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.
Spell - Suppression | Poise and Magic
As a creature would make a physical attack with a DL, increase the DL by 3 + TT/3.
Aura 1 + TT/2
3 + TT rounds
Boost: Increase the DL increase from Augments by 1.
Spell - Infusion | Poise and Magic
Deal 1 + TT/3 damage to Resolve.
Target 3 + TT
Poise
Boost: For 3 + TT x 3 minutes, after the creature suffers Grit Injury, deal 1 damage to their Resolve.
Aspect - Might | Poise and Magic
Gain 1 + TT/2 Radiant Reduction.
Boost: Gain TT/3 Magical Reduction.
Aspect - Charisma | Poise and Magic
When you Manifest a Spell or Talent, you can increase the action time to 1 + TT/3 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.
Spell - Illusion | Poise and Magic
Dominate target creature. As they would be affected by a Curative effect, they must roll defense.
Target 3 + TT
1 + TT minutes
Zeal
Boost: Increase the DL for creatures to Aid them by 1 + TT/3.
Spell - Illusion | Poise and Magic
Cause Tier 1 + TT/2 Frightened.
Target 3 + TT
Martial
Boost: On success, if they are sleeping or Unconscious, deal 1 + TT/3 damage to Resolve.
Advanced Abilities
Those that practice and excel in the Intensifier style gain access to these more unique abilities.
Spell - Transference | Poise and Magic
Requirements: Poise Proficiency 9, Magic Proficiency 9
Speak 1 task. If target creature dies, they instead become a ghost and try to complete the task and then die. If they complete the task, they die.
Target 3 + TT
1 + TT minutes
Nature
Boost: They can spend 1 Energy as a Major Action to stop Phasing for 1 minute.
Spell - Suppression | Poise and Magic
Requirements: Poise Proficiency 15, Magic Proficiency 15
Creatures suffer a 1 + TT/2 penalty on Awareness rolls benefiting from Enhanced Senses.
Aura 3 + TT
3 + TT rounds
Poise
Boost: Creatures treat Magnitude of all subjects as 1 + TT/3 lower.
Trick - Infusion | Poise and Magic
Requirements: Poise Proficiency 15, Magic Proficiency 15
1 Resolve: As target creature pays a Resolve cost, increase the total amount they pay by 1.
Target 3 + TT
1 minute
Boost: They lose 1 + TT/4 d12 from their roll to act while their Resolve Pool is full.
Aspect - Charisma | Poise and Magic
Requirements: Poise Proficiency 9, Magic Proficiency 9
While Manifesting a Ritual, at the beginning of your turn, attack Zeal of each creature in 6 + TT range afflicted with Frightened to deal 1 damage to Resolve with 1 + TT/3 d12. On Injury, reduce the Soul cost by 1 + TT.
Boost: After reducing the cost in this way, you can increase the time needed to Manifest the Ritual by 1 round.
Spell - Infusion | Poise and Magic
Requirements: Poise Proficiency 21, Magic Proficiency 21
Choose Frightened or Enraged. All attacks gain the chosen Ailment as a weapon property.
Aura 3 + TT/2
3 + TT rounds
Boost: Creatures gain +1 + TT/2 on Overexertion rolls.
Spell - Infusion | Poise and Magic
Requirements: Poise Proficiency 9, Magic Proficiency 9
Target creature gains +1 + ET/3 on physical damage.
Target 0
3 + TT rounds
Athletics
Boost: They also gain +1 + ET/4 on Athletics attack rolls.
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