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Rising Legends: Searching Magical
Searching Magical
Search - Magical

TinkerSpace
Spell - Infusion (Mechanic style)
Requirements: 7 Combined Tiers of Athletics and Tools
Target unattended object up to 1 + TT squared Bulk in 3 + TT range moves as if operated by an appropriate creature with Tier 1 + TT/2 in each skill and follows your Magical Commands until you Manifest this again.
Duration 6 + TT x 2 rounds
Boost: This does not end your previous 1 + TT/3 castings of this.
Umbral
Stance (Archmage style)
As you apply an Augment, reduce the Augment cost by 1 Energy or Resolve for each prior consecutive successful action during which you applied the same Augment.
Boost: Magical effects you create gain 1 + TT/2 Dispel Defense.
UmbralOrder
Spell - Infusion (Artificer style)
Requirements: 7 Combined Tiers of Tools and Magic
Assign 1 ET to target Gripped magical object.
Duration 1 + TT/2 days
Boost: As you would pay an Energy cost while Gripping the object, you may Cease this to reduce the cost by 1.
TinkerEarth
Spell - Transference (Mechanic style)
Requirements: 7 Combined Tiers of Athletics and Tools
Create a non-consumable, non-magical object up to 2 + TT Bulk made of its normal material in your space. It dissipates when this ends.
Duration 6 + TT x 2 minutes
Boost: Choose a material. Infuse 1/10 of the cost per Bulk of the material for each Bulk of the created object. The object is made of the chosen material.
UmbralSpiritual
Talent (Mystic style)
Lock 1 Non-Magical Weapon. Create the Locked weapon out of energy in your Manipulation Limb size to fit it. The weapon gains Umbral and + TT/3 damage. This effect ends if you Drop the weapon. If the weapon has Load, it creates ammunition when you go to Load it. After each time the weapon causes Injury, pay 1 Energy or this effect ends. Any Injury dealt to the weapon is instead dealt to you.
Boost: The weapon gains 1 + TT/2 of Accurate, Blind 2, Dazzled 2, Deaf 2, Devastating, Extend 1, Guard 2, Lightweight, Load 0, Trauma 2, Unsteady 2, or it can affect Phasing creature.
Time
Augment - Control
1 Resolve: Augment a magical ability. Choose a time in the next 2 + Intensity x 2 hours. The effect takes place at that time. You make all decisions for the ability now. If it has a target, instead choose a space and it will attack blind.
Boost: 1 Energy: Choose 1 + Intensity conditions. If any condition is met in the area of the effect, the effect takes place immediately.
UmbralDecay
Spell - Elemental (Archmage style)
Dispel target magical effect or object in 3 + TT range. If you have this Ready, you can target a Spell being Manifested to negate the Manifestation.
Defense Dispel Defense
Boost: End up to 1 + TT/2 ongoing Spells you Manifested. Gain +1 on your attack roll for each.
UmbralSenses 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.
UmbralSenses 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.
UmbralSenses 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.
EarthSenses 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.
UmbralDecay
Response - Suppression (Pugilist style)
Requirements: 7 Combined Tiers of Martial and Nature
After causing Injury with an Unarmed Strike, attack with 1 + TT/2 d12 to Dispel target magical effect they Manifested in 6 + TT x 2 range.
Defense Dispel Defense
Boost: Gain a bonus on your roll to Dispel equal to 1/2 Injury.
EarthDecayNature 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 Nature Affinity and their effects.
Umbral
Trick - Elemental
Requirements: Materia
1 Grit: Create a magical barrier that counts as a Gripped Tier 0 melee Bashing weapon with Guard 3, 2 damage, and your Fused Element.
Duration 1 + TT rounds
Boost: After a melee attack fails against you after using Guard with the shield, attack the attacker with it.
Umbral
Aspect (Artificer style)
You can Craft Artifacts and Inlays up to Craft Tier 1 + TT.
Boost: You can Craft using Living Elements and Soulshards. You can apply +1 Craft Tier to a magical object that has an effect with duration over 1 month to cause the effect to become permanent.
UmbralSenses
Aspect
Requirements: Gnome
Gain a sense Enchantsense. This sense has -1 range and DL 3. It can sense non-curse ongoing magical abilities as having Magnitude equal to 1/2 their Dispel Defense. If you exceed the DL by 3, know the Class of Ability. Exceeding the DL by 6 knows Type of Magic. Exceeding the DL by 9 counts as sensing the effect for knowledge.
Boost: Gain +1 + TT on rolls with Enchantsense.
Umbral
Response - Infusion
Requirements: Gnome
As you use a magical ability that targets you or an Ally, increase its duration by 1 + TT.
Boost: Gain +1 + TT/2 Reach with the ability.
NatureBody
Aspect
Requirements: Goblin
Gain +1 + TT on defense against non-magical diseases and poisons.
Boost: Gain +1 + TT Body and Sickened Reduction.
TinkerEarth
Aspect
Requirements: Root Gnome
Treat the Craft Tier of non-magical objects as 1 lower to determine if you can Craft them. Reduce your DL to Craft non-magical objects by 1.
Born with a knack for turning nothing into something.
Umbral
Aspect
Requirements: Root Gnome
Do not pay Energy to Craft magical objects. You can Meld Inlays as a Major Action.
Born with a knack for infusing magic into everything.
Umbral
Response - Infusion (Warder style)
Requirements: 7 Combined Tiers of Elude and Magic
Lock 1 + TT Skills. As a magical effect attacks a Locked Skill of target creature in Reach, grant +1 + TT/6 on the defense.
Defense Magic
Boost: If the attack fails, heal 1 Energy.
Umbral
Response - Infusion
Requirements: Demon
As you roll defense against a magical effect, gain +1 on defense against magical effects.
Duration 1 round
Boost: 1 Resolve: Gain +1 + TT/2 damage.
UmbralDecay
Response - Suppression (Zealot style)
Requirements: 7 Combined Tiers of Endure and Zeal
After causing Injury with a Bashing weapon, attack with Injury d12 to Dispel target magical effect on the Injured subject.
Defense Dispel Defense
Boost: Gain +1 + TT/2 on the attack roll to Dispel.
Umbral
Response - Transference
Requirements: Demon
As you are targeted by a magical effect, roll Magic to prevent its effect on you, DL 9 - TT + prior successes.
Boost: Req: Trained 2 Times - During the next minute, you can use the effect once, exactly as it was, except you choose the target.
BodyUmbral Animal
Aspect
Requirements: Root Beast
Treat all magical abilities as if they are Species abilities and each Skill Tier begins as Tier 0 and can be increased up to 6 as part of creation. Any sounds you normally make counts as speaking for Manifesting magical abilities.
Boost: Lock 1 Element. Gain 2 + TT x 2 reduction to the Locked Element.
UmbralSenses
Aspect
Requirements: Dragon or Materia
Gain a sense Magicsense. This sense has -1 range and DL 3. It can sense magical objects as having Magnitude equal to 1 + 1/2 their Craft Tier. If you exceed the DL by 3, know the type of magical object, such as Inlay or potion. Exceeding the DL by 6 knows any Elements it has. Exceeding the DL by 9 identifies a specific object.
Boost: Gain +1 + TT on rolls with Magicsense.
TinkerEarthCurative
Spell - Infusion (Mechanic style)
Remove 1 Broken Tier from target non-magical object in 1 + TT range if your Manifest roll equals or exceeds it's Durability + Physical Reduction + Craft Modifier - TT.
Boost: Double the objects' Physical Reduction for 1 minute.
Body Animal
Aspect (Monster style)
Requirements: Soulweaver Permission
Can learn any number of Root abilities. Can learn Root abilities from your secondary Species. Be considered a monster.
Boost: Treat all non-magical abilities as if they are Species abilities.
TinkerEarth
Aspect
Requirements: Dwarf or Gnome
If you would fail a Craft roll by less than 3, you still make 1 + TT progress.
Boost: You can Craft all non-magical Craft Tier 1 objects. You cannot Repair objects you can only craft in this way.
UmbralOrder
Aspect
Requirements: Gnome or Pixie
Reduce your DL to use magical abilities by 1 + TT/2.
Boost: Req: Trained 2 Times - After you roll a face value 12 to Manifest a Spell, heal 1 Energy.
UmbralDespair
Aspect (Archaeologist style)
Gain +2 + TT on Knowledge rolls about Curses.
Boost: Reduce your DL to Manifest Curses by 1 + TT/3 and gain 1 + TT/3 on defenses against magical diseases.
Umbral
Spell - Transference (Artificer style)
Activate target magical object in 3 + TT range. You make all choices and rolls for it. It suffers Tier 1 Broken.
Defense Magic
Boost: Deal 1 + TT/2 Mystical Umbral damage to Grit in a Burst 1 + TT/3 from the object.
Earth 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.
EarthDecayNature
Talent (Pugilist style)
Requirements: 9 Combined Tiers of Martial and Nature
Lock 1 + TT Poisons of Craft Tier 1 + TT/3 or Lower. If it has no Craft Tier, use rarity instead. After succeeding an Unarmed Strike, the creature is exposed to a Locked Poison.
Duration 3 + TT rounds
Boost: Gain +1 + TT/2 on defense against magical poisons.
TinkerCurative
Spell - Infusion (Artificer style)
Requirements: 7 Combined Tiers of Tools and Magic
Remove 1 Broken Tier from target magical object up to Tier 2 + TT x 2 in Reach 1 if your Manifest roll equals or exceeds the object's Craft Tier.
Boost: Gain +1 on your Manifest roll for each 3 you exceed Knowledge to know about the object.
UmbralChaos
Spell - Transference (Artificer style)
Requirements: 9 Combined Tiers of Tools and Magic
Change 1 + TT/2 Locked options or choices made for an ability of target magical object in Reach.
Defense Dispel Defense
Boost: Instead, remove 1 + TT/2 Locked option for 1 + TT minutes.
SpaceOrder
Spell - Suppression (Warder style)
Lock 1 + TT/2 of ancient, magical, animal, fae, natural, aberration, Mindless. Choose a Locked type. The first time each round each creature of the Locked type in an Aura 3 + TT would move towards you, attack Nature with 1 + TT/3 d12 to cause them to not move closer to you for 1 minute.
Duration 1 + TT minutes
Boost: After this causes a creature to stop moving, deal 3 Space damage to them.
Senses
Aspect
Requirements: Shifter
Gain a sense Shiftsense. This sense has -1 range and DL 3. It can sense subjects affected by an ongoing Mutation effect as having Magnitude 4. If you exceed the DL by 3, know if the effect is magical or not. Exceeding the DL by 6 knows what current parts are caused by the effect. Exceeding the DL by 9 knows the natural form of the subject.
Boost: Gain +1 + TT on rolls with Shiftsense.
Animal
Form
Requirements: During Character Creation Only
You are cut off from the Umbral Realm. You cannot use Magical Responses, Magical Tricks, or Spells, be resurrected, be sensed by detect Spells, be seen or found by scry effects, or Craft Artifacts, Inlays, or Potions.
UmbralDecay
Talent (Saboteur style)
Requirements: 7 Combined Tiers of Elude and Poise
Dispel target Gripped magical object. It remains inert for an additional 1 + TT minutes.
Defense Dispel Defense
Boost: You can target Spells on Held creatures.
Body
Talent
Requirements: Root Shifter
Form the shape of a single contiguous object in your Grip with up to 3 Bulk. It is part of your body and made of bone. You can use the object as normal, though it cannot leave your Grip. If the object is technology or magical, do not gain its function.
Duration Until unconscious
A good craftsman always has the right tool for the job.
Body 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.
Earth
Aspect (Trapsmith style)
You can Craft mechanical traps up to Craft Tier 1 + TT with any material.
Boost: You can also Craft magical traps.
UmbralOrder
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.
Body
Talent (Monster style)
Requirements: Vampire
Shapeshift into a bat or grow wings. This works as a magical mutation effect.
Boost: While shapeshifted, gain Dire Beast, except do not become Emotional.
Umbral
Trick - Infusion (Warmage style)
Requirements: 11 Combined Tiers of Nimble and Magic
1 Resolve: Spells you Manifest that deal damage gain Devastating. Increase the range of face values that trigger this Devastating by 1 + TT/3.
Duration 3 + TT rounds
Boost: Your Spell damage ignores Reduction from magical effects.
MindOrder
Aspect (Archmage style)
Gain +1 + TT/2 on Magic Knowledge rolls.
Boost: As a magical effect with a duration affects you, you can increase its duration by 1 if you exceeded the DL for Knowledge about it by 6.





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