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Rising Legends: Searching Mage
Searching Mage
Search - Mage

Magical Objects
Earth Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space to attack Elude with 2 + ET/3 d12 in a Burst 1 to deal 4 + ET/2 Flowing Earth damage.
Gravity Craft Tier Magical
Cost 100
Inlay - 0.5 pounds
When this object is used for Break, increase the damage it deals by 1 + ET and reduce the DL of Overexertion from Break by 1 + ET.
Necrotic Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space to attack Elude with 2 + ET/3 d12 in a Burst 0 to deal 6 Necrotic damage and attack Endure with Injury d12 to deal 3 + ET Sickened damage.
Air Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space to attack Elude with 2 + ET/3 d12 in a Burst 1 to deal 4 + ET/2 Flowing Air damage.
Body Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Release the sound of a scream to interrupt your foes. Throw into a space to attack Endure with 2 + ET/2 d12 in a Burst 1 to deal 2 + ET x 2 Deafened damage.
Earth Craft Tier Magical
Cost 1,600
Inlay - 0.5 pounds
Increase damage dealt with this object by +1 + ET/2.
Gravity Craft Tier Magical
Cost 400
Inlay - 0.5 pounds
Reduce damage this object deals and suffers from Collide by 1 + ET. While worn, you also gain this effect.
Necrotic Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space. Destroy effects that bind objects together and reduce any Continuing Flowing Earth damage by 1 + ET on targets in the space.
Craft Tier Magical
Cost 100
Inlay - 0.5 pounds
Lock 1 physical Element. Damage from this object becomes the Locked Element. If you did not meld this Inlay, while holding this object, take 1 + ET Continuing Flowing Damage of the Locked type.
Craft Tier Magical
Cost 400
Inlay - 0.5 pounds
Lock 1 + TT/2 Elements. Damage from this object counts as the Locked Elements to determine Vulnerable.
Necrotic Craft Tier Magical
Cost 2,500
Inlay - 0.5 pounds
Lock 1 Ailment. If this object deals damage of the Locked Ailment, increase the damage dealt by 1 + ET/3.
Gravity Craft Tier Magical
Cost 100
Artifact - 1 pounds
1 Resolve: While this bracer is worn, prevent the next 2 + ET x 2 damage against your Grit. 1 day cooldown.
Umbral Craft Tier Magical
Cost 25,600
Inlay - 0.5 pounds
This weapon's damage type becomes Mystical.
Fire Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space to attack Elude with 2 + ET/3 d12 in a Burst 1 to deal 4 + ET/2 Bashing Fire damage and attack Zeal with Injury d12 to cause Tier 2 Burning.
Body Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space to attack Endure with 2 + ET/2 d12 in a Burst 1 to deal 2 + ET Blinded damage.
Umbral Craft Tier Magical
Cost 100
Inlay - 0.5 pounds
As a reaction to attacking with this object, Substantive Element damage the attack deals becomes Flowing. 10 minute cooldown.
Radiant Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space. Deal 4 + ET Mystical Radiant damage to Undead creatures in a Burst 0.
Water Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space to attack Elude in a Burst 1 with 2 + ET/3 d12 to deal 1 + ET/2 Water damage. Exposed liquid in the area turns to ice.
Earth Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space to attack Endure with 2 + ET/3 d12 in a Burst 1 to deal 2 + ET/2 Dazzled damage.
Space Craft Tier Magical
Cost 100
Artifact - 2 pounds
If all pages in this journal are used, a new page appears in the back.

1 Resolve: This attunes to another Gripped Mage's Journals unless it is already attuned to 6 Mage's Journal or remove all attuned Mage's Journals.

1 Energy: Mentally choose a page from this journal and an attuned journal. If the chosen attuned journal exists, the chosen page tears out and rolls up, then begins phasing and flies towards the chosen journal at 10 + ET x 10 miles per hour. If it reaches the journal, it connects into that journal as the last page. If at any time the page is unable to move forward, the page instantly dissipates into nothing.
Air Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space to attack Athletics with 2 + ET/3 d12 in a Burst 1 to deal 4 + ET/2 Bashing Air damage and Trip with Injury d12.
Body Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space to attack Endure with 2 + ET/3 d12 in a Burst 1 to deal 2 + ET/2 Sickened damage.
Water Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space to attack Magic with 2 + ET/3 d12 in a Burst 1 to deal 4 + ET/2 Flowing Water damage.
Earth Craft Tier Magical
Cost 100
Inlay - 0.5 pounds
Reduce damage against this from Break by 1 + ET.
Umbral Craft Tier Magical
Cost 3,600
Inlay - 0.5 pounds
If this would deal Ailment damage, instead remove an equal number of Tiers of the Ailment. If this would reduce an Ailment, instead deal an equal amount of damage of the Ailment.
Umbral Craft Tier Magical
Cost 100
Artifact - 0.1 pounds
1 Resolve: While wearing this pendant, gain +1 for each set of doubles in your non-damage rolls you have rerolled and Luck rolls for 1 hour.
Fire Craft Tier Magical
Cost 10
Alchemical - 0.3 pounds
Throw into a space to attack Magic with 2 + ET/3 d12 in a Burst 1 to deal 4 + ET/2 Flowing Fire damage.
Poisons
Craft Tier Animal
Cost 49.36
Injury - 0.3 pounuds
This poison feels sticky to the touch.
Attack Endure with 5d12 to deal 3 Weak damage.
The creature has numbness spreading from the exposure site. Tier 3.
Onset: 3 Rounds Rarity: 4 Method: Neurotoxin
Craft Tier Plant
Cost 10.00
Contact - 0.3 pounuds
This poison can be identified by its material.
Only affects creatures that have a Fae Species as Primary. Attack Endure with 2d12 to deal 2 Dazzled, Sickened, Unsteady, and Continuing Necrotic damage. If Exposed by Injury, Inhaled, or Ingested, double the attack dice and damage.
The creature has waves of pain and spreading black vein like lines on the skin and eyes. Tier 2.
Onset: Instant Rarity: 3 Method: Corrosive
Craft Tier Plant
Cost 29.37
Injury - 0.3 pounuds
This poison has Tier 6 Concealment against sight.
If the creature has Trauma, attack Endure with 5d12 to deal 2 Trauma damage.
The creature has a stinging sensation at the exposure sight and their blood is unusually thin. Tier 7.
Onset: 1 Round Rarity: 3 Method: Hemotoxin
Craft Tier Animal
Cost 74.04
Inhaled - 0.3 pounuds
This poison looks like dust.
Attack Endure with 4d12 to deal 2 Clumsy, Slow, Stiff, and Unsteady damage.
The creature twitches uncontrollably.
Onset: Instant Rarity: 6 Method: Irritant
Craft Tier Animal
Cost 74.04
Injury - 0.3 pounuds
This poison is Smell Magnitude 2.
Attack Endure with 5d12 to deal 3 Unsteady damage.
The creature has red dots appear on their skin and a slight ringing in their ears. Tier 4.
Onset: 3 Rounds Rarity: 6 Method: Neurotoxin
Craft Tier Magical
Cost 810.00
Injury - 0.3 pounuds
This poison looks and feels gross.
Attack Nature with 8d12 to deal 4 Continuing Necrotic damage.
The flesh blackens and dies spreading from the injury site. Tier 1.
Onset: Instant Rarity: 9 Method: Magical Corrosive
Craft Tier Plant
Cost 57.75
Ingested - 0.3 pounuds
This poison is Smell Magnitude 2.
Attack Magic with 5d12 to cause Tier 1 Drained.
The creature has mild disorientation and headache. Tier 7.
Onset: Instant Rarity: 6 Method: Neurotoxin
Craft Tier Magical
Cost 160.00
Ingested - 0.3 pounuds
This poison has Tier 4 Concealment against sight.
Attack Dispel Defense of a random magical effect ongoing on the creature with 4d12 to Dispel it.
Occasional small discharges of magical energy. Tier 3.
Onset: 1 round Rarity: 7 Method: Magical Corrosive
Craft Tier Plant
Cost 29.37
Injury - 0.3 pounuds
This poison is Smell Magnitude 2.
Attack Endure with 4d12 to deal 2 Blind damage.
The creature has a dark film on their eyes. Tier 4.
Onset: 3 Rounds Rarity: 4 Method: Neurotoxin
Craft Tier Plant
Cost 108.13
Ingested - 0.3 pounuds
This poison is Smell Magnitude 3.
Attack Endure with 5d12 to deal 2 Unsteady damage and cause Tier 1 Emotional. The Emotion is anger towards everything.
The creatures breathing and heart rate speed up and their eyes become bloodshot. Tier 3.
Onset: 1 Minute Rarity: 6 Method: Neurotoxin
Craft Tier Plant
Cost 41.14
Contact - 0.3 pounuds
This poison is Smell Magnitude 2.
Attack Endure with 5d12 to deal 3 Dazzled and Unsteady damage.
The creature has pain in the upper and lower abdomen and nausea. Tier 1.
Onset: 1 Minute Rarity: 4 Method: Irritant
Craft Tier Magical
Cost 90.00
Ingested - 0.3 pounuds
This poison feels like gel.
Attack Endure of with 8d12 to deal 2 Sickened damage.
The creatures eyes and nails change color. Tier 6.
Onset: 1 Round Rarity: 6 Method: Magical Irritant
Craft Tier Plant
Cost 57.75
Contact - 0.3 pounuds
This poison is Smell Magnitude 1.
Attack Endure with 5d12 to deal 3 Dazzled damage.
The creature has swelling and a rash that spreads from the exposure site. Tier 2.
Onset: 1 Minute Rarity: 4 Method: Irritant
Craft Tier Plant
Cost 29.37
Injury - 0.3 pounuds
This poison is Smell Magnitude 2.
Attack Endure with 4d12 to deal 2 Dazzled damage.
The creature has slight difficulty breathing and the exposure site becomes swollen. Tier 4.
Onset: 1 Round Rarity: 3 Method: Hemotoxin
Craft Tier Animal
Cost 37.02
Injury - 0.3 pounuds
This poison is Smell Magnitude 2.
Attack Endure with 5d12 to deal 2 Continuing Body damage.
The injection site becomes red and swollen and the tissue begins to dissolve. Tier 2.
Onset: 3 rounds Rarity: 3 Method: Corrosive
Craft Tier Plant
Cost 108.13
Injury - 0.3 pounuds
This poison is Smell Magnitude 1.
Attack Endure with 5d12 to deal 2 Clumsy, Slow, Stiff, and Unsteady damage. Against a lycanthrope in animal or hybrid form, they then must roll Zeal, DL 3 + the attack dice, or they respond as if it were sunrise.
Irregular heartbeat, nausea, and clammy skin. Tier 3.
Onset: 1 Minute Rarity: 5 Method: Neurotoxin
Craft Tier Plant
Cost 143.22
Contact - 0.3 pounuds
This poison looks and feels like gel.
Attack Endure with 6d12 to deal 3 Clumsy, Slow, Stiff, and Unsteady damage.
Irregular heartbeat, nausea, and clammy skin. Tier 3.
Onset: 1 Hour Rarity: 5 Method: Neurotoxin
Craft Tier Plant
Cost 108.13
Ingested - 0.3 pounuds
This poison is Smell Magnitude 1.
Once exposed until the effect is fully cleared, each done reduces the DL to gain Curse of the Lycanthrope and for a Lycanthrope to resist shifting by 3.

Attack Endure with 5d12 to deal 2 Clumsy, Slow, Stiff, and Unsteady damage.
Irregular heartbeat, nausea, and clammy skin. Tier 3.
Onset: 1 Hour Rarity: 5 Method: Neurotoxin
Weapons
Radiant Craft Tier Magical
Cost 900.00
Melee - Tier 3
Blind 3, Extra, Lightweight, Radiant
Damage: 5 Range: 12 Type: Mystical
While Gripped, gain 1 Reduction to damage against your Resolve.
Craft Tier Magical
Cost 1,600.00
Melee - Tier 2
Devastate, Extra, Lightweight, Trauma 2
Damage: 5 Range: 2 Type: Chopping
While Gripped, increase Elemental damage you deal by 1.
Mind Craft Tier Magical
Cost 100.00
Melee - Tier 1
Extra, Lightweight
Damage: 2 Range: - Type: Mystical
Deals Mind damage to Resolve instead of Grit.
Craft Tier
Cost 100.00
Melee - Tier 0
Extra
Damage: 1 Range: 2 Type: ?
Any object can be used as a weapon, though it breaks easily and suffers -1 on attack rolls. After each attack, the weapon takes the same damage. The Strike Type is based on the object and determined by the Soulweaver.
Craft Tier Steel
Cost 72.75
Melee - Tier 3
Devastate, Extra, Extend 1, Haft, Two-Handed
Damage: 5 Range: - Type: Stabbing
Can be Gripped with one hand while mounted. Increase Collision damage caused to other subjects by 2.
Craft Tier Wood
Cost 4.43
Ranged - Tier 1
Extra, Lightweight, Load 1, Two-Handed
Damage: - Range: - Type: Ammo
Load with Bullets or Darts. Attacks have all effects of the Loaded weapon and gain +3 range and +1 damage.
Earth Craft Tier Magical
Cost 900.00
Melee - Tier 4
Disarm, Earth, Extend 1, Extra, Fatigued 1, Trip
Damage: 6 Range: - Type: Stabbing
Attacks from this that cause Injury lodge a spine in the target that deals 1 Trauma damage at the start of each of the their turns until removed. You can attack with this as a ranged weapon with 4 range.
Craft Tier Magical
Cost 400.00
Melee - Tier 0
Extra, Lightweight
Damage: 3 Range: 2 Type: Bashing
1 Resolve: This small skull of a Shifter takes on the form of a specified non-magical non-improvised weapon or tool sized for you to gain its damage, range, Strike Type, and Traits for 1 hour, even if not Gripped or Focused on.
Craft Tier Cloth
Cost 0.63
Ranged - Tier 2
Extra, Lightweight, Load 1
Damage: 3 Range: 12 Type: Ammo
Add your Athletics Tier to damage. Small rocks or like objects can be used as ammunition, but cause -1 on your attack roll and Range.
Craft Tier Magical
Cost 900.00
Ranged - Tier 0
Extra, Lightweight
Damage: 1 Range: 3 Type: Bashing
When this succeeds an attack against a creature, roll 2d12. Deal an amount of damage equal to one of the face value of your choice rolled of an Ailment matching the other face value rolled. 1 - Anosmatic. 2 - Deaf. 3 - Mute. 4 - Sickened. 5 - Trauma. 6 - Stiff. 7 - Slow. 8 - Blind. 9 - Dazzled. 10 - Clumsy. 11 - Unsteady. 12 - Weak.
Armor
Mundane Objects
Craft Tier Bone
Cost 0.18
Survival Gear - 0.1 pounds
Holds a flame without taking damage from Burning. A candle is consumed after burning for one hour. Suitable for a candelabra.
Craft Tier Wood
Cost 2.95
Consumable Gear - 2 pounds
Dry wood that holds a flame without taking damage from Burning for an hour and is consumed. Increases the 1 Tier in an Aura 2. Area value becomes 5 in an enclosed area.
Craft Tier Bronze
Cost 11.90
Survival Gear - 2 pounds
Holds a flame without taking damage from Burning. Consumes 0.2 pounds of oil every 3 hours.
Craft Tier Bronze
Cost 17.10
Survival Gear - 2 pounds
Holds a flame without taking damage from Burning. Area becomes a Cone with double the value. Consumes 0.2 pounds of oil every 3 hours.
Craft Tier Bronze
Cost 17.10
Survival Gear - 2 pounds
Holds a flame without taking damage from Burning. The light can be hidden or revealed as a Minor Action. Consumes 0.2 pounds of oil every 3 hours.
Craft Tier Cloth
Cost 31.50
Travel Gear - 20 pounds
If worn, activate as a reaction while falling to fall only 25 spaces per round and not take damage from Colliding with the ground from the fall. You are moved in the direction of the wind each round a number of spaces equal to the wind Tier. Cannot be used again until repacked. It takes 12 minutes to repack.
Craft Tier Fiber
Cost 7.40
Profession Gear - 8 pounds
Rope that spans 10 spaces. Can be broken by a single attack from any Chopping damage. Can support 4,000 pounds. Can be used as a Tier 1 melee weapon with Grab. If Dropped, the rope becomes the Holder.
Craft Tier Wood
Cost 0.74
Survival Gear - 0.5 pounds
Holds a flame without taking damage from Burning. After 1 hour, you must add .2 pounds of oil as a Major Action or it stops Burning.
Craft Tier Glass
Cost 1.89
Travel Gear - 0.3 pounds
A small, sturdy glass container that can hold 1 ounce of liquid. Does not take Collision damage from being Tossed or Dropped. Can be used as a Tier 2 physical Lightweight ranged weapon with 3 range. When used in this way, it is destroyed.
Materials
Clothes
Traps
Craft Tier
Cost 20,000.00
Magical - 4 pounds
Magical gems set into the wall often as part of artwork burst with flames when a creature attempts to pass down a hall that unless they carry an enchanted stone that can only be made by the trap maker and marks one as authorized. While the flames will be emitted when halfway down the hall, they fill the entire hallway, often catching whole parties. Deal 10 fire damage and attack Nimble with DL d12. On success, cause tier 4 Burning.
DL: 12 Camo: 9 Setup: 1 day Reset: Auto 1 round
Craft Tier
Cost 0.10
Mechanical - 2 pounds
Cause Balance to creatures that enter the space. On failure, this deals 1 damage to them. On Injury, cause Tier 1 slowed.
DL: 1 Camo: 6 Setup: 1 round Reset: None
Craft Tier
Cost 5,000.00
Mechanical - 800 pounds
This giant round boulder rolls from the ceiling and down a long passageway at a rate of 10 spaces per round when a creature steps on a set pressure plate. It will stop rolling at the entrance of the hallway, sealing off that direction. Any creature it contacts is harmed. Deal 20 bashing damage.
DL: 10 Camo: 6 Setup: 2 hours Reset: 1 hour
Craft Tier
Cost 25.00
Mechanical - 12 pounds
Attach a wire to a door that releases when the door is open attacking Elude of the creature that opens the door with DL d12. On success, deal 10 Bashing damage and knock the creature Prone.
DL: 7 Camo: 4 Setup: 10 minutes Reset: 1 minute
Craft Tier
Cost 100.00
Mechanical - 80 pounds
A log or other massive object is suspended high in the air behind foliage. When a creature enters the space with a connected tripwire it releases to fall or swing into the intruder. Attack Elude with DL d12. On success, deal 9 Bashing damage and knock the creature Prone.
DL: 6 Camo: 3 Setup: 10 minutes Reset: 6 rounds
Craft Tier
Cost 2,500.00
Mechanical - 12 pounds
This looks like level ground to the untrained eye, but is a pit large enough to swallow several creatures as they pass through. When over 300 pounds is in the +2 sized area, attack Nimble with DL d12. On success, each creature falls into a 4 space deep spike pit and deal 10 Stabbing damage.
DL: 9 Camo: 3 Setup: 1 hour Reset: 1 minute
Craft Tier
Cost 830.00
Magical - 24 pounds
This locked chest is easy enough to open and no traps will be set off by opening it. When a creature reaches in and tries to remove any object, the chest snaps shut, crushing their arm, and trapping them in place. Grab with DL d12 and deal 4 Stabbing damage.
DL: 12 Camo: 4 Setup: Instant Reset: Auto On Escape
Craft Tier
Cost 200.00
Mechanical - 10 pounds
A heavy crossbow is mounted to fire into a space that is set with a tripwire. Attack Elude of a creature that trips the wire with DL d12. On success, deal 8 Stabbing damage.
DL: 3 Camo: 1 Setup: 5 minutes Reset: 1 round
Craft Tier
Cost 4.00
Mechanical - 0.5 pounds
When a creature steps into the space, a metal bar snaps shut onto their foot. If the creature is not wearing footwear, attack Endure with DL d12. On success, the creature yelps out, reveling their presence. This also deals 1 Bashing damage to creatures size -6 or smaller.
DL: 1 Camo: 1 Setup: 1 round Reset: 1 round
Craft Tier
Cost 1,000.00
Magical - 4 pounds
A pile of slightly glowing embers sits until 1 round after a creature stops to inspect it. The pile explodes and attacks Endure of targets in a 2 range burst with DL d12. On success, deal 4 fire damage and cause tier 2 Burning.
DL: 9 Camo: 9 Setup: 1 minutes Reset: None
Craft Tier
Cost 150.00
Mechanical - 8 pounds
Attack Nimble of any creature that enters the space. The trap shuts around a foot like a called shot. On success, deal 7 Stabbing damage, cause Tier 2 Trauma, and the creature cannot move as long as it is Held. Can be released as a Major Action.
DL: 5 Camo: 1 Setup: 2 rounds Reset: Auto On Escape
Craft Tier
Cost 15,000.00
Magical - 100 pounds
If a creature that is not on an allowed list tries to pass through this magical gate, the stone of the floor forms spikes that shred the intruder's legs. Attack Nimble with DL d12. On success, deal 8 Bashing damage and maim their legs. On failure, deal 3 Bashing damage.
DL: 13 Camo: 5 Setup: 3 hours Reset: 3 rounds
Craft Tier
Cost 5,000.00
Mechanical - 200 pounds
A mechanical trigger releases a concealed spring loaded wall of spikes that swings into the intruder. When a creature steps on the pressure plate, attack Elude with DL d12. Deal 15 Stabbing damage with Devastate.
DL: 8 Camo: 5 Setup: 10 days Reset: 1 round
Craft Tier
Cost 4,400.00
Mechanical - 60 pounds
These spikes are disguised as part of artwork in an embossed mural that spans 6 spaces across a wall. When a creature steps in front of the wall, pressure plates in the floor cause the spikes to spring out and attack Elude with DL d12. On success, deal 10 Stabbing damage.
DL: 7 Camo: 6 Setup: 3 days Reset: Auto 1 minute
Types not found: armor, materials, clothes





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