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Not all Domains provide access to spells, but those that do follow these shared rules. Spells are written as cards, just like Feature Cards: short enough to fit on a card and clear enough to use without looking anything else up.

## Who Can Cast What (Spell Access)

| Spell list | Main source | How you know spells |
|---|---|---|
| [Arcane](/rules/spells/arcane/) | [Thaumaturge](/rules/domains/thaumaturge/) | A **spellbook**: inscribe spells, prepare some each Full Rest (see the Thaumaturge Base Card). |
| [Divine](/rules/spells/divine/) | [Theurgy](/rules/domains/theurgy/) (*Prayers* Core Feature) | Know **1 + Theurgy Tier** spells. |
| [Nature](/rules/spells/nature/) | [Warden](/rules/domains/warden/) (*Old Ways*), [Beastbond](/rules/domains/beastbond/) (*Call of the Green*) | Know **1 + that Domain's Tier** spells. |

Other routes: the species trait *Innate Magic* (two spells of Action Cost 1 or less), Thaumaturge *Theoretical Universalist* and *Total Spell Theory*, and Maker *Spell Engine* (stores a spell someone else casts).

**Rules for casters who "know" spells** (everyone except the Thaumaturge's spellbook):

  * You may know spells whose **Tier is no higher than your Tier in the granting Domain** (cantrips are Tier 0 and always allowed).
  * You change one known spell for another after a **Full Rest** spent in prayer, study, or the wild.
  * There are **no spell slots**. You can cast any spell you know whenever you can pay its **Action Cost** (and any Stress it names). Big spells are limited by Action Load, not by a daily count.

## Casting a Spell

  - **Roll:** spells and magical Features always roll **the caster's Domain Aspect** (the Aspect of the Domain that granted the spell).
  - **Resistance:** an Aspect named on a spell (e.g. "**Reflex** Resistance") is the **target's** Aspect. The target rolls it against your casting roll; it never changes which Aspect *you* roll.
  - **Attacks:** a spell marked "Attack" works like a weapon attack: your Domain Aspect dice plus the spell's damage dice, minus the target's Evasion, compared to its Damage Thresholds (see [Damage](/rules/damage/)).
  - **Resisted damage:** for a spell with a Resistance, a target that fails takes the spell's damage dice compared to its Damage Thresholds (Evasion doesn't apply); a success halves the dice total.
  - **Can I cast it?** The usual rule: you can if (Aspect − current Action Load) ≥ the spell's Action Cost.
  - **Sustained spells:** a spell with "sustain: 1 AL per turn" lasts while you add 1 Action Load at the start of each of your turns (up to its listed duration). It ends if you stop paying, drop to 0 HP, or are Stunned. This is **not** Concentration; only the Thaumaturge's Arcane Reservoir uses Concentration.
  - **Damage types:** there is no Force damage. Old "force" effects deal **magical Bludgeoning**. Divine damage is **Radiant**.

## Spell Card Template

Every spell uses this layout (blank version on the [Card Template](/rules/card-template/) page):

<code>
### Spell Name

**Tier:** Cantrip (Tier 0) / Tier 1–4
**Tags:** Source (Arcane, Divine, or Nature), then any of Evocation, Illusion, Healing, Movement, Ritual, Reaction…
**Roll:** Attack (your Domain Aspect vs. Evasion), a target's Resistance (e.g. Reflex Resistance), or None
**Range:** Self / Touch / distance
**Target:** who or what
**Duration:** Instant / rounds / minutes / sustain
**Action Cost:** the required Action Load only (plus any required Stress)

Effect text: one short paragraph.

**Enhancements:** optional extra Action Load, Stress, or Tier upgrades, one per line.
</code>

  * Optional costs never appear on the **Action Cost** line; only required costs do.
  * **Upcast** lines say how the spell grows with the caster's Tier or extra Action Load.
  * `Ritual`: may be cast in 10 minutes for no Action Load when time and tools permit.
  * `Reaction`: may be cast off-turn on its trigger; it still costs Action Load like any Reaction (see [Reactions](/rules/reactions/)).

## Cantrips

Cantrips (Tier 0) cost little and can be cast as often as Action Load allows. Damage cantrips grow by +1 die per caster Tier above 1 (max 4 dice).

## Spell Counts

The lists are starting libraries, not complete grimoires. GMs and Thaumaturges may add spells using the template.

  * **Arcane:** 20 spells (5 cantrips, 6 Tier 1, 4 Tier 2, 3 Tier 3, 2 Tier 4)
  * **Divine:** 15 spells (4 cantrips, 5 Tier 1, 3 Tier 2, 2 Tier 3, 1 Tier 4)
  * **Nature:** 14 spells (3 cantrips, 5 Tier 1, 3 Tier 2, 2 Tier 3, 1 Tier 4)

::: wrap info

**Designer note: D&D familiarity.** Many spells fill the same *job* as well-known D&D spells but use this game's names, Action Load, and Advantage rules. Where it helps, a spell page includes a short **D&D players:** tip (for example *Benediction* is like *Bless*). The system does not use D&D spell levels or concentration; see Action Load and Domains.

:::

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