Codex Abilities

Codex is the domain of intensive magical study. Those who seek magical knowledge turn to the equations of power recorded in books, written on scrolls, etched into walls, or tattooed on bodies. Codex offers a commanding and versatile understanding of magic to devotees who pursue knowledge beyond the boundaries of common wisdom. The Codex domain can be accessed by the Bard and Wizard classes.

BANISH

Level 6 Codex Spell

Make a Spellcast Roll against a target within Close range. On a success, roll a number of d20s equal to your Spellcast trait. The target must make a reaction roll with a Difficulty equal to your highest result. On a success, the target must mark a Stress but isn’t banished. Once per rest on a failure, they are banished from this realm.

BOOK OF AVA

Level 1 Codex Grimoire

Power Push: Make a Spellcast Roll against a target within Melee range. On a success, they’re knocked back to Far range and take d10+2 magic damage using your Proficiency.

BOOK OF EXOTA

Level 4 Codex Grimoire

Repudiate: You can interrupt a magical effect taking place. Make a reaction roll using your Spellcast trait. Once per rest on a success, the effect stops and any consequences are avoided.

BOOK OF GRYNN

Level 4 Codex Grimoire

Arcane Deflection: Once per long rest, spend a Hope to negate the damage of an attack targeting you or an ally within Very Close range.

BOOK OF HOMET

Level 7 Codex Grimoire

Pass Through: Make a Spellcast Roll (13). Once per rest on a success, you and all creatures touching you can pass through a wall or door within Close range. The effect ends once everyone is on the other side.

BOOK OF ILLIAT

Level 1 Codex Grimoire

Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

BOOK OF KORVAX

Level 3 Codex Grimoire

Levitation: Make a Spellcast Roll to temporarily lift a target you can see up into the air and move them within Close range of their original position.

BOOK OF NORAI

Level 3 Codex Grimoire

Mystic Tether: Make a Spellcast Roll against a target within Far range. On a success, they’re temporarily Restrained and must mark a Stress. If you target a flying creature, this spell grounds and temporarily Restrains them.

BOOK OF RONIN

Level 9 Codex Grimoire

Transform: Make a Spellcast Roll (15). On a success, transform into an inanimate object no larger than twice your normal size. You can remain in this shape until you take damage.

BOOK OF SITIL

Level 2 Codex Grimoire

Adjust Appearance: You magically shift your appearance and clothing to avoid recognition.

BOOK OF TYFAR

Level 1 Codex Grimoire

Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.

BOOK OF VAGRAS

Level 2 Codex Grimoire

Runic Lock: Make a Spellcast Roll (15) on an object you’re touching that can close (such as a lock, chest, or box). Once per rest on a success, you can lock the object so it can only be opened by creatures of your choice. Someone with access to magic and an hour of time to study the spell can break it.

BOOK OF VYOLA

Level 8 Codex Grimoire

Memory Delve: Make a Spellcast Roll against a target within Far range. On a success, peer into the target’s mind and ask the GM a question. The GM describes any memories the target has pertaining to the answer.

BOOK OF YARROW

Level 10 Codex Grimoire

Timejammer: Make a Spellcast Roll (18). On a success, time temporarily slows to a halt for everyone within Far range except for you. It resumes the next time you make an action roll that targets another creature.

CODEX-TOUCHED

Level 7 Codex Ability

When 4 or more of the domain cards in your loadout are from the Codex domain, gain the following benefits:

  • You can mark a Stress to add your Proficiency to a Spellcast Roll.
  • Once per rest, replace this card with any card from your vault without paying its Recall Cost.

DISINTEGRATION WAVE

Level 9 Codex Spell

Make a Spellcast Roll (18). Once per long rest on a success, the GM tells you which adversaries within Far range have a Difficulty of 18 or lower. Mark a Stress for each one you wish to hit with this spell. They are killed and can’t come back to life by any means.

MANIFEST WALL

Level 5 Codex Spell

Make a Spellcast Roll (15). Once per rest on a success, spend a Hope to create a temporary magical wall between two points within Far range. It can be up to 50 feet high and form at any angle. Creatures or objects in its path are shunted to a side of their choice. The wall stays up until your next rest or you cast Manifest Wall again.

SAFE HAVEN

Level 8 Codex Spell

When you have a few minutes of calm to focus, you can spend 2 Hope to summon your Safe Haven, a large interdimensional home where you and your allies can take shelter. When you do, a magical door appears somewhere within Close range. Only creatures of your choice can enter. Once inside, you can make the entrance invisible. You and anyone else inside can always exit. Once you leave, the doorway must be summoned again.

SIGIL OF RETRIBUTION

Level 6 Codex Spell

Mark an adversary within Close range with a sigil of retribution. The GM gains a Fear. When the marked adversary deals damage to you or your allies, place a d8 on this card. You can hold a number of d8s equal to your level. When you successfully attack the marked adversary, roll the dice on this card and add the total to your damage roll, then clear the dice. This effect ends when the marked adversary is defeated or you cast Sigil of Retribution again.

TELEPORT

Level 5 Codex Spell

Once per long rest, you can instantly teleport yourself and any number of willing targets within Close range to a place you’ve been before. Choose one of the following options, then make a Spellcast Roll (16):

  • If you know the place very well, gain a +3 bonus.
  • If you’ve visited the place frequently, gain a +1 bonus.

TRANSCENDENT UNION

Level 10 Codex Spell

Once per long rest, spend 5 Hope to cast this spell on two or more willing creatures. Until your next rest, when a creature connected by this union would mark Stress or Hit Points, the connected creatures can choose who marks it.

Name
Level
Domain
Damage
Description
BANISH 6 Codex Spell Make a Spellcast Roll against a target within Close range. On a success, roll a number of d20s equal to your Spellcast trait. The target must make a reaction roll with a Difficulty equal to your highest result. On a success, the target must mark a Stress but isn’t banished. Once per rest on a failure, they are banished from this realm. BOOK OF AVA 1 Codex Grimoire Power Push: Make a Spellcast Roll against a target within Melee range. On a success, they’re knocked back to Far range and take d10+2 magic damage using your Proficiency. BOOK OF EXOTA 4 Codex Grimoire Repudiate: You can interrupt a magical effect taking place. Make a reaction roll using your Spellcast trait. Once per rest on a success, the effect stops and any consequences are avoided. BOOK OF GRYNN 4 Codex Grimoire Arcane Deflection: Once per long rest, spend a Hope to negate the damage of an attack targeting you or an ally within Very Close range. BOOK OF HOMET 7 Codex Grimoire Pass Through: Make a Spellcast Roll (13). Once per rest on a success, you and all creatures touching you can pass through a wall or door within Close range. The effect ends once everyone is on the other side. BOOK OF ILLIAT 1 Codex Grimoire Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition. BOOK OF KORVAX 3 Codex Grimoire Levitation: Make a Spellcast Roll to temporarily lift a target you can see up into the air and move them within Close range of their original position. BOOK OF NORAI 3 Codex Grimoire Mystic Tether: Make a Spellcast Roll against a target within Far range. On a success, they’re temporarily Restrained and must mark a Stress. If you target a flying creature, this spell grounds and temporarily Restrains them. BOOK OF RONIN 9 Codex Grimoire Transform: Make a Spellcast Roll (15). On a success, transform into an inanimate object no larger than twice your normal size. You can remain in this shape until you take damage. BOOK OF SITIL 2 Codex Grimoire Adjust Appearance: You magically shift your appearance and clothing to avoid recognition. BOOK OF TYFAR 1 Codex Grimoire Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand. BOOK OF VAGRAS 2 Codex Grimoire Runic Lock: Make a Spellcast Roll (15) on an object you’re touching that can close (such as a lock, chest, or box). Once per rest on a success, you can lock the object so it can only be opened by creatures of your choice. Someone with access to magic and an hour of time to study the spell can break it. BOOK OF VYOLA 8 Codex Grimoire Memory Delve: Make a Spellcast Roll against a target within Far range. On a success, peer into the target’s mind and ask the GM a question. The GM describes any memories the target has pertaining to the answer. BOOK OF YARROW 10 Codex Grimoire Timejammer: Make a Spellcast Roll (18). On a success, time temporarily slows to a halt for everyone within Far range except for you. It resumes the next time you make an action roll that targets another creature. CODEX-TOUCHED 7 Codex Ability When 4 or more of the domain cards in your loadout are from the Codex domain, gain the following benefits: DISINTEGRATION WAVE 9 Codex Spell Make a Spellcast Roll (18). Once per long rest on a success, the GM tells you which adversaries within Far range have a Difficulty of 18 or lower. Mark a Stress for each one you wish to hit with this spell. They are killed and can’t come back to life by any means. MANIFEST WALL 5 Codex Spell Make a Spellcast Roll (15). Once per rest on a success, spend a Hope to create a temporary magical wall between two points within Far range. It can be up to 50 feet high and form at any angle. Creatures or objects in its path are shunted to a side of their choice. The wall stays up until your next rest or you cast Manifest Wall again. SAFE HAVEN 8 Codex Spell When you have a few minutes of calm to focus, you can spend 2 Hope to summon your Safe Haven, a large interdimensional home where you and your allies can take shelter. When you do, a magical door appears somewhere within Close range. Only creatures of your choice can enter. Once inside, you can make the entrance invisible. You and anyone else inside can always exit. Once you leave, the doorway must be summoned again. SIGIL OF RETRIBUTION 6 Codex Spell Mark an adversary within Close range with a sigil of retribution. The GM gains a Fear. When the marked adversary deals damage to you or your allies, place a d8 on this card. You can hold a number of d8s equal to your level. When you successfully attack the marked adversary, roll the dice on this card and add the total to your damage roll, then clear the dice. This effect ends when the marked adversary is defeated or you cast Sigil of Retribution again. TELEPORT 5 Codex Spell Once per long rest, you can instantly teleport yourself and any number of willing targets within Close range to a place you’ve been before. Choose one of the following options, then make a Spellcast Roll (16): TRANSCENDENT UNION 10 Codex Spell Once per long rest, spend 5 Hope to cast this spell on two or more willing creatures. Until your next rest, when a creature connected by this union would mark Stress or Hit Points, the connected creatures can choose who marks it.