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Rising Legends: Searching Mage
Searching Mage
Search - Mage

The Essentials
value furthest from 0. If the effect is dealing damage, there may be 1 instance for each damage type. If the effects are not numerical, apply the most rec
The Battlefield
ple targets, roll once for your attack and roll damage separately for each target. Yourself (Tier 0) The effect only applies to you. Grip (Ti
Environments
ny order they choose on their turn. Attacks and damage from Environments count as coming from a size 0 creature. Environmental effects that do not specify
Creatures
transform into their animal form, taking 4 Body damage. Any worn and carried gear falls to the ground while clothes are destroyed. The creature returns to
Gear and Bulk
have a Grit Pool. If an effect would deal Grit damage to an object, for each multiple of its Durability the Injury is, the object gains Broken Tier 1.
The Soulweaver
the Soulweaver rolls other than for a Skill or damage, they gain +1 for each set of doubles rolled. Role-Play The Soulweaver should award bonuses
Weapons
Weapons normally deal Grit damage and can include secondary effects. Each weapon has a Usage Tier representing how difficult it is to
Ready to Play Characters
PDF) View in character builder Goblin Warmage (Download PDF) View in character builder Ratfused Scout (Download PDF) View in character b
Senses
e 9, it is overwhelming and deals Magnitude - 6 damage of the Ailment that affects the used sense. A Magnitude 12 or higher sound, thermal, or vibration a
Magic
you came from if possible, and suffer 3 Dazzled damage. If lead is on the path to that space, you are moved on the closest possible path. Suffer Collision
Social Actions
greater than the reward, they have Reduction to damage from Influence equal to the Tier difference. If the reward is greater than the risk, gain a bonus o
Conflict Actions
truction against their other spaces. The damage is affected by the size of the attacker compared to the size of the subject. Against subjects large
Complex Utility Actions
. Break (1 Minute - Tools) Deal Bashing damage to Grit of an object equal to your result, ignoring its Physical Reduction and modification to Dura
Utility Actions
3. If they are still Secured, then deal Bashing damage to Grit of the connecting object equal to half the Strength result. Sleight of Hand (Response
Armor
s benefits of the material as weapons do and +1 damage. Arms, Legs, Tentacles, or Wings (medium cost) The Bulk and effect is 1/2 of the torso part.
Abilities
Sorcerer - Adept - Warder - Warmage - Artificer - Mentalist - Intensifier - Archmage - Na
Mounted Weapons
ns are massive and made to have great range and damage output, but cannot easily be moved. These weapons attack as ranged weapons using Tools for your att
Maneuver
ature and object in a Collision suffers Bashing damage based on the conditions below. Armor does not affect damage from Collision. After a Collision, each
Real Mode
them for the entire campaign. Accumulated Damage Each time damage is dealt by a target effect, roll for a part. Track Injury on each part. Creatu
Damage and Healing
Each Pool you have and some afflictions can be damaged and healed. Damage uses the potential of your Pool or causes Tiers of a specified affliction. Heal
Ailments
ed while the effect is ongoing. Ailment damage causes 1 Tier of the Ailment for each Injury. Subjects gain reduction against the Ailment equal to
Conditions
curs in Tiers. It deals Continuing Flowing Fire damage equal to half Tier. At the end of your turn, roll 1d12, DL 6 + Tier. On success, reduce Tier by 1.
Skills and Rolling Dice
how to survive extreme conditions and how much damage is too much. Guile: Charisma Being aware of your own emotions and the emotions of others. G
Anatomy
armed Strikes with the traits listed below. The damage dealt by these is modified by your size. - Part - Damage - Type - Special - Arm - 3

Diseases
Nature's Rage
Latent Period: 1 week
Incubation Period: 2 days
Disease of the Mind | Rarity: 9
Expose: Passing through spoiled or corrupted environments. An infected corpse corrupts the ground they are buried in.
Infect: Attack Zeal with 3d12.
At the beginning of the creatures turn, if anything heavier than light clothing is in contact with their skin, they roll Poise DL 3. On failure, they suffer an episode or reset to the beginning of the current episode. After each week, attack Zeal with 4d12 to increase DL by 1. On failure, reduce DL by 1. If the DL becomes 0, end.

During an episode, the creature rolls Zeal, DL 6, at the beginning of each turn. On failure, they take no actions. On success, they take 2 Minor Action damage. As a Major action, they can roll Poise to reduce DL by 1, DL 6. If the DL is reduced to 0, the episode ends.
Symptoms: Flinching from any contact. When there is an attack, the infected is in extreme pain, sometimes described as burning. Tier 5.
Undead Rot
Latent Period: 6 hours
Incubation Period: 1 hour
Magical Disease | Rarity: 7
Expose: Receiving a Serious Injury from an infected creature or an undead carrier.
Infect: Attack Nature with the Magic of the creature that caused the Injury.
Deal 3 Body damage. After each hour, attack Nature with 2 + the infecting Magic Tier d12 to increase the damage by 1. On failure, reduce the damage by 1. Either way, the disease then damages you again. If the damage becomes 0, end.
Symptoms: Swiftly infecting and necrotizing flesh. Tier 1.



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