration:ººº ººº

Firesword
Medium: Tattoo or Verbal/Gestural spell
Effect: Fire Damage
Range: Weapon
Like unto "Arrows of Flame" this allows the caster to enchant their sword with Fire Damage. It also grants the ability to summon a bladed weapon of flame, as well. The damage is +2 Red Dice, however, not increasing, and only works on what you are attacking…
No Miscast º___
Summon Sword º
Duration ººº ººº

Domain of Air:

Featherfall
(Resist Damage against Falling)
Medium: Verbal/Gesture Spell
Effect: Immunity to Falling Damage
Range: Damage Resistance
With a quick whisper to the winds the caster suddenly becomes as light as a feather. With ease they can leap over large chasms or climb easily up a sheer surface. Most often used to avoid falling to one's death…
No Miscast: º____
Duration:ººº ººº

Lightning Strike
Medium: Tattoo or Verbal/Gesture Spell
Effect: Attack Damage
Range: line of sight
This takes some discipline on the caster's behalf. To gain this spell they must survive summoning and enduring a strike of lightning from a storm! Once this has happened they are marked with the tattoo of the skies, and given the words to conjure forth lightning strikes! For one additional hit, this attack can connect two points, the attacker and his target, without being interrupted by Effort. Each damage hit does 1 damage to someone within range. Divvy out the damage as you see fit…
No Miscast: º___
Range: Touch = Free, Line of Sight º (nulls Green Dice vs. the lighting)
Lightning Damage: ºººººº

Feathersteel
Medium: Tattoo or Verbal/Gestural Spell
Effect: Attack Damage/defense
Range: reach of weapon
With this spell the caster enchants any heavy melee weapon to become suddenly lighter and more useful. This can have one of two effects. The first is increased speed, giving the weapon a greater affect against multiple targets. Spend additional hits to gain a +2 Red Dice attack with that weapon. The second effect can be better defenses with a quick blade. Spend additional hits to gain a +2 Blue on defenses. Unlike Luck for Warriors, you can spend two hits in one round for a +2 to both (but not a +4 to one). Unlike luck for warriors you have to be using a heavy weapon of some kind.
No Miscast: º___
+2 Red ººº
+2 Blue ººº

Domain of Water:

Breath of Waters
Medium: Tattoo or Verbal/Gesture Spell
Effect: Breath Underwater
Range: self only
With a simple spell the caster can suddenly breath underwater! Spend hits on duration…
No Miscast: º___
Duration: ºººººº

Shardstrike
Medium: Tattoo or Verbal/Gestural Spell
Effect: Attack Damage
Range: Throwing Weapon Distance
With this attack the caster freezes any moisture in the air onto his weapon, then slings the drips of water at the enemy. As the rain slashes toward them the drops become shards of ice! Spend the first hit for No Miscast. Spend additional hits as water/ice damage…
No Miscast: º____
Water/Ice Damage: ººº ººº

Icefang
Medium: Tattoo or Verbal/Gestural Spell
Effect: Weapon Destruction
Range: Line of Sight
With this spell the caster glares at one or more of an enemies weapons, uttering the spell. When the spell goes into effect the weapon is now suddenly frozen, becoming as brittle as ice. The next attack with the weapon will shatter it to bits. Spend one additional hit to freeze the weapon in a way the wielder does not even notice…
No Miscast: º___
Unnoticed: º
Weapons: ººº ººº

Domain of Earth

Boulderstrike
Medium: Tattoo or Verbal/Gestural Spell
Effect: Knockdown
Range: Line of Sight
With this spell the caster gains the ability "knockdown" for a series of blows. The caster gains +2 Green Dice toward knocking targets over. Choose additionally, if you want, to count any Red Dice Hits as Green Hits, taking them from the attack. Being knocked down is a tactical constraint…
No Miscast: º___
Blows: ººº ººº

Stoneskin
Medium: Tattoo or Verbal/Gestural Spell
Effect: Enhanced Endurance
Range: one subject at a time
Enchanted by the strongest stones the caster's flesh suddenly becomes as hard as a rock. Spend additional hits to add Blue Dice on a role. Spell ends when all additional hits have been turned to blue dice…
No Miscast: º___
Blue Dice: ººº ººº

Sandstorm
Medium: Tattoo or Verbal/Gestural Spell
Effect: Attack Damage
Range: Line of Sight
This spell conjures a sudden whirlwind of sand that eats away at any armor, and any weapon, blasting it with a stinging hale of earth particles. Ignores all Blue Dice. Spend additional hits on Duration and Damage…
No Miscast: º___
Duration: ººº
Damage: ººº

Domain of the Wylde:

Pathstrider Tonic
Medium: Tonic
Effect: Revelation
Range: Line of Sight
This brew allows the Wylder to suddenly see all the paths of the wylde, clearly guiding them to any location they would seek. Spend hits to declare destinations based on places, descriptions, names of people, or objects or groups. Does not council you (as in A Guiding Shadow) but does not fade until you reach your destination…
No Miscast: º____
Destinations: ºººººº (Named=1, Described=2)

Arcanist Tonic
(Sensitivity to Magic)
Medium: Tonic
Effect: Revelation
Range: line of sight
Drinking this tonic makes the Wylder aware of the Arcane Forces. Spend your first hit to identify any Magic nearby. Spend the next hit to identify what it is (a creature, a relic?) Spend all the rest of your hits on details about the source of the magic…
No Miscast: º____
Revelation: ºDetect ºIdentify ºººº+ Details

Hyper Tonic
(Super Running)
Medium: Tonic
Effect: The ability to run very, very fast + "Quickness"
Range: the Drinker
This brew increases the Wylder's senses and actions two-fold. They can suddenly run as fast as a stag, and react as quickly as a humming bird. Spend hits to rush within a few moments to any destination that can be reached on foot. Or spend to have the "Quickness" Ability for a number of rounds…
No Miscast: º____
Destinations: Within Sightº Just over the Horizonºº More than a Days Travelººº (in one round)
Duration: "Quickness" ººº ººº

Ethereal Tonic
Medium: Tonic
Effect: You become Ethereal
Range: the Drinker
This brew weaves it's brew with the viscera of the drinker, causing their physical self (including all they can carry) to become a myst of spiritual energy. Essentially, you are intangible, and can float anywhere as fast as you can run, without tiring, passing through anything solid or liquid that is not aligned to any Domain other than The Wyld.
No Miscast: º____
Duration: ººº ººº (make Skill checks to cover ground in combat, Hits = GM request)

Domain of Alchemy:

Rainmaker
Medium: Crossbow (forged)
Effect: Special Damage
Range: Special Target
This alchemical rite forges a crossbow with the ability to fire one metal bolt which then becomes many. Spend one Hit to fuel the weapon with your own life-force. Spend additional hits to affect any subjects within an area with +2 Red Dice, or to affect a swarm by doubling your Damage Role after it's been rolled…
Fuel: ººº ººº
Subjects in Area: ººº ººº (+2 Red for an attack that affects anything within the area)
Swarm: ººº ººº (Double Damage Roll against Swarm)

Soulstriker
Medium: Metal Weapon (forged)
Effect: Spirit Damage
Range: range of weapon
This alchemical rite forges a weapon of metal capable of striking the soul itself. Spend the first hit to fuel the spell, spend additional hits per blow to ignore Blue Dice on an attack…
Fuel: º____
Duration (in Blows): ººº ººº

Reachcleaver
Medium: Metal Weapon (forge)
Effect: Ranged Damage (multiple targets)
Range: A Throw
This alchemical rite forges a blade of some kind that can be thrown at more than one target and then called back to the hand of the Alchemist. Spend one hit to attack by throwing the blade, spend additional hits to guide the blade toward more than one target (Role damage once, and compare to each addnl targets defense)…
Fuel: º___
Targets: º +1 Target ºº +2 Targets ººº +3 Targets

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