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Rising Legends: Searching Ring
Searching Ring
Search - Ring

AthleteUmbralHope
Response (Vigilante style)
Requirements: 7 Combined Tiers of Elude and Zeal
After suffering Injury, gain +1 Priority and roll 1d12 to prevent the next 1 Energy you would use before the end of your next turn, DL 9 - TT.
Boost: On success, reduce your DL to Manifest by 1 + TT/2 for 1 round.
TacticianNecroticSenses
Response (Lookout style)
After Injuring a creature with a physical attack, they cannot Ambush you.
Duration 3 + TT rounds
Boost: You can target the creature even if you cannot sense them.
ArcanistUmbralConstruction
Stance (Archmage style)
As you apply an Augment, reduce the Augment cost by 1 Energy or Resolve for each prior consecutive successful action during which you applied the same Augment.
Boost: Magical effects you create gain 1 + TT/2 Dispel Defense.
ScoutAirSenses
Aspect
Requirements: Cyclops or Mammalfused
Treat sounds as 1 + TT/2 Magnitude higher.
Boost: Sounds do not overwhelm you.
Form
Requirements: During Character Creation Only
Treat your Training Limit with this ability as 1 higher. Increase the number of Root abilities you can learn from your Primary Species by TT/2.
Boost: Treat your Training Limit with this ability as 1 higher. Increase the number of Root abilities you can learn from your Primary Species by TT/3.
ArcanistNecroticSpiritual
Aspect (Ritualist style)
After each round, each creature suffering from Trauma in your ritual circle uses 1 Grit to reduce the Soul cost by 1 + TT for each. Double the reduction if the creature is intelligent.
Boost: If the creature dies, reduce the cost an additional 10 + TT x 5 Souls. Double this amount if the creature is intelligent.
Body Animal
Form
Requirements: During Character Creation Only
Your torso and each of your limbs have a spikes distal with 1 + TT damage, Stabbing, and lightweight. After a non-ranged physical attack succeeds against you, attack the attacker with your spikes using Luck as the attack roll.
Boost: Lock 1 Craft Tier 3 poison. 12 times per day, after causing Grit Injury with your spikes, you can expose the target to the Locked poison.
ArcanistTimeOrder
Augment - Control
2 Resolve: Augment an ability with a duration. Its duration is still counted in its own increment during Conflict.
Boost: 2 Resolve: As a Major action, cause the effect the stop or resume. While stopped, it does not reduce duration from time passing.
HeroMindOrder
Aspect (Commander style)
Requirements: 9 Combined Tiers of Martial and Poise
Gain 1 + TT/2 Resolve Reduction during Social Encounters.
Boost: If an Ally within 3 range would suffer 3 or more Resolve Injury, reduce the Injury by 1.
BodySpace
Form
Requirements: Root Angel
Shrink 1 size. Have a starting Movement Pool of 4. Gain a pair of wings. As a creature in 3 range is targeted by a Spell, you can pay 1 Resolve to change the target to you, ignoring its range, as a reaction.
Though small, cherubs are the defenders and guards among the angelic ranks. The two extra wings that grow from their back give them extra stability in flight.
HeroFireHope
Response (Exemplar style)
Requirements: 9 Combined Tiers of Athletics and Nimble
After suffering a Serious Injury, use a Major Action.
Boost: Gain +1 + TT/2 on the roll to use the action.
NaturalistWaterEnvironmental
Spell - Elemental (Warden style)
Target space and up to 1 + TT contiguous spaces in 3 + TT range fill with ice flakes that reduce the Temperature 50 degrees. After entering these spaces and on the Soulweaver's turn, creatures must roll for Overexertion.
Duration 3 + TT rounds
Boost: Deal 2 + TT Unsteady damage to creatures that fail Overexertion in these spaces.
NaturalistAirEnvironmental
Spell - Elemental (Warden style)
Target space and up to 1 + TT contiguous spaces in 3 + TT range fill with Tier 1 + TT Wind. After entering these spaces and on the Soulweaver's turn, it deals 2 + TT Dazzled damage to creatures.
Duration 3 + TT rounds   Defense Nimble
Boost: Rising in the area requires 1 + TT/3 Minor Actions in addition to other costs.
ArcanistUmbral
Augment - Empower
Requirements: Magic Tier 4
12 Energy: Augment a Spell that can be a potion. You must provide 1 ounce of blood, hair, or other organic matter from a creature that is consumed by the Spell. The creature becomes the target ignoring the range of the Spell. The Spell becomes a Curse, cannot be Ceased or Dispelled, and does not end when you die.
Boost: Instead, target a touched object without needing organic material.
ArcanistUmbralSenses Potion
Spell - Illusion (Investigator style)
Know if there has been any magical effect during the last hour in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow in the space if it contains remnants of magic. You can identify the effects as if you could see them being Manifested or activated.
MarksmanShadowDespair Animal
Response (Precisionist style)
After triggering Devastating, attack with Injury d12 to deal 2 + TT Blind damage.
Defense Endure
Boost: If Injury is 0, attack with 1 + TT/3 d12.
MarksmanGravity Animal
Response (Precisionist style)
After triggering Devastating, use Disarm against the creature with Injury d12 as the attack roll.
Defense Endure
Boost: Move the Disarmed object up to 1 + TT spaces in any direction.
MarksmanDespair
Response (Precisionist style)
Requirements: 7 Combined Tiers of Nimble and Zeal
After triggering Devastating with a melee weapon, lodge the weapon in the subject. While lodged, the weapon deals 1 + TT/2 Continuing Body Damage to Grit of the target.
Boost: Deal 2 Trauma damage.
MarksmanBodyDespair Animal
Response (Precisionist style)
Requirements: 9 Combined Tiers of Nimble and Zeal
After triggering Devastating, attack with Injury d12 to deal 2 + TT/2 Sickened damage.
Defense Endure
Boost: On success, deal 1 + TT/2 Weak damage.
ArcanistNecroticCurative Potion
Spell - Infusion (Stalwart style)
After you cause Grit Injury to target creature in 6 + TT x 2 range, heal 1 Grit.
Duration 6 + TT x 2 rounds   Defense Nature
Boost: If they would move away from you, use Hinder Movement against them ignoring range.
Hero
Trick - Elemental (Survivor style)
Choose Unseen, Corporeal, Energetic, or Entropic. Gain 1 + TT/2 Reduction against Elements in the chosen group.
Duration 3 + TT rounds
Boost: After suffering Injury from an Element in the chosen group, gain +1 defense against attacks of that Element.
Response - Infusion
Requirements: Root Materia
After declaring an attack, the attack gains your Fused Element.
This form has more of its mortal body visible with lines of magical energy tracing its body in elaborate magical tattoos.
LeaderMindSpiritual
Spell - Illusion (Empath style)
Requirements: 11 Combined Tiers of Elude and Guile
Creatures in a Burst 3 + TT share an emotional connection that often encourages caring for each other and acting to protect each other and assists in understanding communication.
Duration 1 + TT minutes   Defense Guile
Boost: Creatures in Reach of another affected creature that would pay a Resolve cost can pay 1 of the cost as a reaction.
Body Animal
Form
Requirements: During Character Creation Only
Lock 1 + TT limbs. Locked limbs become oversized and deal +1 damage.
Boost: Locked limbs become larger and deal an additional +1 damage.
ArcanistTimeSpace Potion
Spell - Infusion (Oracle style)
Requirements: 7 Combined Tiers of Magic and Observe
Cease to exist.
Duration Up to 3 + TT rounds.
Boost: As this ends, Warp to target space in 3 + TT range before reappearing.
AthleteBodyOrder
Aspect (Pugilist style)
Requirements: 7 Combined Tiers of Martial and Nature
Lock 1 + TT of flying, climbing, Prone, Held, or Crowded. You can begin and maintain stances even during Locked options.
Boost: You can be in up to 2 + TT/2 Stances at the same time. When entering an additional stance, choose what previous stance ends.
TacticianFireMobile Animal
Aspect (Exemplar style)
When you use Prepare, it allows you to advance up to 1 + TT/2 additional times during its effect.
Boost: If you Prepare and choose an event that includes an attack, if you attack the same target with your action, the target treats the attacks as only 1 trigger condition they can react to.
ScoutUmbralImagination
Spell - Transference (Explorer style)
Requirements: 11 Combined Tiers of Athletics and Nature
Teleport to a location that you can view in a picture that is highly accurate or that is being sensed by a Scry effect in Reach.
Defense Magic
Boost: Bring up to 1 + TT other creatures in Reach.
ShadowGravityMobile
Spell - Transference (Vigilante style)
Requirements: 7 Combined Tiers of Elude and Zeal
You are moved 4 + TT spaces closer to a target in 6 + TT x 2 range. Triple your Bulk Limit during this movement.
Boost: If the target becomes in Reach, make a melee attack against it.
HeroBodyOrder
Talent (Warrior style)
Requirements: 9 Combined Tiers of Martial and Tools
Gain +1 Major Action Pool and damage during your next turn.
Boost: Gain +1 + TT/3 Minor Action Pool during your next turn.
ScoutRadiantOrder
Response - Illusion (Crusader style)
After Injuring a creature with a melee attack, they shed Tier 2 + TT/2 light in an Aura 4.
Duration 6 + TT x 2 rounds
Boost: The target counts as 1 + TT sizes larger to determine the number of d12 the Soulweaver rolls to determine success of Attacking Blind.
ArcanistNecroticCurative
Aspect (Hemalurge style)
After you drink blood, gain +1 on rolls for 1 + TT rounds. When you Manifest a spell that has Body, Curative, or Decay Affinity, you may replace the requirement of words with suffering an equal number of Tiers of Trauma. When you do, the spell gains +1 damage.
Boost: Reduce the Skill Tier requirement of abilities that have Arcanist, Curative, or Necrotic Affinity by 1.
ArcanistUmbralConstruction Potion
Spell - Transference (Knight style)
Lock 1 + TT Skills. Create a magic barrier near you that functions as a Tier 0 Gripped shield with Guard 1. Guard from the barrier also grants is bonus on each Locked Skill.
Duration 6 + TT x 2 rounds
Boost: The barrier can also Guard against magical attacks and gain +TT/3 Guard value.
NaturalistBodyDespair
Talent (Hemalurge style)
Requirements: 7 Combined Tiers of Athletics and Magic
1 Grit: Attack target creature in Reach suffering from Trauma to expose them to Bad Blood Infusion.
Defense Elude
Boost: The Disease gains +1 + TT/2 d12 on its attack roll.
ArcanistTimeEnvironmental
Augment - Empower
3 Energy: Augment an effect with Tier 2 through 4 Area that has no duration. Its duration becomes 1 + Intensity rounds and causes its effect again on the Soulweaver's turn each round.
Boost: 3 Energy: Can apply to an effect with Area Tier 1.
Body
Talent (Monster style)
Requirements: Lycanthrope Control
Change forms during moonlight. After 1 + TT minutes, roll Endure to maintain the effect, DL 6 + 1 for each prior time you have made this roll. On failure, pay 2 Energy.
Boost: Req: Trained 6 Times - Can be used at any time.
Umbral
Response - Transference
Requirements: Demon
As you are targeted by a magical effect, roll Magic to prevent its effect on you, DL 9 - TT + prior successes.
Boost: Req: Trained 2 Times - During the next minute, you can use the effect once, exactly as it was, except you choose the target.
Body Animal
Form
Requirements: During Character Creation Only
Lock 1 + TT limbs or distals. If your Secondary Species has a Locked option, you gain the parts from that Species.
Boost: Gain a sense or non-Form, non-Full-Blooded feature of your Secondary Species that you do not have.
ShadowMindDespair
Response - Illusion (Stalker style)
After Injuring a creature that cannot see you with a physical attack, deal 2 + TT/2 Emotional damage. The emotion is fear of the unknown.
Boost: For 1 round, reduce the face value you need to roll for damage against the creature by 1.
ShadowAirDespair
Aspect (Opportunist style)
Requirements: 11 Combined Tiers of Martial and Guile
After a creature ends their turn, if they did not move during their turn, you may make a melee attack against them.
Boost: Reactions used against your attacks suffer a 1 + TT/2 penalty on rolls for use and determining if their effects succeed.
TacticianMindChaos
Stance (Pugilist style)
If you do not take a Major Action during your turn, gain +1 + TT/2 on rolls as part of Reactions for 1 round.
Boost: 1 Resolve: Gain this bonus on rolls to use actions as part of Prepare Action.
NaturalistBodyChaos
Spell - Infusion (Generic style)
Target creature in Reach can assign up to 1 + TT AP right now.
Boost: Req: Reform Knowledge DL 20 - They count as during character creation for assigning these AP.
HeroBodyDespair
Aspect (Zealot style)
Requirements: 7 Combined Tiers of Endure and Zeal
While Focal Locked on a creature, treat each Tier of Wounded afflicting you as 1 + TT/2 Tiers lower to determine penalties.
Boost: After suffering a Serious Injury from a creature you are Focal Locked on, heal 1 Resolve.
HeroCurativeHope
Response
Requirements: Shimmer
After suffering a Serious Injury, heal 2 + TT/2 Resolve and Grit.
Boost: Heal 1 Energy.
NaturalistEarthCurative
Aspect
Requirements: Flora
While in an area with Overgrowth, you can double the amount of Grit and Energy you heal from Recovery. If you do, the first time you move or are moved during the Recovery or within 1 minute after, suffer 6 - TT/2 Body damage.
Boost: Req: Trained 2 Times - Also, after you roll to reduce Wounded other that from this effect, roll to reduce it again.
ScoutUmbralSenses
Augment - Empower
1 Energy: Augment a Scry effect. Choose 1 + Intensity senses. Gain the chosen senses during the effect.
Boost: Req: Scry Connection Augment Knowledge DL 20 - 3 Energy: If you choose touch, you can use Transference abilities as if you are in that location.
ScoutSenses
Spell - Transference (Inspector style)
Requirements: 7 Combined Tiers of Tools and Observe
Scry on a location with an entrance. See as if entering from the most commonly used entrance.
Duration 1 + TT rounds
Boost: Instead, see as if entering from a secret entrance if you know it has one.
ShadowUmbral
Response
Requirements: Root Shade
1 Resolve: When a non-Radiant physical attack would succeed against you, roll Elude to Phase during the attack, DL 9.
Parts of this variant's body seem to fade from physical to incorporeal shadow.
Aspect
Requirements: Sentient Object
When you would pay an Energy cost, a creature holding or wearing you can pay the cost instead.
Boost: As a creature chooses not to pay the cost, attack Poise with Magic to force the payment.
LeaderHopeImagination
Augment - Control
2 Resolve: Augment an ability or artifact that applies only to you. Area becomes Subject with 0 range and it attacks Magic. Applied Trained Tier cannot exceed Intensity x 3.
Boost: You can use reactions based on triggers that apply to the target.
ShadowBodyOrder
Aspect (Assassin style)
Requirements: 9 Combined Tiers of Tools and Guile
Reduce the Magnitude of sound you make by moving by 1 + TT/2.
Boost: After Injuring a creature that you Ambushed, they cannot speak for 1 + TT/3 rounds.
TacticianTimeOrder
Talent (Opportunist style)
Requirements: 7 Combined Tiers of Martial and Guile
Gain 3 + TT/2 Minor Action Pool.
Duration 1 round
Boost: 1 + TT/3 times during this effect, you can use any Minor Action as a reaction to any action.
MindSenses
Aspect
Requirements: Angel or Demon
Gain a sense Socialsense. This sense has -1 range and DL 3. It can sense Social Opinions a subject is currently considering as having Magnitude equal to 1 + 1 the Tiers the opinion is away from 0. If you exceed the DL by 3, know which direction it is away from 0. Exceeding the DL by 6 knows if it is under a temporary influence. Exceeding the DL by 9 knows the subject of the social opinion.
Boost: Gain +1 + TT on rolls with Socialsense.
Animal
Form
Requirements: During Character Creation Only
You are cut off from the Umbral Realm. You cannot use Magical Responses, Magical Tricks, or Spells, be resurrected, be sensed by detect Spells, be seen or found by scry effects, or Craft Artifacts, Inlays, or Potions.
HeroBody Animal
Aspect
Requirements: Soulbroken
Reduce the hours you need to be Unconscious each day to avoid suffering Exhausted by 1 + TT.
Boost: Gain +1d12 on Might skill defenses.
ArcanistUmbralChaos
Response - Transference (Opportunist style)
Requirements: 9 Combined Tiers of Martial and Guile
After causing Injury with a weapon, release a Ready Spell that has a single target against the Injured target ignoring the Spells range.
Boost: Attack Magic with 1 + TT/3 d12 to cause a penalty on defense against the Spell equal to Injury.
NaturalistWaterEnvironmental
Spell - Elemental (Druid style)
Requirements: 7 Combined Tiers of Zeal and Nature
Create Tier 1 + TT/2 Raining or increase the Raining Tier by 1 + TT/2 in a Burst 12 + TT x 3.
Duration 6 + TT x 2 minutes
Boost: Cause Tier 1 + TT/3 Lightning.
HeroOrderSpiritual Animal
Aspect (Warrior style)
Requirements: 9 Combined Tiers of Martial and Tools
While wearing armor that is Teir 6 - TT/2 or higher, reduce Grit Injury you would suffer by 1.
Boost: Reduce your Movement Pool penalty from armor by TT/3.
ArcanistUmbralImagination
Spell - Transference (Harmonizer style)
Requirements: 7 Combined Tiers of Endure and Poise
Teleport up to 1 mile. Bring up to TT target creatures in Reach. You must have a clear image in your mind of your destination or this fails. If the destination is not visually unique from other locations in range, you can end up in the wrong location.
Defense Magic
Boost: Instead of an image in your mind, choose a direction and distance.
MindOrder
Aspect
Requirements: Human or Rettocuru
You can Take Your Time an additional 1 + TT/3 times.
Boost: Req: Trained 2 Times - You may treat Knowledge as a 1 minute action allowing you to Take Your Time and to reroll a Knowledge roll you made during Conflict.
ArcanistTimeOrder
Augment - Control
2 Resolve: Choose taking a Serious Injury, dying, or becoming Unconscious. Augment an ability. The ability has no effect until the chosen option occurs to you during the next 1 + Intensity days. Make all choices for the ability now. The target must be either you or the subject that caused the condition to you. Any previous ability used with this effect ends.
Boost: 1 Energy: Instead, choose any targets now. The ability fails if any target is out of range at the time this occurs.
HeroBodyCurative Potion
Spell - Infusion (Crusader style)
Requirements: 7 Combined Tiers of Martial and Zeal
After suffering a Serious Injury, heal 4 + TT Grit and this ends.
Duration 12 + TT x 12 minutes
Boost: Then, reduce each Ailment afflicting you 1 Tier.
AthleteWaterMobile Animal
Trick (Traveler style)
Gain +1 Movement Pool while wearing 1 + TT Bulk of armor or less.
Duration 6 + TT x 2 rounds
Boost: Gain 1 + TT/2 on Mobility rolls while using Primary Movement types and Reduction against Slow, Stiff, and Unsteady.
BodyNecrotic
Aspect (Monster style)
Requirements: Vampire
Your body appears closer to your minimum adventuring age, unless you are younger. Reduce penalties from Old and Sage age by 1 + TT/2.
Boost: Reduce your Movement Pool penalty from being a Zombie by 1 + TT/2.
NaturalistChaos
Response - Elemental (Paladin style)
Requirements: 9 Combined Tiers of Tools and Zeal
Lock 1 Element. After suffering Injury, attack subjects in a Burst 1 + TT/2 with Injury d12 to deal 1 + TT/3 Chopping damage to Grit of the Locked Element.
Defense Nature
Boost: 1 Resolve: Increase the damage by 2.
AthleteMindChaos Animal
Stance (Vigilante style)
Gain +2 + TT x 2 Fury Pool. As you would deal damage, you can expend up to 1 + TT/2 Fury to increase the damage by that amount. After suffering Injury, heal 1 Fury.
Boost: After adding damage, gain Devastating on all attacks until the end of your next turn.
AthleteGravityMobile
Aspect (Acrobat style)
Requirements: 7 Combined Tiers of Athletics and Elude
1 + TT times, while a wall is in Reach during a high jump, you can jump again to gain additional height as long as you do not use the same wall more than once in a row.
Boost: The jump can be a long jump.
TacticianFire
Stance (Zealot style)
After Injuring a creature with a Chopping weapon, you can use the same weapon to make a melee attack against a creature that is within 1 range of the creature you Injured.
Boost: Repeat this effect 1 + TT times except you cannot target a single creature more than once.





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