Wielding powerful magic can make anyone an intimidating individual but the Warder finds little fear when facing down mythical foes. Their defenses counter mystical forces like steel to blows.
Spell - Illusion | Elude and Magic
Know if there is a magical ability that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim red glow in spaces that contain these effects allowing you to attempt to identify them.
Spell - Suppression | Elude and Magic
As target would Teleport or Warp, attack Nature with 1 + TT/3 d12 to prevent the effect.
Target 3 + TT
1 + TT minutes
Magic
Boost: Also affect Phasing.
Response - Infusion | Elude and Magic
As an object up to 6 Bulk enters target space, roll 1d12 to change the direction it is moving 1 space left or right, DL 9 - TT/2. Targeted attacks instead Attack Blind.
Target 3 + TT
Boost: Roll 1d12 to heal 1 Minor Action, DL 9 - TT. Reduce the DL of the heal by 1 for each 3 you exceed the DL.
Spell - Suppression | Elude and Magic
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 would move towards you, attack Nature with 1 + TT/3 d12 to cause them to not move closer to you for 1 minute.
Aura 3 + TT
1 + TT minutes
Boost: After this causes a creature to stop moving, deal 3 Space damage to them.
Aspect - Might | Elude and Magic
Gain 1 + TT/2 Necrotic Reduction.
Boost: Reduce the face value needed on healing dice for Grit affecting you by TT/3.
Stance | Elude and Magic
Spells you Manifest use their normal duration while you are in Conflict.
Boost: Reduce the DL of Knowledge on abilities you see being Manifested by 1 + TT/2.
Advanced Abilities
Those that practice and excel in the Warder style gain access to these more unique abilities.
Spell - Elemental | Elude and Magic
Requirements: Elude Proficiency 9, Magic Proficiency 9
Lock 1 + TT Elements. Choose a Locked Element. Increase the DL to Manifest abilities of the chosen Element by 2 + TT/3 and reduce damage of the chosen Element by 1.
Aura 3 + TT
3 + TT/2 minutes
Boost: Dismiss this to attack Dispel defense of target Spell of the chosen Element in the area with d12 equal to the remaining minutes to Dispel it.
Spell - Transference | Elude and Magic
Requirements: Elude Proficiency 15, Magic Proficiency 15
Reduce Injury you would take by 1 + TT/4. After reducing Injury, pay 1 Energy.
Self
3 + TT rounds
Boost: After reducing Injury, roll 1 + TT d12 to remove the Energy cost, DL 12.
Response - Infusion | Elude and Magic
Requirements: Elude Proficiency 9, Magic Proficiency 9
Lock 1 + TT Skills. As a magical effect attacks a Locked Skill of target creature, grant +1 + TT/6 on the defense.
Target 0
Magic
Boost: If the attack fails, heal 1 Energy.
Spell - Infusion | Elude and Magic
Requirements: Elude Proficiency 9, Magic Proficiency 9
Choose an Element. Target gains 6 Reduction to the chosen Element.
Target 1 + TT
3 + TT minutes
Magic
Boost: 4 Energy: Instead, they gain Immunity.
Spell - Infusion | Elude and Magic
Requirements: Elude Proficiency 15, Magic Proficiency 15
Creatures gain +1d12 on defenses.
Aura 1 + TT/2
1 + TT/3 rounds
Boost: As target creature in the area would fail a defense, Dismiss this as a reaction and they reroll.
Spell - Suppression | Elude and Magic
Requirements: Elude Proficiency 21, Magic Proficiency 21
Spells you did not Manifest that target you have no affect on you.
Self
3 + TT rounds
Boost: Include other magical effects.
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