# Level 1: ## Oath of Solace Level 1 - Grimoire Recall: 2 *Body and Mind*: **Make a Spellcast Roll (14)**. On a success, clear a Stress or a Hit Point on a target within Close range. If you rolled with Fear, the target marks a Stress if you cleared a Hit Point or a Hit Point if you cleared a Stress. *Soothe the Soul*: **Spend 2 Hope** to remove a condition from a target you can touch and instill a sense of peace. That target becomes neutral to you if they were hostile or friendly if they were neutral. Clear the Way: **Mark a Stress** to push a target within Melee range of you out to Close range. You may only have 1 level one **Enkindled** card in your loadout or vault. ## Tales of Glory Level 1 - Grimoire Recall: 2 *Distracting Display*: **Mark a Stress** when an adversary makes an attack against you or an ally to create a fiery distraction of color in their direction. That adversary makes their attack with disadvantage. *Keep Hope Alive*: **Spend 2 Hope** while encouraging an ally. That ally gains a Hope. *Travelling Hearth*: Once per session, **spend a downtime move** to *Perform*. All allies within Close range clear a Hit Point or a Stress. You may only have 1 level one Enkindled card in your loadout or vault. ## Lessons of Yore Level 1 - Grimoire Recall: 2 *Enchanted Penmanship*: **Mark a Stress** to animate a writing instrument. The instrument transcribes up to a page's worth of text onto a surface magically without needing concentration. *Hindsight*: Spend a downtime action to *Reflect* on events that have transpired. When you do, you gain **1d4** Hope. *Praxis*: Whenever you or an ally uses an Experience, **spend a Hope** while chiming in with a tip or providing additional help to add your Spellcast Trait to that Experience bonus. You may only have 1 level one Enkindled card in your loadout or vault. # Level 2: ## [[Sacred Vessel]] Level 2 Ability Recall: 0 Your body holds pure divine fire that tempers magic around you, making it easier to wield. Whenever you make a **Spellcast Roll**, you may **spend a Hope** to add a bonus to that roll equal to your tier. ## [[Kindle Flame]] Level 2 Spell Recall: 1 You summon fire as easily as you can breathe. Make a **Spellcast Roll** against a target within Far range to attack them with your summoned flame. On a success, you deal **d8** magic damage using your Proficiency. You may **mark a Stress** on a successful attack to deal **d10** magic damage using your Proficiency instead and have the target mark a Stress. # Level 3 ## [[Explosive Shroud]] Level 3 - Ability Recall: 2 Once per rest whenever you take damage **mark a Stress** as a reaction to deal **d4** magic damage using your Spellcast Trait to all adversaries within Very Close range of you. They are pushed out to Close range and the damage you take is halved. # Level 4: ## Oath of Dread Level 4 Grimoire Recall: 2 You may only choose this card if you have **Oath of Solace** in your loadout or vault. *Fight*: Make a **Spellcast Roll** against a target. On a success, you aggravate your target, triggering an angry and stressful response directed towards an object or a person they can see. *Flight*: Make a **Spellcast Roll** against a target. On a success, they become possessed by a desire to flee, causing them to run in a direction out to Far range away from an object or a person of your choice they can see. *Freeze*: Make a **Spellcast Roll** against a target. On a success, they *Freeze* in fear and are unable to move and become temporarily *Vulnerable* . This condition ends when the target takes damage. ## Tales of Tragedy Level 4 Grimoire Recall: 2 You may only choose this card if you have **Teachings of Glory** in your loadout or vault. *Finality*: Whenever you or an ally makes an Action Roll, before discovering the outcome of that roll, you may **mark a Stress** to reroll the Fear die. *Dramaturgy*: **Make a Spellcasting Roll** against a target. On a success, you give your target a glance of their darkest day. They become *Stunned* temporarily and mark a Stress. *Hubris*: Once per long rest, negate the damage of a magical attack targeting you or an ally within Very Close range. Mark a Stress for each Hit Point the attack would have dealt. ## Lessons of Tomorrow Level 4 Grimoire Recall: 2 You may only choose this card if you have "Lessons of Yore" in your loadout or vault. *Smoke Augury*: **Make a Spellcast Roll (14)** when near an open flame. On a success, **mark a Stress** to create an image made of smoke that addresses a question you have. On a failure, the flame is snuffed out and you are unable to pursue further insight until the end of your next long rest. *Foresight*: Whenever you or an ally makes a Reaction Roll, you may **mark a Stress** to grant advantage to that roll. %% # Level 5 # Level 6: ## Scroll of August Level 6 - Grimoire Recall: 1 You may only choose this card if you have "Teachings of Dread" in your loadout or vault. *Wreath of Weal*: At the end of each long rest, put a number of tokens equal to your Spellcast Trait on this card. Spend a token to create a *Wreath* of glowing, white flowers that exude a gentle warmth. If creature wearing this *Wreath* would have a condition applied to them or take damage, the *Wreath* is expended, preventing the condition or damage from being applied. At the beginning of each long rest, clear all tokens from this card. *Never Abandon*: Once per session, pull up an unconscious ally that you can touch. They clear half of their hit points and half of their Stress and become conscious. You mark half of your remaining Hit Points and Stress. ## Scroll of Caelig Level 6 - Grimoire Recall: 1 *Impart Knowledge*: **Spend 2 Hope** and **mark 2 Stress** to create a copy of a domain card in your loadout or vault for another player character. This copy does not count against their loadout maximum (5) and ceases to exist at the end of the session. ## Scroll of Fabian Level 6 - Grimoire Recall: 1 Amusing Agon: (pit two characters or groups against each other; ) Satirical : # Level 7: ## Divine Vessel When 4 or more domain cards in your loadout are from the Enkindled domain, gain the following benefits: * You gain a +1 bonus to Spellcast Rolls. * When you would mark Stress as a cost to use another Enkindled domain card, you may choose to mark a Hit Point instead. ## Level 8: ## Scroll of Cassandra Level 8 - Grimoire Recall: 2 You may only choose this card if you have **Scroll of Caelig** in your loadout or vault. *Prophesize*: Once per session, **mark 3 Stress** to recite a potential future of a target creature you have met before. If you have a physical item connected to the target, that item can fulfill the requirement. Work with the GM to describe a scene with a character you have met. After discussing, the GM will work to incorporate that scene into the session or near future session. ## Scroll of Mortis Level 8 - Grimoire Recall: 2 You may only choose this card if you have **Scroll of August** in your loadout or vault. ## Scroll of Galeria Level 8 - Grimoire Recall: 2 You may only choose this card if you have "Scroll of Fabian" in your loadout or vault. # Level 9: ## Burn Bright Level 9 Enkindled Spell Recall: 0 You allow the Eternal Flame to consume your body, growing into a glorious blaze that consumes the area around you. You deal 3d20+10 magic damage to all adversaries within Far range and all allies have their Hit Points and Stress cleared. You may choose to embrace death and let your fire go out, your journey coming to an end as you wait to be reborn many years from now, or you may avoid death and face the consequences, your body burned to an inch of its life and your fire left to its vestiges. In the latter case, you gain a Scar and must spend 5d20 days recovering, unable to use any Domain card during your recovery. # Level 10: ## Title of Triumph ## Title of Censor ## Title of Consul # The Rejection Pile: ## [[Guarded Escort]] Level 1 Enkindled Ability Recall: 1 At the beginning of a session, roll a d6. Place that many tokens on this card. When you take Major or more damage, you can spend a token to have a willing ally in Very Close range mark an Armor Slot to reduce the severity of damage dealt to you by one threshold. ## [[Smoke Augury]] Level 2 Enkindled Spell Recall: 1 When near a source of open flame, you can create an omen made of smoke to seek clarity on an issue of your choice. Make a Spellcast Roll (13). On a success with Hope, you see a clear image pertaining to your question. On a success with Fear, you receive scattered images that hint at what may come your way. On a failure, the flame is snuffed out and you are unable to pursue further insight on the matter until your next long rest. # [[Heart of Fire]] Level 2 Enkindled Ability Recall 2: With words full of power, you can inspire hope in an ally. **Spend 2 Hope** to clear a Stress from an ally within Close range. The next time that ally makes a Duality Roll, they roll a d20 as their Hope die. This ability can target an ally only once per session. ## Consoling Gleam Level 3 Enkindled Spell Recall: 1 Make a **Spellcast Roll (15)** and choose a target creature other than yourself within Far range. On a success, **mark a Stress** to summon a soft healing light. Clear a Hit Point and a Stress on both you and your target. On a failure, only the target clears a Hit Point. Once per long rest, you can take a longer period of time to automatically succeed on this Spellcast Roll (15). ## Dreadful Blaze Level 3 Enkindled Spell Recall: 2 Make a **Spellcast Roll** against a target within Close range. On a success, you summon a flame that engulfs the target. They take d20+7 magic damage using your Proficiency, mark a Stress, and are temporarily *Ablaze*. When an *Ablaze* target takes an action, you can **mark a Stress** to have them take half the amount of damage dealt and mark a Stress. If this spell deals damage to an adversary with no clear Stress slots, double the amount of damage dealt to them. ## The Quill is Mightier Level 4 Enkindled Ability Recall: 2 At the beginning of a session, place tokens equal to your tier on this card. Whenever an ability or feature would require you to mark Stress or spend Hope, you may instead spend a token on this card to spend a GM Fear instead. Then the GM gains 2 Fear. While you have a token on this card, you gain a +2 bonus to Presence Rolls made. At the end of each session, clear all unspent tokens. ## Iterative Excellence ## Flames of Rebirth Level 10 Enkindled Ability Once per session, you may **spend 3 Hope** and **mark all remaining Stress slots** in order to summon wings of flame that grant you the ability to fly. All allies you can see within Far range clear all Hit Points. You cannot clear Stress until your next long rest. When you mark your last Hit Point within the same scene, you gain a permanent Scar and you lose a Stress slot permanently. *Quell Unrest*: Once per rest when you cause an adversary to mark a Stress, you may clear a Stress. - probably make this a Ashen Flight class ability and not a domain one *Spoils of Victory*: Once per rest, when an ally succeeds with an Action Roll, you may have that ally gain a Hope or clear a Stress with a resounding cheer. - Feather ability *Ebon Flame Curse*: **Make a Spellcast Roll** against a target. On a success, **mark a Stress** to *Curse* them, inflicting Minor Damage to them. While *Cursed*, the target is *Vulnerable*, *Restrained*, or *Frightened* (a frightened creature cannot attack you and you make Presence Rolls with advantage against them) until your next use of this ability or until the GM clears the *Curse*. ## Evasive Weave Level 3 - Ability Recall: 1 Whenever an adversary makes an attack against you, you may **mark a Stress** to artfully dive behind a willing ally within Very Close range, changing the target of the attack to that ally. ~~Hindsight: Whenever you or an ally fails an Action Roll, you may mark a Stress to have the~~ ~~True Sight: You can see objects and creatures obscured by magic and identify if they are magical in nature.~~ ~~*White Flame Healing*: **Make a Spellcast Roll (14)**. On a success, clear a Hit Point on a creature within Close range. You may additionally **mark a Stress** to have that creature clear 2 Hit Points instead.~~ ~~*Instill Calm*: Once per rest, you may project a sense of calm onto a target. You and your target clear a Stress. You gain advantage on **Presence Rolls** made against that target.~~ ~~*Spiritual Cleansing*: **Spend 2 Hope** to remove a condition from a target you can touch.~~ *Distracting Display*: **Mark a Stress** when an adversary makes an attack against you or an ally to create a fiery distraction of color. That adversary makes their attack with disadvantage. *Keep Hope Alive*: **Spend 2 Hope** while sharing encouragement with an ally. That ally gains a Hope. *Spectacle of Fire*: **Make a Spellcast Roll (14)**. On a success, you create a spectacle of fire that enhances an ally's action (and cool factor!), granting them advantage to an Action Roll they make. You may **mark an additional Stress** to turn their advantage die into a d8. ==Has overlap with Finality== *Enchant Quill*: **Spend a Hope** to animate a writing instrument. The instrument requires your concentration to write. You **may spend another Hope** to have the enchanted instrument transcribe a page's worth of text without mental input. *Into the Repertory*: During a long rest, you may **spend a downtime action** to learn all knowledge reading a written text would impart. This can complete projects that involve reading texts. *Borrowed Knowledge*: Make a **Spellcast Roll (16)**. Once per session on a success, you may **mark 2 Stress** to create a copy of a Spell or Grimoire domain card from an ally's loadout or vault. This card does not count against your loadout maximum. Remove the copy from your loadout at the end of each session. *Dispell Warmth*: **Mark a Stress** to summon a dark, ashen flame that drains warmth from your surroundings. All other creatures within Close range become *Vulnerable*. You may **spend a Hope** to spare a creature from this effect. *Chains of Black Fire*: **Make a Spellcast Roll** against a target within Close range. On a success, you deal **d6+3** magic damage using your Spellcast Trait and your target becomes *Restrained*. *Instill Fear*: Make a **Spellcast Roll** against a target within Very Close range. On a success, **spend 2 Hope** to create a warped and frightening image of yourself. That target becomes temporarily *Frightened* and cannot attack you or move towards your direction. *Finality*: **Mark a Stress** to grant your or an ally's next roll advantage. The resulting roll will always be with Fear.