Mechanics

Domains

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Domains

When you create your character, you will have the ability to choose your character’s single Domain. Your Domain represents a role in a battle. Think about a Domain as what you envision as your character’s main function in a battle. Do you see yourself with a bow shooting arrows at your foes, do you see yourself as a healer moving about the battlefield saving your companions, or perhaps you see yourself as indomitable, able to take more blows than the average person and holding the line. These roles translate into Domains.

It’s important to understand in Numina that a Domain does not define everything about you, as being of Water doesn’t stop you from gaining Skills and Excellencies in other roles both on and off the field. A Domain only gives you advantages to a specific role. In fact, someone who chooses the Water Domain may be more effective or more powerful with archery than someone who holds the Air Domain.

Air

You have advantages for using a longbow, crossbow, Tinkering or Arcaneering device to shoot missile attacks. These skills include increasing base damage of effects, impacts to your ammunition, how the missile emitting device can be used and other enhancements to your use of missile attacks upon the field.

Skill Name Cost Verbal Description
Air’s Determination 0 ‘2 Damage’ When you take a Short Rest you gain three Archery attacks of 2 damage.
Air’s Touch 4 N/A When you take a Short Rest, your next Missile attack that costs an attribute to use is free.
Air’s Grace 4 N/A You can refresh your quiver in 30 seconds instead of a minute.
Air’s Skill 2 N/A Your quiver can hold 10 arrows instead of 5. In addition, once per Short Rest, you can refresh your quiver with a 10-second Rest.
Air’s Last Stand 2 ‘6 Damage’ Once per event, you can shoot an archery attack of ‘6 damage.’
Air’s Gift 2 ‘Refresh Quiver to self’ Once per event, you can instantly reset your quiver and gain the effect of Air’s Touch at the same time without the need for Rest.
Air’s Shield 2 Resist Once per event, when you are hit by a missile or packet attack, call out ‘Resist’ to negate the attack.
Empower Air 3 Thread Skill When you make a Missile Attack which does 4 damage or greater, add 1 to the total.
Enhance Air 3 Thread Skill When you use a skill which provides multiple Missile damage attacks, you gain 1 extra Missile Attack.

Earth

You gain enhanced skills for using beneficial effects when you plant yourself in one place and don’t move while using your abilities. To gain the benefits of the Earth Domain, the user takes a Short Rest in a location (1 minute of rest). At the end of that Short Rest, they gain additional benefits when using abilities to restore and enhance those around them. Should the individual with the Earth Domain move from the location where they set themselves, they lose the advantages granted by the Domain and only regain them when they take another Short Rest.

You must choose a beneficial trait for your healing. Options include:

Skill Name Cost Verbal Description
Earth’s Determination Included (See description) When you complete First Aid on an Unconscious person, you can also heal them for 1 Vitality.
Earth’s Touch 4 (See description) If you are: (1) at a Place of Peace, (2) you take a Short Rest, and (3) are Centered, you gain two uses of ‘heal 2,’ and ‘grant 2 Protection by [your Trait].’
Earth’s Grace 4 N/A Each time you center, you gain a point of Protection.
Earth’s Skill 4 N/A You gain double from any Skill which provides resources or coin.
Earth’s Last Stand 2 Imbue Spirit to self Once per event, if you are Centered, you can take Spirit form for up to one minute. (See rules on Spirit form).
Earth’s Gift 2 Imbue Centered Once per event, you may ‘Imbue Centered’ to self to instantly become Centered.
Earth’s Shield 2 Resist Once per event, when you are hit by a packet or missile effect, you can say ‘Resist’ to negate the attack.
Empower Earth 3 Thread Skill While Centered, your grant Protection or heal effects of 2 or higher are increased by 1.
Enhance Earth 3 Thread Skill While Centered, your Skills which allow you to give two or more grant effects gain 1 additional effect.

Fire

You have advantages for methods of causing damage and inflicting effects by packet. This includes not just magical effects, but those created through certain Alchemical, Tinkering, Arcaneering, and other non-beneficial packet effects. These Skills include increasing base damage of effects, increasing the number of effects per casting, and other enhancements to your use of packet-based attacks upon the field.

All base castings by the Fire Domain have the trait Fire.

Skill Name Cost Verbal Description
Fire’s Determination Included ‘2 Damage by Fire’ When you take a Short Rest, you gain three packet attacks of 2 Damage by Fire.
Fire’s Touch 4 N/A When you take a short rest, your next Non-Beneficial Packet attack that costs an attribute to use is free.
Fire’s Grace 3 N/A Once each Short Rest, you can call ‘Surge’ and refresh your packet Flurry.
Fire’s Skill 4 N/A You can use packet attacks while you have a staff or Basic single-handed weapon in one hand.
Fire’s Last Stand 2 ‘6 damage by Fire’ Once per event, you can cast an effect of ‘6 damage by Fire.’ Twice per event you can call ‘Surge’ and refresh your packet Flurry.
Fire’s Gift 2 ‘Refresh <Skill Name> to self’ Once per Long Rest, when you miss with a packet attack which is a one-time per-event Skill, you can rest for 10 seconds to regain that ability. You cannot use this Skill on Skills that have multiple effects, nor can you use this Skill if you used another Skill that is triggered by missing your target.
Fire’s Shield 2 ‘By my gesture repel by <Trait>’ Once per event, you can point at a target and Repel them using your Trait. Twice per event you can call ‘Surge’ and refresh your packet Flurry.
Empower Fire 3 N/A When you cast an offensive packet attack which does 4 damage or greater, add 1 to the total.
Enhance Fire 3 N/A When you use a Skill which provides multiple packet damage attacks, you gain one extra packet attack.

Ice

You have advantages for skills, magic, and other methods of preventing damage to yourself. You may have strong armor, the ability to heal yourself quickly, or be able to divert attacks away from yourself. These could be powered from any number of sources, be it your own acumen, some skill at battle, magical or divine protections.

Skill Name Cost Verbal Description
Ice’s Determination Included ‘Repair 1 Armor to self’ When you take a Short Rest, gain three uses of ‘Repair 1 Armor to self’.
Ice’s Touch 4 ‘Repair 1 Armor’ When you take a Short Rest, gain three uses of ‘Repair 1 Armor’. This can stack with Ice’s Determination.
Ice’s Grace 4 Resist Once per short rest, you can Resist an effect which would destroy your shield or armor.
Ice’s Skill 4 N/A You gain the ability to use Heavy Armor. Prerequisite: medium armor.
Ice’s Last Stand 2 ‘Heal 5 and Repair 5 armor to self’ Once per event, heal 5 and repair 5 armor to self.
Ice’s Gift 2 ‘Grant 2 Protection to self’ Up to three times per event, you can ‘Grant 2 Protection’ to yourself or another.
Ice’s Shield 2 ‘Reduce by Ice’s Shield’ Once per event, when you would have fallen due to called damage, you instead remain standing with one Vitality.
Empower Ice 3 Thread Skill Your effects that ‘heal to self’ for 2 or greater are increased by 1 point. Say ‘Increase’ when you use this effect.
Enhance Ice 3 Thread Skill You apply a Thread Skill to your armor that reduces attacks that do 5 or more damage by one point. This skill requires that you wear heavy armor. Say “Reduce” when you use this skill.

Lightning

You have advantages for skills, magic and other methods of causing damage by a melee weapon. This includes all methods of melee attack, be it through channeling powerful arcana, calling upon divine imbuements, strange, crafted melee armaments, or just your own claws and muscles. As with the other Domains, you gain the option to purchase abilities that enhance your melee attacks or provide you with other melee attack advantages.

Skill Name Cost Verbal Description
Lightning’s Determination Included ‘2 Damage’ When you take a Short Rest, you gain three Melee attacks of 2 Damage.
Lightning’s Touch 4 N/A When you take a Short Rest, your next Melee attack that costs an attribute to use is free.
Lightning’s Grace 4 ‘Resist’ Once per Short Rest you gain the ability to resist a ‘Destroy weapon’ effect.
Lightning’s Skill 4 N/A You gain the ability to use your called melee weapon attacks ‘by Force’ in place of the default weapon trait. Additionally, you gain the ability to fight with the following weapon styles: two one-handed weapons, spear and one-handed weapon, spear and buckler.
Lightning’s Last Stand 2 N/A Once per event, you can make a melee attack of ‘6 damage.’
Lightning’s Gift 2 ‘Grant Melee attack’ Twice per event, you can grant a melee attack of 3 damage to yourself or another.
Lightning’s Shield 2 ‘Parry’ Once per event, you can negate a melee attack by calling ‘Parry.’
Empower Lightning 3 Thread Skill When you make a melee attack which does 4 damage or greater, add 1 to the total.
Enhance Lightning 3 Thread Skill When you use a Skill which provides multiple melee damage attacks, you gain 1 extra melee attack.

Water

You have advantages for skills, magic, and other methods of healing wounds and curing effects. This includes skills that Increase the effectiveness of individual healing effects and reduce the time that it can take to use healing skills that take a duration.

You must choose a beneficial trait for your healing, tied to a Source. Options include:

Skill Name CP Cost Verbal Description
Water’s Determination Included ‘Heal 1 by <Trait>’ When you take a Short Rest, you gain five ‘Heal 1 by <Trait>’ beneficial effects.
Water’s Touch 4 N/A When you take a Short Rest, your next beneficial effect skill that costs an attribute to use is free
Water’s Grace 4 ‘… and heal 2…’ Once per Short Rest, when you use a skill (other than First Aid) with a Cure effect you improve the effect to ‘Cure X and heal 2’
Water’s Skill 4 N/A You can use packets (beneficial or non-beneficial) while you have a staff or single-handed weapon in your off hand.
Water’s Last Stand 2 ‘Heal All by [Your Trait]’ Once per event you can use a touch packet to heal someone else. Twice per event you can call ‘Surge’ and refresh your packet Flurry.
Water’s Gift 2 ‘Cure Physical, Mental, Elemental, or Metabolic by [Your Trait]’ Once per event you can cure a single physical, mental, elemental, or metabolic effect to someone else. Twice per event you can call ‘Surge’ and refresh your packet Flurry.
Water’s Shield 2 ‘Grant 4 Protection by <Your Trait>’ Once per event you can grant 4 protection to someone else. Twice per event you can call ‘Surge’ and refresh your packet Flurry.
Empower Water 3 Thread Skill When you cast a healing effect which does 2 or more add 1 to the total
Enhance Water 3 Thread Skill When you use a skill which provides multiple healing effects, you gain one extra effect.