Aspect - Might | Magic and Endure
Gain 1 + TT/2 Umbral Reduction.
Boost: Reduce the Tiers of Encumbered you gain from Crowded by TT/3.
Response - Infusion | Endure and Magic
As target creature uses an action, choose 1 + TT/3 Augments you know. The target may apply the Augments to their action. If they do, you pay the cost of the Augments.
Target 1 + TT
Boost: Reduce the DL increase from the Augments by 1 + TT/4.
Response - Infusion | Endure and Magic
As you Hinder Spellcasting, gain + 1 + TT/3 on your roll. If the Spell was Augmented and is lost, heal 1 Energy.
Boost: If this removes an Energy Pip, choose an ongoing effect on you and it gains 1 + TT/4 duration.
Aspect - Charisma | Endure and Magic
Gain 1 + TT Mana Pool. You can use Mana to pay Energy and Resolve costs of Augments. After succeeding an Augmented Manifest roll, heal 1 Mana.
Boost: After failing an Augmented Manifest roll, heal 1 Mana.
Response - Infusion | Endure and Magic
1 Resolve: After rolling defense against an Augmented Spell, heal 1 + TT/4 Energy.
Boost: Gain +1 on defense against the Spell.
Stance | Endure and Magic
While Manifesting a Spell, you can use an additional Free Limb to increase damage it deals by 1 + TT/4.
Boost: When you do, reduce the DL to Manifest it by 1 + TT/6 if it is Augmented.
Advanced Abilities
Those that practice and excel in the Sorcerer style gain access to these more unique abilities.
Aspect - Wit | Endure and Magic
Requirements: Endure Proficiency 9, Magic Proficiency 9
Reduce the increase to DL from Augments by 1 + TT/2.
Boost: Reduce the DL increase of each Augment after the first by 1.
Trick - Elemental | Endure and Magic
Requirements: Endure Proficiency 9, Magic Proficiency 9
Reduce the DL to Manifest by 1.
Aura 1 + TT/3
1 round
Boost: All creatures in the Area count as in Reach to Aid Manifest Spell rolls and to Aid creature's using Aid on a Manifest Spell roll.
Response - Elemental | Endure and Magic
Requirements: Endure Proficiency 15, Magic Proficiency 15
2 Energy: After an effect with a single target deals Elemental damage to target creature, deal damage equal to half of the damage of the same Element to other creatures in a Burst 1 + TT/4 from the target.
Target 3 + TT
Boost: Increase this damage by 1 + TT/3.
Spell - Infusion | Endure and Magic
Requirements: Endure Proficiency 9, Magic Proficiency 9
Augments you apply to this instead apply to target ability.
Target 0
Dispel Defense
Boost: Gain +1 + TT/2 on your attack roll.
Aspect - Wit | Endure and Magic
Requirements: Endure Proficiency 21, Magic Proficiency 21
Each turn, prevent the first 1 + TT/3 Energy Pips you would gain from applying Augments.
Boost: You can apply the same Augment to an ability an additional TT/4 times.
Trick - Infusion | Endure and Magic
Requirements: Endure Proficiency 15, Magic Proficiency 15
Do not benefit from Training on Spells. Increase the DL of Knowledge about Spells you Manifest by 1 + TT/2.
Self
1 round
Boost: 1 Resolve: For each 3 times a Spell you Manifest is Trained, reduce your Energy cost by 1.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer Merch Store ~ The Team |