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Intensifier Abilities
Intensifiers know how to weave themselves within other magics like a creeping vine. Early abilities show a gift for increasing the potency of one's own magic or reducing the effects of another's. Advanced abilities allow Intensifiers to force an opponent's abilities to coat more, or to gift their allies with potent benefits in combat. While useful, savvy employers know it's best to pair a skilled Intensifier with a gifted specialist to maximize their outcomes.
Spell - Suppression
As a creature in an Aura 1 + TT would make a physical attack with a DL, increase the DL by 3 + TT/2.
Boost: Increase the DL increase from each Augment by 1.
Spell - Infusion
Deal 1 + TT/2 Mystical damage to Resolve of target creature in 3 + TT range.
Boost: For 3 + TT x 3 minutes, after the creature suffers Grit Injury, deal 1 Mystical damage to their Resolve.
Aspect
Gain 1 + TT/2 on defense against Energetic effects.
Boost: Gain TT/3 Mystical Reduction.
Aspect
When you Manifest a Spell or Talent, you can increase the action time up to 1 + TT/2 minutes. Increase the Trained Tier of the ability by the number of minutes.
Boost: Instead, reduce the total Energy cost of added Augments by the number of minutes.
Spell - Illusion
Dominate target creature in 3 + TT range. As they would be affected by a Curative effect, they must roll defense.
Boost: Increase the DL for creatures to Aid them by 1 + TT/2.
Spell - Illusion
Deal 2 + TT Emotional damage to target creature in 3 + TT range. The emotion is fear that their greatest fear is coming true.
Boost: On success, if they are Unconscious, deal 1 + TT/2 Resolve damage to them.
Advanced Abilities
Those that practice and excel in the Intensifier style gain access to these more unique abilities.
Spell - Transference
Requirements: 7 Combined Tiers of Poise and Magic
Speak 1 task. If target creature in 3 + TT range dies, they instead become a ghost and try to complete the task and then die. If they complete the task, they die.
Boost: They can spend 1 Energy as a Major Action to stop Phasing for 1 minute.
Spell - Suppression
Requirements: 9 Combined Tiers of Poise and Magic
Creatures in an Aura 3 + TT suffer a 1 + TT penalty on Awareness rolls benefiting from Enhanced Senses.
Boost: Creatures treat Magnitude of all subjects as 1 + TT/2 lower.
Trick - Infusion
Requirements: 9 Combined Tiers of Poise and Magic
1 Resolve: As target creature in 3 + TT range pays a Resolve cost, increase the total amount they pay by 1.
Boost: They lose 1 + TT/2 d12 from their roll to act while their Resolve Pool is empty.
Spell - Infusion
Requirements: 11 Combined Tiers of Poise and Magic
Choose fear or rage of no specific subject. All attacks in an Aura 3 + TT also deal 1 Emotional damage of the chosen type.
Boost: Creatures gain +1 + TT on Overexertion rolls.
Aspect
Requirements: 7 Combined Tiers of Poise and Magic
Weapons you wield with usage Tier below your Skill Tier gain +1 + TT on defense against disarm.
Boost: When you attack with a weapon while your Tools Tier exceeds the usage Tier, gain damage equal to the difference, but no more than 1 + TT/2.
Spell - Infusion
Requirements: 7 Combined Tiers of Poise and Magic
Target creature in Reach gains +1 + TT/2 on physical damage.
Boost: They also gain +1 + TT/3 on Athletics attack rolls.
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