Trick - Infusion (Alchemist style)
Requirements: 11 Combined Tiers of Tools and Nature
Target alchemical object in 3 + TT range becomes identical to an alchemical object you have Gripped of the same name.

1 + TT rounds
Boost: Lock 1 + TT/3 of Accurate, Devastating, Impact, Blind, Dazzled, Deaf, and Sickened. You may have the object gain any number of these.
Stance (Assassin style)
After you Ambush a creature in 3 + TT range or exceed their defense by 6 with a physical attack, reduce the face value you need to roll for damage by 1 + TT/2.
Boost: After causing Grit Injury, use Impede against the target with 1 + TT/3 d12 as the attack roll.
Aspect (Sorcerer style)
Requirements: 7 Combined Tiers of Endure and Magic
Reduce the total increase to DL from Augments by 1 + TT.
Boost: You can apply the same Augment to an ability an additional TT/3 times.
Trick (Impeder style)
Requirements: 7 Combined Tiers of Athletics and Guile
After causing Grit Injury with Called Shot, attack with Injury d12 to prevent the part from be used for 1 + TT rounds.

1 round

Endure
Boost: Called Shots against the part gain +1 + TT/2 damage.
Spell - Suppression (Alpha style)
Reduce Emotional and Sickened afflicting target animal in 6 + TT x 2 range 1 + TT Tiers.

Observe
Boost: Improve its Social Opinion of you by 1 + TT/2 Tiers for 1 + TT minutes.
Aspect
Requirements: Cog
Lock 1 + TT of Demoralize, Disarm, Grab, Reposition, Trip, Devastating, Guard 1, or Impact. Your Unarmed Strikes gain the Locked properties.
Boost: Req: Trained 2 Times - Add Accurate, Extend 1, and each Ailment as options you can Lock.
Spell - Elemental (Impeder style)
Requirements: 7 Combined Tiers of Athletics and Guile
Target space and up to 1 + TT contiguous spaces in 3 + TT range fill with Tier 0 + TT current water that dos not fall. You choose the direction it flows.

3 + TT rounds
Boost: The effect becomes a flood.
Talent (Herbalist style)
Consume a Gripped Poison. Gain Immunity to the poison and any Ailments the poison could cause.

3 + TT minutes
Boost: When using Impede, you can instead cause an Ailment this grants you Immunity to.
Response (Precisionist style)
Requirements: 7 Combined Tiers of Nimble and Zeal
After triggering Devastating with a melee weapon, lodge the weapon in the subject. While lodged, the weapon deals 1 + TT/2 Continuing Body Damage to Grit of the target.
Boost: Deal 2 Trauma damage.
Spell - Suppression (Impeder style)
Deal 2 + TT Sickened damage to target creature in 3 + TT range.

Zeal
Boost: Deal 2 + TT Slow damage.
Response (Impeder style)
After you cause Blind Injury, attack with Injury d12 to cause the target to Cease Focus and they can't use Focus.

1 + TT rounds

Nimble
Boost: On success, they cannot use Aid.
Aspect (Impeder style)
Lock 1 + TT/2 of Sickened, Trauma, Unaware, or Weak. When you Impede, you may instead deal 3 damage of a Locked Ailment.
Boost: When you Impede, you may instead reduce Reach by 1 for 1 + TT rounds.
Aspect (Scavenger style)
Gain +1 + TT/2 on Improvised Profession Gear rolls. When you attack with an improvised weapon, it does not suffer -1 on the attack roll and the weapon is not damaged.
Boost: Reduce the penalty for using the tools by 1 + TT/2. Improvised weapons gain +1 physical damage and range.
Trick (Impeder style)
Requirements: 9 Combined Tiers of Athletics and Guile
Use Impede.
Boost: On success, use Impede for the same effect against up to 1 + TT other targets.
Response (Impeder style)
Requirements: 7 Combined Tiers of Athletics and Guile
After causing Muted, attack with Injury d12 to cause Tier 1 + TT/2 Strangled. Any time they reduce a Muted Tier, also reduce this Strangled Tier an equal amount. If Muted is removed, this Strangled is removed.

Nature
Boost: On success, for 1 round, they cannot Drink.
Spell - Infusion (Corrupter style)
Requirements: 9 Combined Tiers of Magic and Nature
Deal 3 + TT/2 Mystical Necrotic damage to Grit of living creatures in a Cone 3 + TT.

Nature
Boost: Remove 1 + TT/3 of each Wounded Tier afflicting Undead creatures.
Spell - Elemental (Impeder style)
Requirements: 9 Combined Tiers of Athletics and Guile
Cause a 1 + TT/2 penalty on Severe Threshold to target creature in 3 + TT range.

3 + TT minutes

Nature
Boost: On success, cause Tier 1 + TT Slick.
Aspect (Artisan style)
You can Craft precious gems to improve their Tier, not to exceed Tier 2 + TT. The Craft Tier is the gem Tier + 1. Gems are stone material. The only material used is the original gem, but progress needed is x 5 x Craft Tier.
Boost: When you succeed Knowledge about a precious gem, you know what Tier it is.
Spell - Illusion
Requirements: Realistic Mode
After a Triumph, the creature suffers a Sanity event of Tier equal to the number of face value 12 rolled.

1 hour

Poise
Form
Requirements: Root Goblin
Grow 1 size. As a reaction to causing Grit Injury with a physical attack, you can use Impede against the creature.
Head and shoulders above the rest, Hobgoblins stand guard over the clan mother and oversee her decrees.
Form
Requirements: Root Demon
Shrink 1 size. Have a starting Movement Pool of 4. Reduce your DL to Manifest Spells by 1. 12 times per day, after causing Grit Injury with your fangs or claws, you can expose the target to Imp Toxin.
Imps have features closer to that of a Goblin than a Human. They have pointed faces and rough, red or yellow skin.
Spell - Suppression (Impeder style)
Requirements: 11 Combined Tiers of Athletics and Guile
As a creature in an Aura 3 + TT would make a skill or damage roll, they choose to pay 1 Energy or lose 1d12 on the roll.

3 + TT rounds
Boost: After a creature pays Energy to this effect, heal 1 Energy.
Stance (Impeder style)
Gain 1 + TT/2 on attack rolls against weapons and to Disarm.
Boost: When you Disarm a creature, they Drop 1 object from each of their limbs.
Spell - Transference (Mentalist style)
Target Mindless creature in 3 + TT range follows your commands as if Bonded to you.

1 + TT rounds

Nature
Boost: The creature uses your Wit Skill Tiers for defense in place of its own.
Aspect
Requirements: Mammalfused
Gain +1 + TT on range of vision.
Boost: Req: Trained 2 Times - Gain Nightsight.
Talent
Requirements: Flora
Grow 1 size. When this effect ends, gain Tier 1 Starving that can be removed by consuming 3 Bulk of food.

6 + TT x 2 minutes
Boost: Your limbs and distals gain Impact and Bashing.
Stance (Knight style)
Lock 1 + TT/2 of Bashing Strike Type, Accurate, Dazzle, Devastating, Disarm, Guard 1, Impact, Reposition, Demoralize, or Trip. Weapons you Grip gain the Locked options.
Boost: Attacks against you do not gain the effects of Locked Strike Types or weapon properties.
Talent (Impeder style)
Reduce Bulk Limit of target creature in Reach by 4 + TT x 4.

1 + TT hours

Endure
Boost: Increase Movement costs other than for moving by 1.
Response - Infusion
Requirements: Troll
1 Luck: After you declare an attack, the attack gains +1 + TT/2 damage.
Boost: Choose Devastating or Impact. The attack gains the chosen option.
Aspect (Advocate style)
Requirements: 9 Combined Tiers of Nimble and Poise
You can improve a creature's opinion of a subject up to 2 + TT/2 times per day.
Boost: Gain +1 on Guile and Poise rolls in relation to you speaking.
Stance (Paladin style)
Reduce your penalty for Gripping weapons made for creatures larger than you by 1 + TT/3.
Boost: Weapons made for creatures larger than you gain Impact.
Talent (Impeder style)
Use Impede. It gains +1 + TT damage.
Boost: The Ailment cannot be affected by Soothe for 1 + TT/2 rounds.
Spell - Illusion (Lookout style)
Think up to 25 words. A rolled scroll appears on the ground in your space. When the scroll is moved, the scroll speaks the words in your voice and dissipates.

3 + TT x 3 hours
Boost: Think of up to 1 + TT simple images. The images project above the scroll for 1 minute after it is moved.
Spell - Elemental (Scavenger style)
Make a ranged Strike with target unattended object in 3 + TT range up to 1 + TT Bulk as an improvised weapon. Count as in the object's space to determine distance and obstructions for the attack.
Boost: The attack gains +1 + TT/3 range.
Aspect (Archer style)
Lock 1 + TT/2 of Disarm, Impede, Reposition, and Trip. You can use Locked options with ranged and thrown weapons, using Nimble in place of Athletics to attack.
Boost: Having objects up to N2 Bulk attached to ammunition you launch does not affect your attacks.
Aspect (Knight style)
Gain 1 + TT Reduction to Corporeal elements.
Boost: Gain +TT/2 on defense against Impede.
Stance (Wrangler style)
Lock 1 + TT/2 of Accurate, Trauma, Devastating, Impact, Grab, Trip, Reposition, and Disarm. Your Unarmed Strikes gain the Locked properties.
Boost: Count as 1 + TT sizes larger to determine the effect of Bashing from your Unarmed Strikes.