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Rising Legends: Intensifier Abilities
Intensifier Abilities
Intensifiers know how to weave themselves within other magics like a creeping vine. Early abilities show a gift for increasing the potency of one's own magic or reducing the effects of another's. Advanced abilities allow Intensifiers to force an opponent's abilities to coat more, or to gift their allies with potent benefits in combat. While useful, savvy employers know it's best to pair a skilled Intensifier with a gifted specialist to maximize their outcomes.
Naturalist Mind Order
Spell - Suppression
As a creature in an Aura 1 + TT would make a physical attack with a DL, increase the DL by 3 + TT/2.
Duration 3 + TT rounds
Boost: Increase the DL increase from each Augment by 1.
Despair Mind Trickster Potion
Spell - Infusion
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.
Decay Hero Necrotic
Aspect
Gain 1 + TT/2 on defense against Energetic effects.
Boost: Gain TT/3 Mystical Reduction.
Arcanist Spiritual Umbral
Aspect
When you Manifest a Spell or Talent, you can increase the action time up to 1 + TT/2 minutes. Increase the Trained Tier of the ability by the number of minutes.
Boost: Instead, reduce the total Energy cost of added Augments by the number of minutes.
Hope Mind Trickster
Spell - Illusion
Dominate target creature in 3 + TT range. As they would be affected by a Curative effect, they must roll defense.
Duration 1 + TT minutes   Defense Zeal
Boost: Increase the DL for creatures to Aid them by 1 + TT/2.
Despair Mind Shadow Potion
Spell - Illusion
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.
Advanced Abilities
Those that practice and excel in the Intensifier style gain access to these more unique abilities.
Arcanist Necrotic Spiritual Potion
Spell - Transference
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.
Body Senses Shadow
Spell - Suppression
Requirements: 9 Combined Tiers of Poise and Magic
Creatures in an Aura 3 + TT suffer a 1 + TT penalty on Awareness rolls benefiting from Enhanced Senses.
Duration 3 + TT rounds   Defense Poise
Boost: Creatures treat Magnitude of all subjects as 1 + TT/2 lower.
Despair Naturalist Fire
Trick - Infusion
Requirements: 9 Combined Tiers of Poise and Magic
1 Resolve: As target creature in 3 + TT range pays a Resolve cost, increase the total amount they pay by 1.
Duration 1 minute
Boost: They lose 1 + TT/2 d12 from their roll to act while their Resolve Pool is empty.
Despair Fire Leader
Spell - Infusion
Requirements: 11 Combined Tiers of Poise and Magic
Choose fear or rage of no specific subject. All attacks in an Aura 3 + TT also deal 1 Emotional damage of the chosen type.
Duration 3 + TT rounds
Boost: Creatures gain +1 + TT on Overexertion rolls.
Hero
Aspect
Requirements: 7 Combined Tiers of Poise and Magic
Weapons you wield with usage Tier below your Skill Tier gain +1 + TT on defense against disarm.
Boost: When you attack with a weapon while your Tools Tier exceeds the usage Tier, gain damage equal to the difference, but no more than 1 + TT/2.
Hero Hope Mind Potion
Spell - Infusion
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.



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