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Rising Legends: Trapsmith Abilities
Trapsmith Abilities
Be careful and watch your step around the Trapsmith as they are loathe to leave little more than bait for foes to fall into. Finding them as an ally means you will never walk into manmade perils, unless you catch the bad side of a path that's always full of surprises.
Earth Scout Senses Potion
Spell - Illusion
Know if there is a non-magical trap in an Aura 6 + TT x 2.
Duration 1 hour
Boost: 2 Energy: See a dim red glow in spaces of non-magical traps.
Body Order Shadow
Aspect
Gain +1 + TT on Escape rolls.
Boost: Increase the DL to sense you by 1 + TT/2.
Order Radiant Trickster
Spell - Illusion
Infuse energy into target Gripped object that can be opened. The next time it is opened, attack Endure of creatures that can see in a Burst 1 with 1 + TT/3 d12 to deal 4 + TT/2 Blinded damage.
Duration 1 + TT days
Boost: It also makes a Magnitude 3 + TT sound.
Earth Imagination Tactician
Spell - Elemental
Objects in a Burst 3 + TT x 3 become lightly coated in silver causing them to become conductive.
Duration 6 + TT x 2 minutes
Boost: The silver also fills the air and causes Tier 1 + TT/2 Poor Breathability.
Construction Earth Shadow
Aspect
You can Craft mechanical traps up to Craft Tier 1 + TT with any material.
Boost: You can also Craft magical traps.
Hero Marksman Order
Stance
You can use Catch anywhere in your Reach.
Boost: You can Catch objects used for an attack by increasing the DL by 9 - TT.
Advanced Abilities
Those that practice and excel in the Trapsmith style gain access to these more unique abilities.
Environmental Tactician Water
Spell - Elemental
Requirements: 9 Combined Tiers of Elude and Tools
Spaces in a Burst 1 + TT become coated in Tier 3 + TT Slick ice. Reduce the Temperature by 10 + 5 x TT degrees. Deal 1 + TT/2 Flowing Cold damage to Grit of other creatures that end their turn in these spaces.
Duration 1 + TT minutes
Boost: After another creature becomes Prone in a space, a spike of ice comes out of the ground and attacks Elude with 1 + TT/3 d12 to deal 4 + TT/2 Stabbing damage to Grit.
Imagination Mind Trickster
Spell - Illusion
Requirements: 7 Combined Tiers of Elude and Tools
Choose a trap. Attack Observe of creatures that examine target object in Reach to think the object has the chosen trap on it.
Duration 3 + TT days
Boost: If creatures take actions that would trigger the trap, deal 4 + TT/2 Mystical Mind damage to their Grit.
Naturalist Earth Environmental
Spell - Elemental
Requirements: 9 Combined Tiers of Elude and Tools
Cause Tier 1 + TT Ground Softness in up to 1 + TT contiguous spaces in 3 + TT range. Each space uses Reposition at the end of each round as a size 0 + TT/6 creature with 1 + TT/3 d12 to move subjects in the area down.
Duration 1 + TT minutes
Boost: Also affect each space at 1 elevation lower.
Air Chaos Trickster
Spell - Infusion
Requirements: 7 Combined Tiers of Elude and Tools
When another creature Grips target Gripped object, attack Endure to deal 4 + TT/2 Bashing Air damage to Grit in a Burst 1 + TT/2.
Duration 1 + TT days
Boost: On success, cause Balance, DL increased by 3 + TT.
Chaos Space Tinker
Trick
Requirements: 11 Combined Tiers of Elude and Tools
Up to 1 + TT/2 times, use a Free Limb to increase or decrease the Tier of any aspect of target mechanism that is not affected by this in Reach by 1.
Boost: Remove all effects of Disable on it.
Air Chaos Tactician Potion
Spell - Elemental
Requirements: 7 Combined Tiers of Elude and Tools
Cause a vortex to exude from target creature in 6 + TT x 2 range. The vortex Repositions each creature or object comes within an Aura 2 of it towards itself with 2d12 as a size 0 creature. Objects that are affected by this while used for attacking change their target to the creature.
Duration 3 + TT rounds   Defense Magic
Boost: The vortex counts as a size 1 + TT/2 creature.



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