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Augment - Empower Abilities
Despair Tactician
Augment - Empower
Lock 1 + TT Treatable Ailments except Paralyzed. 2 Energy: Augment an attack. On success, cause Tier 1 + Intensity of a Locked Ailment.
Boost: 1 Resolve: Cause a second Locked Ailment.
Despair Tactician
Augment - Empower
2 Energy: Augment an attack that deals damage. Deal no damage and for each 4 - Intensity, minimum 1, damage it would normally deal, cause Tier 1 of a Treatable Ailment except Paralyzed.
Arcanist Space Tactician
Augment - Empower | Endure
1 Energy: Augment an ability with an effect that has Area Tier 1, 2, 3, or 4. Increase or decrease the Area Tier by 1 + Intensity. You cannot increase above Tier 4. If Area Tier was 1, Area Value is reduced to 1/3. If deceasing Tier, the cost is halved.
Naturalist Earth Spiritual
Augment - Empower | Nature
6 Energy: Augment an ability that creates a creature or turns an object into a creature. The creature behaves as if Bonded to you.
Arcanist Chaos
Augment - Empower | Tools
2 Energy: Augment an attack with range. 1 + Intensity times, if the attack succeeds, it attacks an additional target. Use your same range originating from the previous target and suffer -1 on the attack roll for each previous target.
Arcanist
Augment - Empower | Magic
3 Energy: Augment a Spell you Ready. The Spell is not lost when you pay Energy. When you Manifest another Spell, you may release the Ready Spell to add the effect of this Spell to it. The Area Value, Area Tier, and duration become the lowest of any ability used.
Arcanist Umbral
Augment - Empower | Magic
Requirements: Magic Proficiency 12
12 Energy: Augment a Spell that can be a potion. You must provide 1 ounce of blood, hair, or other organic matter from a creature that is consumed by the Spell. The creature becomes the target ignoring the range of the Spell. The Spell becomes a Curse, cannot be Dismissed, and does not end when you die.
Boost: Instead, target a touched object without providing any material.
Arcanist Decay Umbral
Augment - Empower | Endure
2 Energy: Augment an attack that deals physical damage. Any Injury from the attack is instead dealt to Energy.
Arcanist Imagination Umbral
Augment - Empower | Tools
2 Energy: Augment an ability that creates something. Create an additional 1 + Intensity identical versions of the same thing using the same range. The total AP creatures can have is halved.
Arcanist
Augment - Empower | Magic
Lock 1 + TT Elements. 2 Energy: Augment an ability. Replace all effects and attunement of an Element to a Locked Element.
Imagination Marksman Space
Augment - Empower | Nimble
2 Energy: Augment an ability that has Area Target 0. It gains Target 2 + Intensity x 3.
Boost: Can also affect abilities with Area Tier 2 through 4.
Arcanist Construction Earth
Augment - Empower | Tools
3 Energy: Augment an effect that creates a creature. The creature is created with any gear it normally would have. The gear dissipates if it leaves the creatures' possession.
Earth Imagination Marksman
Augment - Empower | Martial
1 Energy: Augment an attack that deals damage. Its damage becomes physical. Choose Bashing, Chopping, or Stabbing. The attack gains the chosen Strike Type.
Leader Spiritual
Augment - Empower | Zeal
2 Energy: Augment an ability that has a single target, could target you, and does not deal damage or cause penalties or Ailments. If you target another creature, it gains 1 + Intensity Trained Tier.
Body Decay Marksman
Augment - Empower | Martial
1 Energy: Augment an ability that attacks with Injury d12. Treat Injury as 1 + Intensity higher for the effect.
Marksman
Augment - Empower | Zeal
3 Energy: Augment an attack. Increase the attack roll by 1 + Intensity.
Boost: 2 Energy: If the attack deals damage of a Physical Element, it becomes Flowing damage.
Arcanist Environmental Time
Augment - Empower | Nature
Requirements: Nature Proficiency 6
3 Energy: Augment an effect with Tier 2 through 4 Area that has no duration. Its duration becomes 1 + Intensity rounds and causes its effect again on the Soulweaver's turn each round.
Imagination Trickster
Augment - Empower | Observe
1 Energy: Augment an effect that creates a Projection. Increase the DL to Break Illusion of it by 1 + Intensity. The Projection moves and acts as if it is real.
Boost: Choose 1 + Intensity senses. The Projection can be sensed by those senses.
Arcanist Order Time
Augment - Empower | Endure
Requirements: Endure Proficiency 9
3 Energy: Augment an ability that has a duration. You can use a Major Action to cause its duration to not reduce for the next 1 + Intensity rounds.
Boost: You can use a Minor Action to pay 1 Energy to cause its duration to not reduce for the next 1 + Intensity rounds.
Chaos Space Tactician
Augment - Empower | Nimble
2 Energy: Augment an effect that does not deal damage and has a target. Target an additional 1 + Intensity other targets.
Body Mobile Shadow
Augment - Empower | Nature
3 Energy: Augment an attack. On success, cause Tier 1 + Intensity Paralyzed.
Imagination Space Tactician
Augment - Empower | Tools
Requirements: Tools Proficiency 9
6 Energy: Augment an effect that has Area Aura. The effect is not blocked by structures.
Athlete Gravity Tactician
Augment - Empower | Athletics
1 Energy: Augment an attack. On success, the target must roll Balance, DL increased by Intensity x 2.
Boost: If they would fall, instead move them up to 1 + Intensity spaces away from you.
Marksman Order Space
Augment - Empower | Magic
1 Energy: Augment an action. Treat Trained Tier of the ability as 1 + Intensity higher to determine the Area Value.
Boost: 1 Energy: If Training does not affect the Area Value of the action, treat the amount it would gain from Training as 1/3 of its Area Value or 1 if it has Area Value 0.
Scout Senses Umbral
Augment - Empower | Observe
1 Energy: Augment a Scry effect. Choose 1 + Intensity senses. Gain the chosen senses during the effect.
Boost: Req: Magic Tier 5 - 3 Energy: If you choose touch, you can use Transference abilities as if you are in that location.
Mobile Scout Umbral
Augment - Empower | Observe
2 Energy: Augment a Scry effect. If you move, your location of senses in the effect moves in the same way.
Arcanist Order Time
Augment - Empower | Magic
1 Energy: Augment an ability. Treat Trained Tier of the ability as 2 + Intensity x 2 higher to determine the duration.
Scout Senses Umbral
Augment - Empower | Observe
1 Energy: Augment a Scry effect. Choose a time up to 1 + Intensity x 2 days in the past. The Scry effect senses at that time. If the Scry effect would be detected at that time, this effect fails. If any other Augments are on the effect, it fails.
Boost: Req: Magic Tier 5 - 2 Energy and double the Soul cost: Instead, choose a time up to 1 + Intensity x 2 hours in the future to see events as they are likely to occur.
Body Naturalist Imagination
Augment - Empower | Nature
2 Energy: Augment an effect that has you Shapeshift into another creature. Choose 1 + Intensity Might or Finesse Skill Tiers. While Shapeshifted, have the selected Skill Tiers of the creature instead of you own except for Knowledge.
Arcanist Order Umbral
Augment - Empower | Endure
1 Energy: Augment a magical ability. It gains +2 + Intensity x 2 Dispel Defense.
Boost: If the Dispel Defense is at least 24, it applies to a subject under the effect of 1 other effect with the same name.
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