Patch Notes JUL 2025
Ignited TRPG » Devlog
Hello!
Some big things in the works-- I have promised that some abilities will be reworked or pruned as needed, but there's so much to go through that it may take multiple passes to catch everything. I also fear accidentally removing vital or important Commands or abilities, or removing too many to leave certain colors too bare.
Some New Abilities are also in the works, but those will follow as I attempt to chunk this update down as much as possible. Rest assured that the full list of changes will be revealed at least 24 hours before release.
(Last Update: 07/29/2025)
Estimated Release Date: July 30-31.
- System
- End-of-Session Questions
- Collapsed second and third question: “Overall, did you act towards or against your motivations or ideals?”
- Progression
- EXP thresholds increased by 1 (now 4 + 1 for each milestone)
- Gaining Max HP EXP cost increased to 9
- Keywords
- Deathtouch
- Attacks gain +X Damage, where X is twice the target’s amount of negative statuses and penalties.
- New Precise (Gear Tag)
- Damage dealt by Attacks and Skills roll 1 plus half their maximum value.
- Deathtouch
- Counters
- All Counters are now only usable as a Free Action during your turn.
- Faith Counters
- Now makes you reroll your next Action roll and take the higher result.
- Delve Counters
- Unprepare an Ability, then Prepare another Ability.
- Growth Counters
- Grants an additional 1d4 Personal Damage die this Turn. If you already have an additional personal damage die, increase it by one step instead, up to 1d12.
- End-of-Session Questions
- Changed Abilities
- Blitz (Red Mastery)
- Reverted to previous effect but limited Casts to Tiered Spells.
- Celebrant of Speed (WBR Mastery)
- Reworked: The first time you lose HP during your turn, gain that much additional Movement, up to +20 feet. Whenever you gain missing HP or THP, you are Rooted, Constant for 1 Turn.
- One for All (WUBRG Mastery)
- Bonuses clarified as unique Colors
- Thantus, Law of All (White Legendary Creature)
- Cast Condition changed to “you have less than 0 Stamina.”
- Kargan, Flame Among Men (Red Legendary Creature)
- Reduced Damage to 2d4
- Ponder (Blue)
- Signature Changed to Sorcery from Instant
- Tiered Spell changed to Sorcery from Instant
- Grant Target Combatant within Nearby [1/2/3] Mind Counters.
- Opt (Blue)
- Signature changed to an Instant from Sorcery, but now only grants 1 Mind Counter
- Tiered Form Effect Changed
- Gain [1/2/3] Mind Counter(s) and +[0/1/2] Forward.
- Grim Inversion (Black 3rd Tier Sorcery)
- Reworked: As an additional cost, pay any amount of HP. Gain X focus, where X is 1 for every 10 HP spent this way. At the end of the turn, lose X Focus.
- Fear (Black 2nd Tier Enchantment)
- Tier increased to 4 from 2
- Gambit (Red 2nd Tier Sorcery)
- Tier increased to 3
- Reworked: Flip a Coin. If Heads, double your Chaos Counters. Otherwise, lose all your Chaos Counters.
- Ilysian Nectar (Tiered Green Spell)
- Now Grants 2 Focus, 2 Stamina and heals for 2 HP.
- Beast Hunt (Green)
- Tiered Instant reworked into a Sorcery
- You gain +[2/3/4] Forward to Casting Creature Spells.
- Command Reworked
- As a Constant Effect, Creature Spells you cast cost 2 Less Focus to Cast.
- Tiered Instant reworked into a Sorcery
- Combined Keyword: Pith (UB Tiered Spell)
- Effect changed to give your Attack Forward inflict Enfeebled and Unnerved for 1 Turn.
- Soulmend (White Command)
- No longer returns downed party members to consciousness.
- Now Heals all party members for 3d20 HP.
- Reparation (White Command)
- Now grants a single Party Member Regenerate 3 Constant instead.
- Mender’s Gift (White Command)
- All party members' Healing Received is Doubled, Constant until the end of this encounter.
- Opt (Blue Command)
- Reworked: As a Constant effect, you may spend a Mind Counter to reroll any Action Roll.
- Mindtheft (Blue)
- Tiered Spell Reworked: Your Attack Forward reduces the target's Focus by [1/2/3] instead of dealing damage and grants you that many Mind Counters.
- Command Reworked: As a Constant effect, all Attack Damage you deal also reduces the target's Focus by 1.
- Drain (Black Command)
- Reworked: Heal to Full HP. All other Combatants within Far lose HP equal to the amount of missing HP healed this way.
- Touch of Unlife (Black Command)
- Reworked: Heal all other Party Members to full HP, then Lose HP equal to the total amount of HP healed this way.
- Natural Remedy (Green Command)
- No longer returns downed party members to consciousness.
- Now Heals all party members for 45 HP.
- Keyword: Green (Green Command)
- Deathtouch replaced with Vigilance
- Bolt (Red Command)
- Now does 1d20 times 50 Damage instead.
- Blitz (Red Mastery)
- Removed Abilities
- Truthseek (White Command)
- Captain’s Orders (White Command)
- Mindtheft (Blue Signature)
- Mental Block (Blue Signature)
- Sound Mind (Blue Signature)
- Quicksmith (Blue Signature and Command)
- Infinite Reflection (Blue Command)
- Sympathy (Black Signature)
- Death’s Row (Black Command)
- Metalmorphosis (Red Command)
- Mana Clash (Red Command)
- Ruination (Red Signature)
- Battle Rage (Red Signature)
- Shatter (Red Signature)
- Ravenous Bite (Green Command)
- Beast Hunt (Green Command)
- Alpha Brawl (Green Command)
- New Abilities
- Stand Resolute (White 5th Tier Skill)
- At the beginning of your turn, if you have 7 or more Spark, Choose one: * Heal for half your Maximum HP rounded down. * Gain 10 Stamina.
- Fluctuating Spark (UR Mastery)
- Your Command Action gains Flash.
- Delirious (RB Mastery)
- Gain +1 to Attacks and +2 Attack Damage for each point of Focus you have below 0.
- Perfect Guard (White 3rd Tier Skill)
- When you take damage from an Attack, Deal Skill damage to the Attacker equal to the damage negated by your Armor.
- Maelstrom (Blue Mastery)
- When you Deal Damage to a Combatant, they are Slowed 5 feet for 1 Turn.
- Hourglass of the Endtimes (Black Legendary Tier 5 Artifact)
- At the beginning of your turn, sacrifice this Artifact unless you put a Time Counter on it, then gain Focus equal to its Time Counters and lose twice that much HP, ignoring THP. If it’s sacrificed this way, it deals Xd8 Spell Damage to all Combatants within Far, where X is the number of Time Counters on it.
- Mulligan (Red 6th Tier Sorcery)
- Target Combatant within Nearby Unprepares all Prepared Abilities, then for each Unprepared Ability, they may Prepare an Ability that was not Unprepared this way.
- Stand Resolute (White 5th Tier Skill)
- New NonCombat Abilities
- Witness of Bonds (White 4th Tier Sorcery)
- Choose two Combatants and state the terms of an agreement. Within the next 24 hours, when a chosen Combatant violates the agreement, you lose 5 Stamina. Readied- You may set the duration of the effect, and You gain 5 Stamina whenever a chosen Combatant fulfills the agreement instead.
- Aquatic Adaptation (Blue 3rd Tier Enchantment-Aura)
- Enchant self You become a Merfolk with a swimming speed equal to your movement. You can only breathe in water. Readied - You gain the ability to sing a Siren Song that can Charm combatants within Far (Charmed combatants cannot act against you).
- Depossess (Black 2nd Tier Instant)
- Lose Consciousness, and your spirit exits your body as an intangible translucent ghost for 1 hour. You cannot interact with objects. If you fail to return to your body within the time, return to your body and your HP becomes 0. Readied - The spell lasts up to 24 hours instead.
- Midnight Glamour (Red 3rd Tier Sorcery)
- For up to 1d12 Hours, you appear to other combatants as the opposite gender. Readied - The spell lasts up to 12 hours instead.
- Skilled Outdoorsman (Green Mastery)
- Gain +2 to using Herbalist’s Supplies and Survival Kits.
- Sproutling (Green Artifact Signature)
- As Sproutling enters, roll a 1d8. Sproutling enters as a seed of a non-legendary plant you have seen before, except it’s an Artifact in addition to its other types. It blooms after a number of days equal to the rolled result.
- Persistent Tradesperson (Colorless Mastery)
- Gain +1 to Job Actions for each other time you’ve performed a Job Action every Long Rest.
- Witness of Bonds (White 4th Tier Sorcery)
- New Items
- Dagger of Silent Steel (Light Weapon)
- +1d4 Damage, Breath, Sharp, -1 Armor, 1 Weight, Precise, +1d4 Damage if your personal Damage Die is 1d6 or less.
- Screaming Piercer (Medium Weapon)
- +1d8 Damage, Close, Sharp, Precise, Two-handed, d8 and d12 damage rolls are 2d4 and 3d4 respectively instead.
- Glaive (Heavy Weapon)
- +1d10 Damage, Close, Sharp, -2 Armor, 3 Weight, Finesse, Two-handed, Double Strike.
- Massive Ball and Chain (Heavy Weapon)
- +2d10 Damage, Nearby, Blunt, Trample, Hefty, 6 Weight, +X Damage where X is the Target’s Armor.
- Chakram (Ranged Weapon)
- +1d6 Damage, Close, Sharp, Thrown-Nearby, Returning, 2 Weight, +1d6 Damage if Attacking in Melee.
- Star Cannon (Magic Weapon)
- +2d12 Damage, Mageblade-Far, 8 Weight, Two-Handed, Trample, Spends 3 Focus as Ammo.
- Biting Barrier (Shield)
- -2 Armor, 2 Weight, Whenever you take damage from a Melee Attack, the Attacker takes Bleeding X for 1 Turn, where X is the Damage Taken.
- Lightsuit (Light Armor)
- -2 Armor, 1 Weight, +5 Movement, +1 to Evade
- Scabbard Plate (Medium Armor)
- 1 Armor, 2 Weight, Changing equipped Weapons is a Free Action during your Turn.
- War Gown (Heavy Armor)
- 3 Weight, +2 Armor, [3+ BDY]: Attacks gain Trample, [3+ MND]: Attacks gain Piercing 3, [3+ WIL]: Attacks Gain Finesse.
- Dagger of Silent Steel (Light Weapon)
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Ignited TRPG
A Magic: the Gathering inspired TRPG!
Status | In development |
Category | Physical game |
Author | Madness |
Tags | Fantasy |
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