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Rising Legends: Augment - Empower Abilities
Augment - Empower Abilities
Despair Tactician
Augment - Empower
Lock 1 + TT Ailments. 2 Energy: Augment an attack. On success, deal 2 + Intensity damage of a Locked Ailment.
Boost: 1 Resolve: Also deal damage of a second Locked Ailment.
Arcanist Space Tactician
Augment - Empower
1 + Intensity Energy: Augment an ability with an effect that has Area Tier 1, 2, 3, or 4. Increase or decrease the Area Tier by 1 + Intensity. You cannot increase above Tier 4. If Area Tier was 1, Area Value is reduced to half of the value. If deceasing Tier, the cost of this becomes 1 Resolve.
Naturalist Earth Spiritual
Augment - Empower
6 Energy: Augment an ability that creates a creature or turns an object into a creature. The creature behaves as if Bonded to you.
Arcanist Chaos Gravity
Augment - Empower
2 Energy: Augment an attack with range. 1 + Intensity times, if the attack succeeds, it attacks an additional target that has not been attacked yet. Use your same range originating from the previous target and suffer -1 on the attack roll for each previous target.
Arcanist Chaos Umbral
Augment - Empower
1 Energy: Augment an action that is used with a Skill roll. Gain +1d12 on the Skill roll. For each face value 1 in your usage roll, suffer Tier 2 Dazzled.
Boost: After you Fumble the roll, use the action again.
Arcanist Order Umbral
Augment - Empower
3 Energy: Augment a Spell you Ready. The Spell is not lost when you pay Energy. When you Manifest another Spell, you may release the Spell to add its effect to the new Spell. The Area Value, Area Tier, range, and duration become the lowest of any ability used. If they allow different defenses, subjects roll both defenses and you must beat both.
Arcanist Umbral
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.
Arcanist Decay Umbral
Augment - Empower
2 Energy: Augment an attack that deals physical damage. Any Injury from the attack is instead dealt to Energy.
Arcanist Imagination Umbral
Augment - Empower
2 Energy: Augment an ability that creates something. Create an additional 1 + Intensity identical versions of the same thing using the same range.
Arcanist
Augment - Empower
Lock 1 + TT Elements. 2 Energy: Augment an ability. Replace all effects and Affinities of an Element with a Locked Element.
Imagination Marksman Space
Augment - Empower
2 Energy: Augment an effect that has a range of Reach. Its range becomes 2 + Intensity x 3.
Hero Hope Radiant
Augment - Empower
1 + Intensity Energy: Augment an attack that deals damage and does not have a duration. The attack gains + 1 + Intensity damage.
Boost: 1 Energy: If the attack has more than 1 instance of a weapon property, you may apply each of them.
Arcanist Construction Earth
Augment - Empower
1 Energy: Augment an effect that changes the size of a creature. Choose 2 + Intensity x 2 pieces of worn or held gear they have. Chosen gear changes size in the same way as long as it remains in their possession.
Boost: 2 Energy: Instead Augment an effect that creates a creature. The creature is created with any gear it normally would have. The gear dissipates if it leaves the creatures' possession.
Hope Space Tactician
Augment - Empower
3 Energy: Augment an attack that deals damage of a Physical Element. The damage becomes Flowing.
Earth Imagination Marksman
Augment - Empower
1 Energy: Augment an attack that has a Strike Type and deals damage. Choose Bashing, Chopping, or Stabbing. The attack becomes the chosen Strike Type.
Boost: 1 Energy: This can Augment an attack that does not have a Strike Type.
Marksman
Augment - Empower
1 Energy: Augment an attack. Your attack ignores 2 + Intensity x 2 Tiers of Concealment.
Boost: 2 Energy: The attack gains Accurate.
Body Decay Marksman
Augment - Empower
1 Energy: Augment an ability that determines its effect based on Injury. Treat Injury as 1 + Intensity higher for the effect.
Arcanist Environmental Time
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.
Imagination Trickster
Augment - Empower
1 Energy: Augment an effect that creates a Projection. Increase the DL to Break Illusion of it by 1 + Intensity. The Projection moves and acts as if it is real.
Boost: Choose 1 + Intensity senses. The Projection can be sensed by those senses.
Arcanist Order Time
Augment - Empower
3 Energy: Augment an ability that has a duration. The ability does not cause Exertion. The ability allows you to use a Major Action to cause its duration to not reduce for the next 1 + Intensity rounds.
Boost: The ability allows you to use a Minor Action to pay 1 Energy to cause its duration to not reduce for the next 1 + Intensity rounds.
Chaos Space Tactician
Augment - Empower
2 Energy: Augment an effect that does not deal damage and has a target. Target an additional 1 + Intensity other targets.
Imagination Space Tactician
Augment - Empower
6 Energy: Augment an effect that has Area Aura. The effect is not blocked by physical obstruction.
Athlete Gravity Tactician
Augment - Empower
1 Energy: Augment an attack. On success, the target must roll Balance, DL increased by Intensity x 2.
Boost: If they would fall, instead move them up to 1 + Intensity spaces away from you.
Marksman Order Space
Augment - Empower
1 Energy: Augment an action. Treat Trained Tier of the ability as 1 + Intensity higher to determine the Area Value.
Boost: 1 Energy: If Training does not affect the Area Value of the action, treat the amount it would gain from Training as 1/3 of its Area Value or 1 if it has Area Value 0.
Scout Senses Umbral
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.
Mobile Scout Umbral
Augment - Empower
2 Energy: Augment a Scry effect. If you move, your location of senses in the effect moves in the same way.
Naturalist Mind Spiritual
Augment - Empower
6 Energy: Augment an ability that causes an undead creature. Roll 1 + Intensity d12 to have the soul that last occupied the body return to the body, allowing them to retain their memories and Skill Tiers from it and not be Mindless, if it is not currently in a body, DL 9.
Arcanist Order Time
Augment - Empower
1 Energy: Augment an ability. Treat Trained Tier of the ability as 2 + Intensity x 2 higher to determine its duration.
Scout Senses Umbral
Augment - Empower
1 Energy: Augment a Scry effect. Choose a time up to 1 + Intensity x 2 days in the past. The Scry effect senses at that time. If the Scry effect would be detected at that time, this effect fails. If any other Augments are on the effect, it fails.
Boost: Req: Time Scry Augment Knowledge DL 20 - 2 Energy: Instead, choose a time up to 1 + Intensity x 2 hours in the future to see events as they are likely to occur.
Body Naturalist Imagination
Augment - Empower
2 Energy: Augment an effect that has you Shapeshift into another creature. Choose 1 + Intensity Might or Finesse Skill Tiers. While Shapeshifted, use the selected Skill Tiers of the creature instead of you own except for Knowledge.
Arcanist Order Umbral
Augment - Empower
1 Energy: Augment a magical ability. It gains +2 + Intensity x 2 Dispel Defense.
Boost: If the Dispel Defense is at least 24, it can apply to a subject under the effect of 1 other effect with the same name.



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