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Rising Legends: Searching
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TacticianTimeHope Potion
Spell - Infusion (Adept style)
Target creature in 3 + TT range gains 1 + TT/2 Minor Action Pool.
Duration 6 + TT x 2 rounds
Boost: They gain +1 + TT Priority.
TinkerEarthDecay Potion
Spell - Elemental (Saboteur style)
Gain +2 + TT on Break rolls if the target is not Immune to Earth.
Duration 6 + TT x 2 minutes
Boost: Your physical attacks deal 1 + TT/3 Flowing Earth damage in addition to their normal effects.
ArcanistNecroticSpiritual Potion
Spell - Transference (Intensifier style)
Requirements: 7 Combined Tiers of Poise and Magic
Speak 1 task. If target creature in 3 + TT range dies, they instead become a ghost and try to complete the task and then die. If they complete the task, they die.
Duration 1 + TT minutes   Defense Nature
Boost: They can spend 1 Energy as a Major Action to stop Phasing for 1 minute.
GuardianAirMobile Potion
Spell - Elemental (Explorer style)
Requirements: 7 Combined Tiers of Athletics and Nature
Target subject in 6 + TT x 2 range does not fall while not carrying more than double their Bulk Limit. They can use advance to lower their elevation.
Duration 6 + TT x 2 minutes   Defense Magic
Boost: The creature also cannot suffer or cause Collision damage while not carrying more than double their Bulk Limit.
NaturalistTinkerChaos Potion
Spell - Infusion (Alchemist style)
Requirements: 7 Combined Tiers of Tools and Nature
After each time physical damage is dealt to target creature in Reach, they roll 1d12, DL equal to the damage + TT/3. On failure, Alchemical objects in their gear activate.
Duration 3 + TT rounds   Defense Magic
Boost: They must use a Major Action to Manipulate Alchemical objects.
NaturalistBodyImagination Potion
Spell - Mutation (Enhanced style)
Requirements: 9 Combined Tiers of Athletics and Zeal
Choose up to 1 + TT limbs. Gain the chosen limbs.
Duration 6 + TT x 2 minutes
Boost: Gain a distal on 1 + TT limbs.
NaturalistBodyDespair Potion
Spell - Mutation (Hemalurge style)
Requirements: 7 Combined Tiers of Athletics and Magic
After target creature in 3 + TT range suffers Grit Injury, deal 1 + TT/2 Trauma damage to them.
Duration 3 + TT rounds   Defense Endure
Boost: After they fail defense against Trauma, deal 2 Sickened damage to them.
NaturalistMindDecay Potion
Spell - Elemental (Mentalist style)
Deal 4 + TT/2 Mystical Mind damage to Grit of target creature in 6 + TT x 2 range.
Defense Endure
Boost: If you cause 4 or more Injury, cause Tier 1 Wounded Tier to their head.
NaturalistMindOrder Potion
Spell - Suppression (Alpha style)
Reduce Emotional and Sickened afflicting target animal in 6 + TT x 2 range 1 + TT Tiers.
Defense Observe
Boost: Improve its Social Opinion of you by 1 + TT/2 Tiers for 1 + TT minutes.
UmbralDespairSpiritual Potion
Spell - Transference (Preacher style)
Target creature in Reach rerolls the next Skill roll they succeed and loses 1 + TT/3 d12 on the reroll.
Duration 1 + TT/2 rounds   Defense Poise
Boost: If they succeed the reroll, deal 1 + TT/2 Weakened damage.
NaturalistBodyDecay Potion
Spell - Suppression (Disrupter style)
Requirements: 9 Combined Tiers of Guile and Nature
Target creature in Reach suffers Tier 1 + TT/3 Fatigued.
Duration 3 + TT minutes   Defense Endure
Boost: Deal 2 + TT Weakened damage.
TricksterUmbralChaos Potion
Spell - Suppression (Charlatan style)
Cause target in 6 + TT x 2 range to add 1 + TT/6 face value 1 to each Skill roll they make.
Duration 3 + TT rounds   Defense Zeal
Boost: If they reroll a roll, they suffer -1 on the reroll.
TricksterMindChaos Potion
Spell - Illusion
Requirements: Realistic Mode
Cause target creature in Reach to suffer a Tier 1 + TT/4 Sanity event.
Defense Nature
Boost: If the Sanity event is successful, they act and function as an animal for 1 + TT/3 rounds.
TinkerMindDespair Potion
Spell - Suppression (Provoker style)
Target creature in 3 + TT range suffers a 2 + TT/2 penalty on non-defensive Tools rolls.
Duration 3 + TT hours   Defense Tools
Boost: After they use an object, attack Tools with 1 + TT/3 d12 to cause them to Drop the object.
LeaderRadiantHope Potion
Spell - Illusion (Coach style)
Requirements: 11 Combined Tiers of Athletics and Poise
Another target creature in 3 + TT range heals 1 Resolve at the end of each of their turns.
Duration 3 + TT rounds   Defense Observe
Boost: After paying Resolve for an action, they gain +1d12 on any roll for the use and effect of that action.
LeaderMindOrder Potion
Spell - Infusion (Bard style)
Requirements: 9 Combined Tiers of Guile and Poise
Understand all spoken languages for their literal meaning. You may miss things that would be clear if you knew the language.
Duration 6 + TT x 2 minutes
Boost: You can read all written languages.
NaturalistChaosDespair Potion
Spell - Mutation (Corrupter style)
Requirements: 11 Combined Tiers of Magic and Nature
Any Disease target creature in 3 + TT range has is exposed by contact with the creature in addition to its normal exposure.
Duration 1 + TT minutes   Defense Nature
Boost: Reduce the Latent and Incubation Period of diseases afflicting the creature by half 1 + TT/2 times.
TricksterBodySenses Potion
Spell - Suppression (Disrupter style)
Deal 3 + TT Deaf damage to target creature in 3 + TT range.
Defense Endure
Boost: Cause Balance, DL increased by their Deaf Tier.
BodyNecroticDecay Potion
Spell - Mutation (Corrupter style)
Requirements: 7 Combined Tiers of Magic and Nature
Cause a 2 + TT penalty on Grit Pool of target creature in Reach.
Duration 3 + TT rounds   Defense Nature
Boost: Increase the penalty by their sizes above 0.
TricksterMindDespair Potion
Spell - Infusion (Intensifier style)
Deal 1 + TT/2 Mystical damage to Resolve of target creature in 3 + TT range.
Defense Poise
Boost: For 3 + TT x 3 minutes, after the creature suffers Grit Injury, deal 1 Mystical damage to their Resolve.
UmbralSensesSpiritual Potion
Spell - Illusion (Mystic style)
Know if there is a creature other than yourself with an Affinity in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim purple glow around them if they have an Affinity. You can roll Knowledge as if sensing an effect of their Affinity.
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.
ArcanistScoutUmbral Potion
Spell - Illusion (Inspector style)
For each Spell that was Manifested in 6 range in the last 6 + TT x 2 hours, if the caster is within 1 + TT miles, see a straight line to the caster.
Duration 1 + TT hours
Boost: You know how many miles each subject is in away from you.
NaturalistNecroticDecay Potion
Spell - Illusion (Corrupter style)
Know if there is a diseased creature in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim yellow glow around them if they have a disease.
TimeSenses Potion
Spell - Illusion (Investigator style)
Know if there is another creature that has held an object you have Gripped in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim blue glow around them if they held the object.
ScoutSpaceSenses Potion
Spell - Illusion (Lookout style)
Know if there is an invisible creature or object other than yourself or your gear in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a space in the area, Invisible of subjects in that space does not affect your senses.
HeroMindSenses Potion
Spell - Illusion (Investigator style)
Know if there is a creature rolling Guile or benefiting from an effect they rolled Guile for in an Aura 6 + TT x 2.
Duration 1 hour
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim yellow glow around them while they are detectable by this.
ArcanistUmbralSenses Potion
Spell - Illusion (Warder style)
Know if there is a magical ability that you did not Manifest ongoing or being Manifested 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 red glow in the space if it contains these effects. You can identify the effects as if you could see them being Manifested.
ArcanistUmbralSenses Potion
Spell - Illusion (Burglar style)
Know if there is a magical object not in your possession in an Aura 6 + TT x 2. This does not detect Souls or Shards.
Duration 1 hour
Boost: While Focal Locked on an object in the area for 1 minute or more, see a dim white glow around it if it is magical.
ScoutMindSenses Potion
Spell - Illusion (Lookout style)
Know if a creature that used Awareness as an action senses you in an Aura 6 + TT x 2.
Duration 12 minutes
Boost: You know if you are sensed directly or through magic.
ScoutSpaceSenses Potion
Spell - Illusion (Explorer style)
Gain +3 on rolls to find secret doors 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 yellow glow around the space if contains a secret door.
ScoutEarthSenses Potion
Spell - Illusion (Herbalist style)
Know if there is a living plant 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 green glow around the space if it contains plants.
ScoutWaterSenses Potion
Spell - Illusion (Herbalist style)
Know if there is poison 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 around the space if it contains poison.
MindUmbralSenses Potion
Spell - Illusion (Oracle style)
Sense if a Scry effect targets or senses you. If you would be seen through a Scry effect that does not target you, the effect attacks your Magic. On failure, it does not sense you.
Duration 1 + TT hours
Boost: Gain +1 + TT/2 on defenses against Scry effects.
AthleteBodySenses Potion
Spell - Illusion (Enhanced style)
Know if there is a Talent that you did not Manifest ongoing or being Manifested 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 red glow in the space if it contains these effects. You can identify the effects as if you could see them being Manifested.
ShadowMindSenses Potion
Spell - Illusion (Sensitive style)
Requirements: 9 Combined Tiers of Poise and Observe
Hear telepathy being used in an Aura 3 + TT x 3.
Duration 1 + TT minutes
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim violet glow around them while they are using Telepathy.
ScoutEarthSenses Potion
Spell - Illusion (Trapsmith style)
Know if there is a non-magical trap 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 around the space if it contains non-magical traps.
ArcanistNecroticSenses Potion
Spell - Illusion (Corrupter style)
Know if there is an undead creature 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 around the space if it contains undead creatures.
TacticianBodyTime Potion
Spell - Suppression (Impeder style)
Deal 2 + TT Sickened damage to target creature in 3 + TT range.
Defense Zeal
Boost: Deal 2 + TT Slow damage.
UmbralDespair Potion
Spell - Transference (Disrupter style)
Requirements: 11 Combined Tiers of Guile and Nature
Target creature or corpse in Reach becomes Soulbroken.
Duration 1 round   Defense Nature
Boost: Deal 2 + TT/2 Mystical damage to Energy and Resolve.
ArcanistSpaceChaos Potion
Spell - Elemental (Disrupter style)
Requirements: 7 Combined Tiers of Guile and Nature
Deal 2 + TT/2 Mystical Space damage to Grit and Weakened damage to target creature in 3 + TT range.
Defense Athletics
Boost: If you cause Injury, deal 1/2 Injury Mystical damage to Resolve.
ArcanistRadiantDecay Potion
Spell - Transference (Disrupter style)
Deal 3 + TT/2 Mystical damage to Energy of target creature in Reach.
Defense Magic
Boost: Heal Energy equal to half Injury.
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.
NaturalistEarthDecay Potion
Spell - Mutation (Druid style)
Requirements: 11 Combined Tiers of Zeal and Nature
Target creature in 12 + TT x 3 range has a 1 + TT/3 penalty on defenses against Diseases of the Body, non-Magical poisons, and all effects from the environment.
Duration 12 + TT x 3 minutes   Defense Nature
Boost: The also suffer this penalty against abilities that have Naturalist or Environmental and their effects.
ArcanistImagination Potion
Spell - Elemental (Precisionist style)
Lock 1 + TT Substantive Elements. Choose a Locked Element. You can use a Manipulation Limb to attack with the Element as a Tier 1 ranged weapon with 3 + TT range that deals 4 + TT/2 Bashing damage and has Lightweight and the Locked Element.
Duration 6 + TT x 2 rounds
Boost: Lock 1 + TT Ailments. The weapon gains 1 Locked Ailment.
ArcanistUmbralImagination Potion
Spell - Transference (Warder style)
Requirements: 9 Combined Tiers of Elude and Magic
Reduce Grit Injury you would suffer by 1 + TT/3. After this reduces Injury, pay 1 Energy.
Duration 3 + TT rounds
Boost: After this reduces Injury, roll 1 + TT d12 to ignore the Energy cost that time, DL 12.
ScoutBodySenses Potion
Spell - Infusion (Sensitive style)
Choose 1 + TT/3 senses. Target creature in 3 + TT range gains +1 + TT on rolls with the chosen sense.
Duration 3 + TT hours
Boost: The creature may use a Minor Action to replace one of their Primary senses as Primary with a chosen sense or end this replacement.
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.
ScoutBodySenses Potion
Spell - Mutation (Explorer style)
Requirements: 9 Combined Tiers of Athletics and Nature
Lock 1 + TT/2 Enhanced Senses. Target creature in 3 + TT range gains the Locked options.
Duration 6 + TT x 2 minutes
Boost: Gain +1 range on all senses.
ShadowSpaceImagination Potion
Spell - Illusion (Stalker style)
Target subject in 3 + TT range gains Tier 1 + TT/2 Concealment against vision.
Duration 3 + TT rounds   Defense Magic
Boost: If they end their turn without moving, they gain Tier 1 Concealment against vision.
TricksterNecroticChaos Potion
Spell - Suppression (Charlatan style)
Requirements: 7 Combined Tiers of Nimble and Guile
Target willing creature in 3 + TT range dies, except their soul does not leave their body.
Duration 1 + TT hours
Boost: The target can use their senses as normal and can Cease this effect.
BodyDespairImagination Potion
Spell - Infusion (Bard style)
Requirements: 7 Combined Tiers of Guile and Poise
Attack target creature in 6 + TT x 2 range with Poise to deal 4 + TT/2 Mystical Body damage to Grit.
Defense Poise
Boost: Deal 2 + TT Emotional damage. The emotion is fear of death.
TricksterRadiantChaos Potion
Spell - Illusion (Provoker style)
Cause target creature in 3 + TT range to Cease Focus and after each time they use Focus or suffer Injury, attack with 1 + TT/2 d12 to cause them to Cease Focus.
Duration 3 + TT minutes   Defense Poise
Boost: At the end of each of their turns, attack with 1 + TT/3 d12 to deal 2 Blind damage.
LeaderMindSpiritual Potion
Spell - Infusion (Empath style)
Choose a subject. Increase or decrease the Social Opinion target creature in 6 + TT x 2 range has of the subject by 1 + TT/2 Tiers.
Duration 1 + TT hours   Defense Guile
Boost: Their Social Opinion of you cannot be moved the other direction.
NaturalistAir Potion
Spell - Elemental (Druid style)
Requirements: 7 Combined Tiers of Zeal and Nature
Treat Poor Breathability as 1 + TT Tiers lower.
Duration 12 + TT x 3 minutes
Boost: Gain Immunity to Inhaled poison.
NaturalistWaterDecay Potion
Spell - Elemental (Impeder style)
Requirements: 9 Combined Tiers of Athletics and Guile
Cause a 1 + TT/2 penalty on Severe Threshold to target creature in 3 + TT range.
Duration 3 + TT minutes   Defense Nature
Boost: On success, cause Tier 1 + TT Slick.
ArcanistTimeChaos Potion
Spell - Transference (Adept style)
Requirements: 7 Combined Tiers of Martial and Magic
Cease to exist for 1 round. Gain +1 Major Action Pool on your next turn.
Boost: When you return, you can be anywhere within 1 + TT spaces of where you started.
LeaderMindOrder Potion
Spell - Infusion (Preacher style)
Target creature in Reach gains +1 + TT/3 on Influence rolls.
Duration 6 + TT x 2 minutes   Defense Poise
Boost: They gain +1 + TT/2 on damage to Resolve.
NaturalistTimeDecay Potion
Spell - Mutation (Hemalurge style)
Target creature in 3 + TT range counts as 1 + TT sizes larger to determine how much they must eat.
Duration 1 + TT days   Defense Nature
Boost: They treat all meals as 1 + TT/2 Quality Tiers lower.
HeroBody Potion
Spell - Mutation (Wrangler style)
Requirements: 7 Combined Tiers of Athletics and Martial
Target creature in 6 + TT x 2 range grows 1 size.
Duration 6 + TT x 2 rounds   Defense Magic
Boost: Increase the size grown by TT/6.
TacticianTimeMobile Potion
Spell - Infusion (Coach style)
Requirements: 7 Combined Tiers of Athletics and Poise
Target subject in 3 + TT range gains +1 + TT Movement Pool.
Duration 3 + TT rounds
Boost: Target gains 1 Minor Action Pool.
NaturalistWaterCurative Potion
Spell - Infusion (Survivor style)
Heal target creature on Reach 3 + TT Grit.
Defense Magic
Boost: Use Soothe with -3 on the roll. Gain +TT on the roll.
TricksterTimeChaos Potion
Spell - Suppression (Harmonizer style)
Requirements: 9 Combined Tiers of Endure and Poise
Time only passes for you, your gear, and the air you contact. You cannot use actions.
Duration 1 + TT rounds
Boost: Include 1 + TT/2 creatures in Reach.
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.
ScoutUmbralSpiritual Potion
Spell - Transference (Investigator style)
Lock 1 + TT/2 of Might, Finesse, Charisma, and Wit. Choose a Locked attribute. You know the total number of Tiers target creature in 6 + TT x 2 range has in that attribute.
Boost: Choose a Skill in the chosen attribute. You know how many Tiers the creature has in that skill.
TricksterMindChaos Potion
Spell - Illusion (Provoker style)
Deal 2 + TT/2 Emotional damage to target creature in 3 + TT range. The emotion is rage towards a subject of your choice.
Defense Poise
Boost: For 1 round, they cannot obtain objects or Manifest Spells.
NaturalistNecroticDecay Potion
Spell - Mutation (Hemalurge style)
Deal 3 + TT Trauma damage to target creature in 6 + TT x 2 range.
Defense Nature
Boost: For 1 round, any Wounded Tier they suffer is increased by 1.
TricksterRadiantImagination Potion
Spell - Illusion (Charlatan style)
Requirements: 9 Combined Tiers of Nimble and Guile
Create a Projection of a Disguise on yourself using your roll to cast as the Disguise result. Reduce the penalty from changes made by 1 + TT/2.
Duration 1 + TT hours
Boost: You can have the Disguise change you 1 size.
NaturalistMindOrder Potion
Trick - Illusion
Requirements: Realistic Mode
Target creature in 1 + TT range rolls Sanity Recovery as if they got the needed recoveries 1 + TT/3 times.
Defense Nature
Boost: These rolls are unaffected by the effect of Sanity.
ArcanistUmbralChaos Potion
Spell - Infusion (Disrupter style)
Requirements: 7 Combined Tiers of Guile and Nature
Choose an Element. Target subject in 1 + TT range loses any Reduction to that Element.
Duration 1 + TT/3 rounds   Defense Magic
Boost: If they lose any Reduction from an Element, they gain Vulnerable to that Element.
ShadowMind Potion
Spell - Illusion (Stalker style)
Requirements: 7 Combined Tiers of Nimble and Nature
Target subject in Reach becomes invisible.
Duration 6 + TT x 2 rounds   Defense Magic
Boost: Target can use a Major Action to cause any Break Illusion against this effect to reset as if it had not been used.
NaturalistNecroticCurative Potion
Spell - Elemental (Warden style)
Deal 3 + TT/2 Mystical Necrotic damage to Grit of target creature with an ongoing ability on them that you Manifested in 6 + TT x 2 range. Heal Grit equal to half the Injury caused.
Defense Endure
Boost: If you cause Injury, increase the duration of the ongoing abilities that you created on them by 1.
TricksterMindChaos Potion
Spell - Illusion (Mentalist style)
Requirements: 11 Combined Tiers of Guile and Magic
Remove all instances of a specified creature or object in the memories of target creature in Reach. After each Recovery, attack Poise again with 1 + TT/2 d12. On failure, this effect ends.
Defense Poise
Boost: Do not attack again for 1 day.
ArcanistMindSpiritual Potion
Spell - Infusion (Oracle style)
Gain +1 + TT/2 on defense against Domination.
Duration 1 + TT hours
Boost: When you are Ambushed, count as in Conflict.
ArcanistBodyImagination Potion
Spell - Mutation (Mentalist style)
Requirements: 7 Combined Tiers of Guile and Magic
Remove Mindless from target creature in Reach.
Duration 1 + TT minutes   Defense Zeal
Boost: They regain their memories from the last body they were in.
TricksterMindRadiant Potion
Spell - Illusion (Charlatan style)
Requirements: 7 Combined Tiers of Nimble and Guile
Create a Projection that gives you the appearance of target creature in 6 + TT x 2 range, including their gear, except do not change size or limbs.
Duration 6 + TT x 2 minutes
Boost: The Projection can add up to 1 + TT/2 sizes, limbs, or distals to you.
TricksterChaosDespair Potion
Spell - Illusion (Mentalist style)
When target creature in 3 + TT range speaks, their words are always jumbled and incomprehensible.
Duration 6 + TT x 2 minutes   Defense Guile
Boost: They suffer a 1 + TT/3 penalty on Communication rolls.
ShadowBodyMobile Potion
Spell - Mutation (Explorer style)
Requirements: 9 Combined Tiers of Athletics and Nature
Phase.
Duration 1 + TT/2 rounds
Boost: Increase your Bulk Limit by 3 + TT x 3.
NaturalistEarthSpiritual Potion
Spell - Mutation (Sensitive style)
Requirements: 7 Combined Tiers of Poise and Observe
You can speak with plants.
Duration 3 + TT minutes
Boost: You can speak with animals.
NaturalistNecroticDecay Potion
Spell - Elemental (Corrupter style)
Deal 4 + TT/2 Mystical Necrotic damage to Grit of target creature in 6 + TT x 2 range.
Defense Nature
Boost: Deal 2 + TT/2 Sickened damage.
ShadowMindDespair Potion
Spell - Illusion (Intensifier style)
Deal 2 + TT Emotional damage to target creature in 3 + TT range. The emotion is fear that their greatest fear is coming true.
Defense Martial
Boost: On success, if they are Unconscious, deal 1 + TT/2 Resolve damage to them.
MindOrderSpiritual Potion
Spell - Suppression (Empath style)
Reduce 1 Emotional or Sickened on target creature in 3 + TT range 1 + TT/2 Tiers.
Defense Guile
Boost: Affect each possible affliction.
NaturalistAirDespair Potion
Spell - Elemental (Stalker style)
Requirements: 7 Combined Tiers of Nimble and Nature
Deal 3 + TT Clumsy, Slow, Stiff, and Unsteady damage to target creature in 6 + TT x 2 range.
Defense Nature
Boost: Until they have none of these Ailments, after they pay a Movement cost, deal 1 + TT/3 Flowing Air damage to their Grit.
HeroMindHope Potion
Spell - Infusion (Intensifier style)
Requirements: 7 Combined Tiers of Poise and Magic
Target creature in Reach gains +1 + TT/2 on physical damage.
Duration 1 + TT/2 rounds   Defense Athletics
Boost: They also gain +1 + TT/3 on Athletics attack rolls.
ScoutEarthEnvironmental Potion
Spell - Suppression (Traveler style)
Non-magical spaces you leave do not cause Encumbered for 1 minute.
Duration 1 + TT minutes
Boost: Affect spaces within 1 range of spaces you leave.
ScoutGravityMobile Potion
Spell - Mutation (Acrobat style)
Target subject in 6 + TT x 2 range gains +1 + TT on climb and jump rolls.
Duration 1 + TT minutes
Boost: Gain +1 +TT/2 on defense against Gravity effects.
TacticianTimeOrder Potion
Spell - Infusion (Acrobat style)
Gain 3 + TT Plan Pool. As a reaction to your defense roll, you can pay any amount of Plan to gain an equal number of d12 on the defense.
Duration 3 + TT rounds
Boost: After you Triumph a defense roll, heal 1 Plan.
LeaderImagination Potion
Spell - Infusion (Investigator style)
Requirements: 7 Combined Tiers of Guile and Observe
Creatures in a 3 + TT Aura from target creature in 3 + TT range know where the creature is.
Duration 1 + TT minutes   Defense Poise
Boost: Reduce each Concealment they have by 1 + TT/3 Tiers.
ArcanistOrderDecay Potion
Spell - Suppression (Warder style)
Requirements: 7 Combined Tiers of Elude and Magic
As a target in 3 + TT range would Teleport or Warp, attack Nature with 1 + TT/2 d12 to prevent the effect.
Duration 1 + TT minutes   Defense Magic
Boost: Also affect Phasing.
NaturalistBodyCurative Potion
Spell - Infusion (Coach style)
Requirements: 7 Combined Tiers of Athletics and Poise
Target creature in Reach reduces the face value needed for healing Grit by 1 + TT.
Duration 12 hours
Boost: Reduce their DL to reduce Wounded by 1 + TT. Any missing body parts count as Tier 24 Wounded for the purpse of reducing Wounded.
GuardianUmbralCurative Potion
Spell - Infusion (Coach style)
TT Energy: Target subject in Reach heals 1 + TT Energy and can stand up.
Boost: Reduce the face value needed on the healing roll by TT/2.
NaturalistBodyCurative Potion
Spell - Mutation (Herbalist style)
Requirements: 9 Combined Tiers of Nature and Observe
Remove 1 Tier of Starving from target creature in Reach.
Defense Nature
Boost: They count as getting 1 + TT hours of rest towards removing Exhausted.
NaturalistWaterCurative Potion
Spell - Infusion (Coach style)
Requirements: 7 Combined Tiers of Athletics and Poise
Remove each Ailment of the highest Tier from target subject in 3 + TT range.
Defense Nature
Boost: Use Treat Exhaustion on them with +1 + TT and without needing Gear.
ArcanistTimeCurative Potion
Spell - Infusion (Preacher style)
Requirements: 7 Combined Tiers of Poise and Zeal
Restore 1d12 Grit to target creature in Reach. The creature cannot be affected by this again until they have had 8 - TT Recoveries.
Defense Nature
Boost: The creature rolls now to reduce Wounded afflicting target body part.
NaturalistRadiantCurative Potion
Spell - Suppression (Herbalist style)
Requirements: 7 Combined Tiers of Nature and Observe
Lock 1 + TT/2 poison exposure types. Attack each poison of each Locked type afflicting target creature in 3 + TT range to reduce its attack roll by 1 + TT/3 d12.
Defense Attack roll of the poison
Boost: They roll to reduce Ailments caused by the poisons now, even while the poisons are ongoing.
NaturalistWaterCurative Potion
Spell - Infusion (Herbalist style)
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against diseases.
Duration 12 + TT x 3 hours   Defense Nature
Boost: The disease attacks now in addition to its normal effect.
Guardian Potion
Spell - Infusion (Warder style)
Requirements: 7 Combined Tiers of Elude and Magic
Choose an Element. A target in 3 + TT range gains 3 + TT Reduction to the chosen Element.
Duration 6 + TT x 2 minutes   Defense Magic
Boost: If their Reduction to the Element is 12 or higher, they also gain Immunity.
NaturalistWaterCurative Potion
Spell - Infusion (Herbalist style)
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against poisons.
Duration 6 + TT x 2 hours
Boost: After a poison fails an attack against them, reduce the remaining attacks by 1.
ArcanistFireCurative Potion
Spell - Elemental (Crusader style)
Gain Immunity to Burning, Fire, and Slow.
Duration 3 + TT rounds
Boost: At the end of your turn, heal 1 Grit.
LeaderTime Potion
Spell - Elemental (Ritualist style)
Target Ritual in 3 + TT range becomes 1 + TT rounds closer to being completed.
Boost: The creature Manifesting the Ritual can immediately change any selected target of the ritual.
NaturalistMindDecay Potion
Spell - Illusion (Mentalist style)
Deal 3 + TT Unaware damage to target creature in 3 + TT range.
Defense Nature
Boost: Then attack Nature with a number of d12 equal to 1/6 of their Unaware Tier to cause Unconscious.
NaturalistMindBody Potion
Spell - Infusion (Investigator style)
Know how much potential of each Pool type has been used and how many Tiers of each Ailment each creature and object in an Aura 3 + TT has.
Duration 3 + TT rounds
Boost: Know the potential of Grit, Resolve, and Energy Pools of each creature and object.
NaturalistBodyImagination Potion
Spell - Mutation (Druid style)
Requirements: 9 Combined Tiers of Zeal and Nature
Shapeshift into a creature that is within TT/3 sizes of you and gain + TT defense against Shapeshifting effects. Do not gain any Movement types.
Duration 6 + TT x 2 minutes
Boost: You can speak even if the creature you become cannot and gain their Movement types.
MarksmanSpaceOrder Potion
Spell - Illusion (Coach style)
Target subject in 3 + TT range gains +2 + TT x 2 range on ranged attack.
Duration 6 + TT x 2 minutes
Boost: They gain Accurate on ranged attack rolls.
GuardianRadiantSpiritual Potion
Spell - Transference (Preacher style)
Requirements: 7 Combined Tiers of Poise and Zeal
As damage would be dealt to target creature in 3 + TT range, reduce the damage by 2 + TT/2 and end this.
Duration 3 + TT rounds
Boost: After preventing damage, deal 2 + TT/2 Weakened damage attacker.
BodyDespair Potion
Spell - Mutation (Wrangler style)
Requirements: 7 Combined Tiers of Athletics and Martial
Target creature in 6 + TT x 2 range shrinks 1 size.
Duration 6 + TT x 2 rounds   Defense Magic
Boost: Increase the size shrunk by TT/6.
NaturalistBodyDecay Potion
Spell - Mutation (Herbalist style)
Target subject in Reach has a 1 + TT/2 penalty on Physical Reduction that does not come from armor.
Duration 1 + TT hours   Defense Nature
Boost: They have a 1 + TT/3 d12 penalty on defense against diseases and poisons.
GuardianTimeChaos Potion
Spell - Suppression (Warden style)
Requirements: 9 Combined Tiers of Nimble and Observe
Time does not pass for target creature or object in 1 + TT range.
Duration 1 + TT/2 rounds   Defense Magic
Boost: The target can be moved.
UmbralDespairHope Potion
Spell - Transference (Saboteur style)
Requirements: 7 Combined Tiers of Elude and Poise
Cause a 1 + TT/3 d12 penalty on Luck rolls to target create in 3 + TT range.
Duration 1 + TT hours   Defense Zeal
Boost: Gain a bonus on Luck rolls equal to the penalty caused.
ArcanistUmbralDecay Potion
Spell - Transference (Disrupter style)
Deal 4 + TT/2 Mystical Umbral damage to Grit of target creature in 6 + TT x 2 range.
Defense Zeal
Boost: Deal 1 + TT/3 Mystical damage to Energy.
TricksterGravity Potion
Spell - Infusion (Architect style)
Requirements: 7 Combined Tiers of Endure and Tools
As a Major Action, you can use Magic to attack Athletics of target creature or object up to size 2 + TT/2 in 6 + TT x 2 range to move the target 1 space in any direction. You can increase the action cost by 1 Minor Action to cause the target not to fall for 1 round.
Duration 6 + TT x 2 minutes
Boost: Increase the spaces they move by up to 1 + TT/2.
HeroTimeHope Potion
Spell - Infusion (Fortress style)
Prevent the next 2 + TT x 2 Injury you would take.
Duration 3 + TT rounds
Boost: After each time this prevents Injury from an attack, deal 1 Mystical Time damage to Grit of the attacker.
TricksterTimeChaos Potion
Spell - Suppression (Disrupter style)
Requirements: 9 Combined Tiers of Guile and Nature
Target creature in 3 + TT range is removed from existence. When they return, they appear in the nearest space to where they started that they can occupy.
Duration 1 + TT rounds   Defense Nature
Boost: Ongoing effects on them continue to advance in duration.
ArcanistTimeImagination Potion
Spell - Transference (Adept style)
Requirements: 9 Combined Tiers of Martial and Magic
Take 1 + TT turns immediately, then continue your current turn. You cannot affect or create anything and objects cannot leave your possession.
Boost: Each ongoing effect on you Manifested by an Enemy loses 1 duration at the end of each of your turns.
GuardianBody Potion
Spell - Mutation (Defender style)
Requirements: 7 Combined Tiers of Endure and Elude
Target creature in Reach gains +1 + TT/2 d12 on defense again non-magical diseases and corrosive poisons.
Duration 6 + TT x 2 rounds   Defense Nature
Boost: They gain TT/3 Physical Reduction.
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.
ScoutEarthMobile Potion
Spell - Elemental (Traveler style)
Requirements: 9 Combined Tiers of Athletics and Observe
Target creature in 3 + TT range gains Burrow as a Secondary Movement type. With each space moved, they can pay 1 Movement to leave a tunnel 2 sizes smaller than them in that space. After each minute, the tunnel rolls 2d12. If two or more are face value 1, the tunnel collapses.
Duration 1 + TT minutes   Defense Magic
Boost: They can leave a tunnel without expending Movement. If they do, the tunnel rolls an additional 1d12.
ShadowEarthMobile Potion
Spell - Infusion (Scavenger style)
Requirements: 7 Combined Tiers of Elude and Observe
Increase the DL to Track you by 1 + TT.
Duration 1 + TT hours
Boost: You do not affect Magnitude of other creatures being Tracked.
GuardianMobile Potion
Spell - Mutation (Coach style)
Target creature in 3 + TT range reduces penalties from Encumbered by 1 + TT.
Duration 6 + TT x 2 rounds
Boost: They deal full damage with Bashing and Chopping weapons while submerged.
NaturalistBodyChaos Potion
Spell - Mutation (Disrupter style)
Requirements: 7 Combined Tiers of Guile and Nature
Target creature in 3 + TT range mutates at the start of each of their turns. Each mutation deals 3 Body damage to Grit.
Duration 3 + TT rounds   Defense Nature
Boost: After Injury, roll for a body part. The part cannot be used for 1 + TT/3 rounds.
TacticianAirChaos Potion
Spell - Elemental (Trapsmith style)
Requirements: 7 Combined Tiers of Elude and Tools
Cause a vortex to exude from target creature in 6 + TT x 2 range. The vortex Repositions each creature or object comes within an Aura 2 of it towards itself with 2d12. Objects that are affected by this while used for attacking change their target to the creature.
Duration 3 + TT rounds   Defense Magic
Boost: The vortex counts as a size 1 + TT/2 creature.
NaturalistWaterEnvironmental Potion
Spell - Mutation (Survivor style)
Requirements: 7 Combined Tiers of Endure and Nature
Target creature in 3 + TT range treats Liquid Tier as 1 + TT Tiers lower.
Duration 6 + TT x 2 minutes   Defense Nature
Boost: Target gains Aquatic.
ScoutGravityMobile Potion
Spell - Infusion (Explorer style)
Requirements: 7 Combined Tiers of Athletics and Nature
Target creature in Reach gains Flight as a Primary Movement type.
Duration 1 + TT minutes   Defense Magic
Boost: Duration does not reduce any round they do not move.
ArcanistTimeDecay Potion
Spell - Mutation (Disrupter style)
Deal 4 + TT/2 Mystical Time damage to Grit of target creature in 6 + TT x 2 range.
Defense Nature
Boost: Deal 2 + TT/2 Slow damage.





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