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Rising Legends: Hemalurge Abilities
Hemalurge Abilities
Body Naturalist Senses Animal
Aspect
Treat the Smell Magnitude of blood as 1 + TT higher.
Boost: You can identify the Species of a creature when you smell their blood.
Decay Naturalist Time Potion
Spell - Mutation
Target creature in 3 + TT range counts as 1 + TT sizes larger to determine how much they must eat.
Duration 1 + TT days   Defense Nature
Boost: They treat all meals as 1 + TT/2 Quality Tiers lower.
Arcanist Curative Necrotic
Aspect
After you drink blood, gain +1 on rolls for 1 + TT rounds. When you Manifest a spell that has Body, Curative, or Decay Affinity, you may replace the requirement of words with suffering an equal number of Tiers of Trauma. When you do, the spell gains +1 damage.
Boost: Reduce the Skill Tier requirement of abilities that have Arcanist, Curative, or Necrotic Affinity by 1.
Body Despair Naturalist
Stance
After you cause Grit Injury, deal 1 + TT/2 Trauma damage.
Boost: When a creature in Reach gains Trauma, if you have an open and empty vial Gripped, you can fill the vial with their blood.
Decay Naturalist Necrotic Potion
Spell - Mutation
Deal 3 + TT Trauma damage to target creature in 6 + TT x 2 range.
Defense Nature
Boost: For 1 round, any Wounded Tier they suffer is increased by 1.
Arcanist Necrotic Spiritual
Aspect
Gain 1 + TT Vita Pool. You can use Vita to pay Energy costs of Spells. You can spend 1 minute to pay 1 Grit and 1 Resolve to drink your blood and heal 2 Vita.
Boost: When you use Vita to Manifest a Spell, it gains +1 + TT on defense against Hinder Spellcasting.
Advanced Abilities
Those that practice and excel in the Hemalurge style gain access to these more unique abilities.
Body Chaos Naturalist
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Magic
Choose 1 Species ability that you know. Target other creature in Reach gains the chosen ability and counts as your species for it. If you choose a Root ability, this effect fails if they are not the correct Primary Species. Their children will receive only your Species to determine their bloodline from the creature.
Duration 1 + TT days   Defense Nature
Boost: You can grant Root abilities to other Species.
Body Despair Naturalist Potion
Spell - Mutation
Requirements: 7 Combined Tiers of Athletics and Magic
After target creature in 3 + TT range suffers Grit Injury, deal 1 + TT/2 Trauma damage to them.
Duration 3 + TT rounds   Defense Endure
Boost: After they fail defense against Trauma, deal 2 Sickened damage to them.
Despair Necrotic
Trick - Mutation
Requirements: 7 Combined Tiers of Athletics and Magic
1 Grit: Make a Ranged Strike with 1 + TT/2 range to deal 1 + TT Sickened damage.
Boost: On Injury, cause Tier 1 Unaware.
Naturalist Imagination Necrotic
Spell - Transference
Requirements: 11 Combined Tiers of Athletics and Magic
Deal 2 Mystical Body damage to Grit of target creature in Reach. If this causes Injury, drink the blood or store it in a Gripped vial. When you drink the blood, choose a non-Root ability the creature knows. Gain that ability as they know it with no more than TT training. Ignore any requirements of the ability.
Duration 3 + TT hours   Defense Nature
Boost: You can choose a Root ability. Do not change size from Root abilities gained in this way.
Body Despair Naturalist
Talent
Requirements: 7 Combined Tiers of Athletics and Magic
1 Grit: Attack target creature in Reach suffering from Trauma to expose them to Bad Blood Infusion.
Defense Elude
Boost: The Disease gains +1 + TT/2 d12 on its attack roll.
Arcanist Body Curative
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Magic
Deal 3 Mystical Body damage to Grit of target creature in Reach. If this causes Injury, drink the blood or store it in a Gripped vial. When you drink the blood, heal 2 + TT Grit.
Defense Endure
Boost: For 1 round, gain +1 + TT on rolls to reduce Ailments afflicting you.



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