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Rising Legends: Warmage Abilities
Warmage Abilities
ArcanistFire
Spell - Elemental
Cause Tier 2 + TT Fire in target space and up to 1 + TT contiguous spaces in 3 + TT range.
Boost: The Fire provides Tier 1 + TT Concealment.
ArcanistImagination
Trick - Elemental
Lock 1 + TT Elements. Deal 1 + TT/6 Stabbing damage to Grit of a Locked Element to target creature in Reach.
Boost: After this causes Injury, roll 1d12 to heal 1 Energy, DL 12.
ArcanistBodySenses
Spell - Elemental
Know any Reductions and Immunities target creature in 3 + TT range has other than from gear.
Defense Nature
Boost: Know what Vulnerabilities they have.
ArcanistFireChaos
Spell - Elemental
Deal 4 + TT/2 Stabbing Fire damage to Grit in a Line 3 + TT/2.
Defense Elude
Boost: Instead, make this attack 2 + TT/3 times in different directions.
HeroUmbralChaos
Stance
Spells you Manifest that deal damage gain +1 damage for each 3 you exceed a target's defense roll.
Boost: Gain + 1 + TT/3 d12 on rolls to Manifest a Spell against an enemy.
NaturalistWater
Spell - Elemental
Deal 4 + TT/3 Bashing Water damage to Grit in a Burst 1 + TT. Use Injury d12 to Reposition each Injured creature and object.
Defense Athletics
Boost: After this Repositions a creature, use Injury d12 to Trip them.
Advanced Abilities
Those that practice and excel in the Warmage style gain access to these more unique abilities.
NaturalistEarthDecay
Spell - Elemental
Requirements: 9 Combined Tiers of Nimble and Magic
Deal 4 + TT/2 Flowing Earth damage to Grit in a Cone 3 + TT.
Defense Elude
Boost: Increase the DL to Soothe this Acid by 2 + TT/3.
ArcanistNaturalistDespair
Spell - Elemental
Requirements: 7 Combined Tiers of Nimble and Magic
Lock 1 + TT Elements. Reduce reduction to each Element in a Burst 1 + TT by 1 + TT.
Duration 6 + TT x 2 rounds   Defense Nature
Boost: If a subject loses Reduction to an Element and has 0 remaining, they become Vulnerable to that Element.
NaturalistAir
Spell - Elemental
Requirements: 9 Combined Tiers of Nimble and Magic
Deal 4 + TT/2 Bashing Air damage to Grit and Clumsy damage in a Cone 3 + TT.
Defense Endure
Boost: Use Trip and Reposition attacking with Injury from the Air damage d12 at the attack roll.
NaturalistAirEnvironmental
Spell - Elemental
Requirements: 7 Combined Tiers of Nimble and Magic
Deal 4 + TT/2 Flowing Air damage to Grit in a Line 6 + TT.
Defense Elude
Boost: Has 3 + TT range and you can choose any direction for the line.
ArcanistUmbralImagination
Talent
Requirements: 7 Combined Tiers of Nimble and Magic
Roll Abilities Knowledge to recall a Spell. If you exceed the DL by 3, you can Manifest that Spell as if you know it until you Manifest this ability again.
Duration 1 + TT hours
Boost: The Spell has 1 + TT/2 Trained Tier.
ArcanistHeroUmbral
Trick - Infusion
Requirements: 11 Combined Tiers of Nimble and Magic
1 Resolve: Spells you Manifest that deal damage gain Devastating. Increase the range of face values that trigger this Devastating by 1 + TT/3.
Duration 3 + TT rounds
Boost: Your Spell damage ignores Reduction from magical effects.





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