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Rising Legends: Environments
Environments
Certain environment effects take place during conflict. The Soulweaver triggers these effects in any order they choose on their turn. Attacks and damage from Environments count as coming from a size 0 creature. Environmental effects that do not specify a duration continue until the Soulweaver determines they end.
Light and Vision
Light and darkness play a large part in how effectively you can move and fight. Light can come from fire or other sources. Light from fire is Tier 2 + 1/3 the sizes the source is above -9 while other sources each determine their own Tier.
Fire sheds light in an Aura 2 while other sources each specify their own Area. If a light source is above Tier 1, outside the area of the light, for a number of spaces equal to the value in all directions, it creates light that is 1 Tier lower. This repeats again until the additional light reaches Tier 0.
  • Tier 0: The area is completely dark. You cannot see.
  • Tier 1: There is minimal light, such as starlight. This causes Tier 8 Concealment against vision.
  • Tier 2: There is dim light, such as moonlight. This causes Tier 6 Concealment against vision.
  • Tier 3: There is mild light, such as predawn. This causes Tier 4 Concealment against vision.
  • Tier 4: There is decent light such as dawn or dusk. This causes Tier 2 Concealment against vision.
  • Tier 5: There is good light, such as a clear, sunny day.
  • Tier 6 or higher: The light is exceedingly bright. Reduce Concealment against vision by 1 + Tiers over 6. All creatures have Tier 3 + Tier over 6 Blind.
Obscurement
Obscurement represents effects like mist, fog or sand in the air or clouds in the sky and can be Tier 1 to 12. It causes Concealment against vision equal to Tier.
Effects with a Tier 2 or higher area or that target multiple spaces and deal Elemental damage of certain types also damage Obscurements, lowering the Tier by half the damage. Sand is damaged by Water, Air, and Gravity. Fog and mist is damaged by Fire and Air. Dust is damaged by Air and Gravity. Ink in water is cleared by Water.
Environmental Factors
Temperature and air quality can affect your ability to perform.
Temperature
Most creatures are comfortable when the Temperature is between 65 and 75 degrees. While in Temperature outside of your comfort range, apply the following effects:
  • Have a Temperature Penalty equal to the degrees the Temperature is away from where you are comfortable / 10.
  • Suffer your Temperature Penalty on Overexertion rolls.
  • After you fail an Overexertion roll, Temperature deals Fatigued damage to you equal to your Temperature Penalty as if it is an Ailment.
After each half hour while your Temperature Penalty is 4 or higher, Temperature deals damage to you equal to your Temperature Penalty. Hot deals Flowing Fire damage and cold deals Flowing water damage.
If you have Reduction to Water, treat Temperatures 5 degrees x the Reduction lower as comfortable. If you are Immune to Water, ignore cold Temperature. If you have Reduction to Fire, treat Temperatures 5 degrees x the Reduction higher as comfortable. If you are Immune to Fire, ignore hot Temperature.
Humidity
Humidity in the air can be Tier -12 to 12. Treat the temperature as 5 x Tiers above 0 degrees higher. Increase the amount of water you need to consume by 10% for each Tier below 0.
Poor Breathability
Certain conditions in the air can make breathing hard, Tier 1 to 12. After you fail an Overexertion roll, Poor Breathability deals Fatigued damage to you equal to Tier as if it is an Ailment. Reduce the number of hours before needing to roll Tier 3 Overexertion by half Tier.
Elemental Infused
A Cracked Realm Barrier or massive amounts of magical use can cause the environment to become oversaturated with elemental energy, Tier 1 to 6. While in the area, the DL to Manifest abilities of the Element and their Energy cost is reduced by the Tier. Benefiting from the reduction can eventually reduce the Tier. Abilities of the opposing Element are instead increased. After each minute, deal Mystical damage of the Element to creatures that are Vulnerable to the Element equal to Tier.
This sometimes causes noticeable changes in the area, being more likely at higher Tiers. Effects such as visual color in the air, modified temperature, or spontaneous magical effects can occur.
Precipitation
Rain falling from the sky can make adventuring a challenge. It can be Tier 1 to 12 and causes a penalty on Awareness rolls equal to Tier. At Tier 3 or higher, the ground becomes Slick equal to half Tier.
Each round, rain uses Soothe with 1/4 Tier d12 against all Burning and it deals 1/4 Tier Continuing Bashing Water damage to Fire.
While the temperature is 32 degrees or lower, rain becomes snow, piles up 1/4 Tier inches per hour, and does not cause Slick.
Obstructions
Many things can block your path and make moving difficult. Obstructions can be Tier 1 to 12, and all Obstructions are added together to cause these effects:
  • Encumbered Tier equal to half Tier
  • Balance when entering the space
  • Increase the DL to Balance by 1/3 Tier
Ground Softness
Soft dirt, mud, snow, sand, and other hazards can make walking on them exceedingly difficult.
Uneven Ground
Hills, rocks, rubble, and other materials can add challenge to maneuvering the land. Uneven Ground increases Collision damage from falling by Tier.
Overgrowth
Plant life can grow almost anywhere and get in your way. Overgrowth causes 1 + 1/3 Tier Concealment against sound.
Surroundings
When surrounded, you can only use Advance with Swim and cannot be Prone. During conflict, when you enter or start your turn in liquid deep enough that you cannot stand, roll Swim, DL 3 + 1 for each 4 Bulk you wear or carry. On failure, reduce your elevation by 1 space and begin sinking. While sinking, reduce your elevation by 1 + 1 for each 4 Bulk of gear you wear or carry at the start of each of your turns. You can roll Swim as a Minor Action to stop sinking, DL 3 + 1 for each 4 Bulk you wear or carry. Swim counts as a Mobility roll.
Liquid
While submerged in liquid, apply these effects:
  • Treat the Bulk of your gear as tripled to determine your carried gear
  • Have Tier 2 Encumbered
  • Increase the DL to Manifest Fire abilities by 3
  • Fire damage against you is halved
  • You cannot breathe or comprehend speech
  • You cannot Toss or Throw
  • Weapons with Load suffer -1 on the attack roll for each space the ammunition travels through
  • Bashing and Chopping damage you deal is halved
  • Double the damage reduced with Soften Collision
Lava
The hottest natural material makes quick work of most creatures. Lava can be Tier 1 to 12 and causes these effects:
  • Ground Softness equal to half Tier
  • Each round, deal 12 x Tier Bashing Fire damage to subjects in contact
  • Each round, cause Burning Tier equal to double Tier to subjects in contact
  • Fumes above the surface of lava cause Poor Breathability of Tier equal to Tier
Currents
Currents flow in a specific direction. Water, lava, wind, and other liquids can move in a Current. While in a Current, you are in Conflict. Currents can be Tier 1 to 8.
Each round, Currents will Reposition each subject. They count as the same size of the subject and attack with a number of d12 equal to Tier. On success, they move the subject in the direction the Current is flowing a number of spaces equal to double Tier -1 + 1 for each prior consecutive time the subject was moved and they must Balance, DL increased by Tier. The spaces moved cannot exceed Tier squared.
While holding onto something that cannot move, roll Athletics before your defense, DL 3. On success, gain +1 + 1 for each 3 you exceed the DL on your defense.
Wind
Wind is a type of Current that does not use Reposition unless specified and causes these additional effects:
  • If upwind of a smell, reduce the smell Tier by 1/2 Tier to determine range.
  • If downwind of a smell, increase the smell Tier by 1/2 Tier to determine range.
  • Sound equal to 1/2 Tier.
  • Benefiting from Guard with a shield requires an Athletics roll as part of the action, DL equal to double Tier.
  • Flying creatures suffer a penalty on Mobility rolls equal to 1/2 Tier. Increase the penalty by half the number of sizes they are below 0.
  • While Tier 5 or higher, cause creatures to Balance at the start of their turn and when moving in the area, DL increased by half Tier.
  • Move obscurements a number of spaces equal to Tier in the direction of the Wind.
Certain effects take place each round while the Wind is strong enough. Apply each in order, starting with the lowest Tier. If you are smaller than Size 0, treat the Wind as a number of Tiers higher equal to the number of sizes smaller than 0 you are to determine when these affect you.
  • At Tier 4 or higher, if there is dust or similar material in the area, it is blown up to create Obscurement. If Obscurement in the area is lower than Tier, it becomes equal to Tier.
  • At Tier 5 and higher, attack Athletics of subjects with d12 equal to Tier to deal 1 Bashing damage and cause Tier 1 Encumbered for 1 round.
  • At Tier 7 and higher, cause the normal Reposition effect of Currents.
  • At Tier 8, after Repositioning a subject, attack Nimble with 3d12 to increase the targets elevation by 1 - size and then the target does not fall for 1 round.
Disasters
The world has many hazards that can prove treacherous. Each can be Tier 1 to 12.
Fire
While fire is on the battlefield, each turn, it may grow or die down. For each area of contiguous Fire, the Soulweaver rolls 1 + 1/2 the number of spaces that are on Fire in that area d12, DL 9 + Humidity Tier - Wind Tier. For each 10 degrees below 70 the Temperature is, ignoring Humidity, increase the DL by 1. For each 10 it is higher, ignoring Humidity, reduce the DL by 1. For each dice that succeeds, a space from that area will cause Tier 1 Fire to an adjacent space that contains anything flammable or increase its Tier by 1. For each dice that fails by more than 3, a space from that area decreases by 1 Tier.
Each player rolls 1d12 to attack the Soulweaver. The Soulweaver rolls d12 equal to the number of players for defense. Whoever succeeds decides what spaces of the fire change Tiers or spread and what spaces they spread to. Each space can only spread once per round in this way.
Increase the Temperature in an Aura 1 by 10 degrees x Tier. Each round, Fire deals Flowing Fire damage to each subject in it equal to Tier. When a creature enters a space of Fire and while a creature is in the Fire during the Soulweaver's turn, Fire attacks Nimble of the creature with 1 + Tier d12. For each dice that succeeds, cause Tier 1 Burning.
For each 3 Water damage dealt to a space, reduce Tier by 1. At any time a space has nothing flammable remaining, the Fire in it is extinguished. A creature can reduce the Tier of a space in Reach by 1 as a Major Action if they can douse it in water or smother it.
Collapse
Structure and the ground may collapse. When they do, each round, the collapse rolls Luck against each creature and object in it, Luck Tier equal to half Tier. On success, it deals Bashing damage equal to the amount it exceeded your roll. Objects pile up 1 foot per Tier each round and may block passageways.
Earthquake
The ground shakes and in rare cases, even splits open. The ground becomes Uneven Ground equal to 1/2 Tier. Earthquakes cause the following effects each round for 2d12 rounds. Each time the roll is double 12s, repeat the roll and add the duration.
  • Deal Bashing damage equal to Tier to each space of structures in the area.
  • Cause creatures in the area to Balance with a penalty equal to Tier.
Lightning Charged
Each round, roll a number of d12 equal to Tier to determine if lightning occurs, DL 12.
  • When lightning occurs, roll 1d12 to determine if it strikes the ground, DL 6. If this exceeds the DL by 6, instead lightning may strike a creature or object.
  • When lightning strikes the ground, deal 8 Deaf damage in a size 24 Aura.
  • When lightning could strike a creature, each creature that could be stuck rolls Luck. On a Fumble, the creature is struck.
  • If no creature would be struck, it strikes a random unattended object.
  • Lightning deals 2d12 x 3 Flowing Air damage. Injury caused against a Flammable object also causes 1/3 Injury Tier Burning.
Hail Storm
Hail falls from the sky. When the storm starts, set the size of the Hail as 1 + half 1d12. Each round, attack Elude of subjects with a number of d12 equal to Tier. The Hail deals Bashing damage equal to its size.
Flood, Avalanche, Mudslide
Flowing water, snow, or mud is a number of feet tall equal to double Tier. The area is a Current of Tier 2 + half 1d12.
Each round, the flow rolls Luck against each creature and object in it, Luck Tier equal to half Tier. On success, it deals Bashing damage equal to the amount it exceeded your roll.
Tornado
The size of a tornado is defined by its Tier. The width of the path is 100 spaces x Tier. Each tornado has a direction it moves. After each minute, roll 1d12. On face value 1, 2, or 3, it changes direction 1 space left. On 4 though 9 it continues straight. On 10, 11, or 12, it changes direction 1 space right.
When a tornado forms, rolls 1d12 to set the speed. At the beginning and after each minute, roll a number of d12 equal to speed. For each face value 6 or higher, it will move 8 spaces each round.
Cause Encumbered Tier 1 + 1/2 Tier to subjects in the area. Tornadoes create Wind Tier equal to 8 + half 1d12 and can exceed the Tier 8 Wind limit. When the wind increases a target's elevation, it is instead increased by Tier - the target's size.
Each round, the tornado rolls Luck against each creature and object in it, Luck Tier equal to half Tier. On success, it deals Bashing damage equal to the amount it exceeded your roll.
Each round, the tornado rolls Endure with Tier 2. On a Fumble, it ends. On triumph, if it is not Tier 6 Endure, it gains 1 Endure Tier.
Cracked Realm Barrier
Breaks between our world and the Umbral Realm allow magic and souls to flow freely making magic difficult to control. Cracks cause several effects in an Aura with area value equal to Tier squared and is not affected by physical obstruction. For each Tier the crack is above 1, outside the area of the effects, it creates the effects as if the crack is 1 Tier lower than the previous area for a number of spaces equal to the area value in all directions.
The crack causes an Umbral Elemental Infused area with Tier equal to half Tier and can cause various disturbances with the natural environment, even triggering environmental disasters. After each minute, deal Mystical Umbral damage equal to Tier to each creature. Roll the damage even if no creatures are in the area. If more than 1 damage was face value 12, a soul forms at the crack, which may travel and create a new creature. When a creature Manifests a magical ability, they roll Zeal, DL equal to Tier. On failure, the ability fails.




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