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Searching Infusion
Trick - Infusion (Mystic style)
Requirements: 9 Combined Tiers of Zeal and Observe
Roll 1d12 to heal 1 Energy, DL 6 - TT + prior successes.
Boost: On success, attack Magic of creatures within 1 range with 1 + TT/3 d12 to deal 1 Mystical damage to their Energy.
Spell - Infusion (Adept style)
Target creature in 3 + TT range gains 1 + TT/2 Minor Action Pool.
Boost: They gain +1 + TT Priority.
Response - Infusion (Knight style)
Requirements: 7 Combined Tiers of Tools and Poise
1 Resolve: After causing an Ailment, reduce 1 + TT/2 Tiers of that Ailment from yourself.
Boost: After this reduces an Ailment afflicting you, heal 1 + TT/3 Grit.
Trick - Infusion
Requirements: Air Affinity
Gain Immunity to Wind. The Wind Tier in an Aura 3 + TT x 3 is increased or decreased by 1 + TT.
Tornadoes and a gentle breeze are available to you for entertainment and comfort. Spell - Infusion (Lookout style)
Requirements: 7 Combined Tiers of Endure and Observe
Reduce Unaware Tier of creatures in a Burst 1 + TT by 1 + TT.
Boost: Send up to 4 + TT words with Telepathy to each creature in the area.
Spell - Infusion (Alchemist style)
Requirements: 7 Combined Tiers of Tools and Nature
After each time physical damage is dealt to target creature in Reach, they roll 1d12, DL equal to the damage + TT/3. On failure, Alchemical objects in their gear activate.
Boost: They must use a Major Action to Manipulate Alchemical objects.
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.
Boost: Lock 1 + TT/3 of Accurate, Devastating, Impact, Blind, Dazzled, Deaf, and Sickened. You may have the object gain any number of these.
Spell - Infusion (Alpha style)
Requirements: 11 Combined Tiers of Poise and Nature
Target beast in Reach gains the Intelligent ability.
Boost: They learn a language that you know and gain the Boost of Intelligent.
Response - Infusion (Assassin style)
Requirements: 9 Combined Tiers of Tools and Guile
After you Ambush a creature, advance up to 1 + TT/3 times before they can roll for Awareness.
Boost: Instead, Warp to target space in 1 + TT/2 range.
Trick - Infusion
Requirements: Angel
Heal target creature in Reach 3 + TT/2 - prior successes Grit.
Boost: For 1 round, they gain +1 on rolls to reduce Ailments afflicting them.
Spell - Infusion (Mechanic style)
Requirements: 7 Combined Tiers of Athletics and Tools
Target unattended object up to 1 + TT squared Bulk in 3 + TT range moves as if operated by an appropriate creature with Tier 1 + TT/2 in each skill and follows your Magical Commands until you Manifest this again.
Boost: This does not end your previous 1 + TT/3 castings of this.
Spell - Infusion (Alchemist style)
Requirements: 7 Combined Tiers of Tools and Nature
Target creature in Reach gains +1 + TT/2 on defenses against a poison that matches a poison you have Gripped. The Gripped poison is consumed.
Boost: Remove the poison from them.
Response - Infusion (Archmage style)
Requirements: 11 Combined Tiers of Zeal and Magic
As another creature declares a Major action, use Manifest Spell. Increase the Energy cost by 6 - TT/2.
Boost: Increase the DL to identify it by 1 + TT.
Aspect (Artificer style)
Reduce your DL to Craft Ritual Circles, Infusion Tattoos, and Infusion Etchings by 1 + TT/2. You may Manifest Spells that have Construction, Tinker, or Umbral Affinity without speaking. After succeeding Manifest like this, heal minor actions equal to your Tools Tier.
Boost: Reduce the Skill Tier requirement of abilities that have Construction, Tinker, or Umbral Affinity by 1.
Response - Infusion (Vigilante style)
Requirements: 9 Combined Tiers of Elude and Zeal
After an attack that you make or are targeted by causes more than 1 - TT/2 + prior successes Grit Injury, heal 1 Energy.
Boost: Heal 1 + TT/2 Grit.
Spell - Infusion (Empath style)
Target other creature with up to 12 + TT x 6 AP in Reach Bonds to you or another target creature in Reach. If the creature to be Bonded defends against this, this fails.
Boost: While Bonded, the creature's AP becomes the maximum you could Bond and they cannot gain AP normally. Each time the creature acts, you must pay 1 Energy.
Spell - Infusion (Alpha style)
Target creature Bonded to you in 6 + TT x 2 range gains +1 + TT/2 Movement Pool.
Boost: They gain +1 + TT/6 d12 on Elude defense.
Spell - Infusion (Alpha style)
Requirements: 9 Combined Tiers of Poise and Nature
Target creature Bonded to you in 3 + TT range can speak with you as if you have a shared language. Increase its Social Opinion of you by TT/2.
Boost: Can target any animal.
Trick - Infusion (Crusader style)
Requirements: 9 Combined Tiers of Martial and Zeal
1 Resolve: Gain +1 physical damage.
Boost: After causing 3 or more Grit Injury, deal 1 + TT Dazzled damage.
Response - Infusion
Requirements: Chaos Affinity
After another target creature in 1 + TT range rolls, attack with 1 + TT d12 to cause them to reroll. They cannot choose not to defend against this.
Tilting the odds in your favor has never been your bag, too subtle. But forcing your opponents to contend against the odds twice? That's a lot more fun. Spell - Infusion (Artificer style)
Requirements: 7 Combined Tiers of Tools and Magic
Assign 1 ET to target Gripped magical object.
Boost: As you would pay an Energy cost while Gripping the object, you may Cease this to reduce the cost by 1.
Spell - Infusion (Bard style)
Requirements: 9 Combined Tiers of Guile and Poise
Understand all spoken languages for their literal meaning. You may miss things that would be clear if you knew the language.
Boost: You can read all written languages.
Spell - Infusion (Druid style)
Requirements: 7 Combined Tiers of Zeal and Nature
Increase or decrease Precipitations in a Burst 12 + TT x 3 by 1 + TT/2 Tiers.
Boost: Increase or reduce Wind and Lightning each up to 1 + TT/3 Tiers.
Spell - Infusion (Archaeologist style)
Requirements: 7 Combined Tiers of Elude and Magic
Target corpse in 3 + TT range becomes a Zombie or set of bones in 3 + TT range becomes a Skeleton. It has no non-Root abilities, Tier 1 in each Might and Finesse skill, and Tier 0 in all others.
Boost: The creature acts as if Bonded to you.
Trick - Infusion
Requirements: Curative Affinity
Reduce the Tier of 1 Ailment afflicting target creature in 1 + TT range by 1.
It's a good medic that can bring comfort and relief to a patient, it's a great one that can heal the whole body rather than a symptom at a time. Response - Infusion (Advocate style)
Requirements: 7 Combined Tiers of Nimble and Poise
As you roll Influence, on success, for each face value 9 - TT or higher in your roll, it gains +1 damage.
Boost: If your Influence fails, for each face value 9 - TT or higher in your roll, gain +1 Resolve Reduction against that Influence.
Response - Infusion (Defender style)
Requirements: 9 Combined Tiers of Endure and Elude
1 Resolve: As target creature in Reach would suffer Injury, prevent 2 + TT/2 Injury. Heal Grit equal to half the Injury prevented.
Boost: Prevent Injury to each of 2 target creatures.
Spell - Infusion (Intensifier style)
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.
Response - Infusion (Mystic style)
Requirements: 7 Combined Tiers of Zeal and Observe
1 Resolve: Before a Skill or damage roll, gain +1d12.
Boost: Reduce the next Radiant or Necrotic damage against you this round by 1 + TT.
Trick - Infusion (Archmage style)
Requirements: 7 Combined Tiers of Zeal and Magic
Cease a Spell. Heal Energy equal to the amount that was paid to Manifest it. Reduce the face value needed on the healing roll by TT/2.
Boost: If this restores Energy, increase the duration of any 1 ongoing Spell you Manifested by 1.
Spell - Infusion (Stalwart style)
After you cause Grit Injury to target creature in 6 + TT x 2 range, heal 1 Grit.
Boost: If they would move away from you, use Hinder Movement against them ignoring range.
Response - Infusion
Requirements: Root Materia
After declaring an attack, the attack gains your Fused Element.
This form has more of its mortal body visible with lines of magical energy tracing its body in elaborate magical tattoos. Response - Infusion (Sorcerer style)
As you Hinder Spellcasting, gain + 1 + TT/2 on your roll. If the Spell was Augmented and is lost, heal 1 Energy.
Boost: If this restores Energy, choose an ongoing effect on you and it gains 1 + TT/2 duration.
Aspect (Artificer style)
Requirements: 7 Combined Tiers of Tools and Magic
You can Craft Infusion Tattoos, Etchings, and Spell Gems up to Craft Tier 1 + TT.
Boost: You can increase the Craft Tier of a tattoo by 3 to have it not dissipate for 1 day after activation, or by 6 to make it permanent.
Spell - Infusion (Sensitive style)
Choose 1 + TT/3 senses. Target creature in 3 + TT range gains +1 + TT on rolls with the chosen sense.
Boost: The creature may use a Minor Action to replace one of their Primary senses as Primary with a chosen sense or end this replacement.
Trick - Infusion (Artificer style)
1 Resolve: Effects of potions you drink gains +1 + TT duration.
Boost: Effects of potions you drink gain +1 + TT/2 Trained Tier.
Spell - Infusion (Oracle style)
Requirements: 7 Combined Tiers of Magic and Observe
Cease to exist.
Boost: As this ends, Warp to target space in 3 + TT range before reappearing.
Trick - Infusion (Intensifier style)
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.
Response - Infusion
Requirements: Gnome
As you use a magical ability that targets you or an Ally, increase its duration by 1 + TT.
Boost: Gain +1 + TT/2 Reach with the ability.
Augment - Control
2 Resolve: Augment a Talent. It becomes a Spell - Infusion with Area Subject and 0 range.
Response - Infusion
Requirements: Gnome or Pixie
After a physical melee attack succeeds against you, roll Magic to Warp to a space in 1 range of the attacker that is not in 1 range of the space you are in and the attack fails, DL 9 - TT + prior successes.
Boost: Gain Tier 1 + TT/2 Concealment against vision until your next turn.
Spell - Infusion (Bard style)
Requirements: 7 Combined Tiers of Guile and Poise
Attack target creature in 6 + TT x 2 range with Poise to deal 4 + TT/2 Mystical Body damage to Grit.
Boost: Deal 2 + TT Emotional damage. The emotion is fear of death.
Response - Infusion (Fated style)
Requirements: 7 Combined Tiers of Guile and Zeal
After rolling doubles in your successful attack roll, also deal 2 + TT damage of an Ailment.
Boost: For each additional set of doubles in your attack rolls, deal damage of another Ailment.
Response - Infusion (Fated style)
After rolling doubles in your defense against an effect that targets only you, gain 1 + TT/2 Reduction against the attack.
Boost: Reduce the duration of the effect by 1.
Response - Infusion (Fated style)
After a damage roll, remove up to 1 + TT dice from the roll. For each dice removed, increase the face value of another dice by 1.
Boost: Increase the Injury caused by each face value 12 in your damage roll by 1.
Response - Infusion (Fated style)
Requirements: 7 Combined Tiers of Guile and Zeal
After a Skill roll, if 3 or more dice have sequential face values, gain a bonus equal to the number of sequential dice. You can Manifest this ability 1 + TT times per day.
Boost: You can use this after rolling only 2 sequential face values.
Trick - Infusion (Fated style)
Roll 1 + TT/2 d12. When you would roll a Skill, you can use this result instead and end this effect. You cannot use this ability again for a number of rounds equal to the highest face value.
Boost: You can use this effect to replace your roll after rolling.
Response - Infusion (Fated style)
Requirements: 7 Combined Tiers of Guile and Zeal
After a Skill roll, roll 1d12 to reroll with -1d12, DL 3 - TT/2 + prior successes.
Boost: If the reroll is a Fumble, reroll.
Response - Infusion (Fated style)
Requirements: 9 Combined Tiers of Guile and Zeal
After a damage roll, reroll all dice that are face value 9 - TT/2 or lower.
Boost: If you cause a Serious Injury, increase the Wounded Tier caused by it by 1 + TT/3.
Response - Infusion (Fated style)
After rolling doubles in your successful attack roll against a single creature, use Disarm against them with 1 + TT/2 d12 as the attack roll.
Boost: For 1 round, they cannot sense the Dropped objects.
Response - Infusion (Fated style)
After rolling doubles in your successful attack roll against a single creature, use Trip against them with 1 + TT/2 d12 as the attack roll.
Boost: For 1 round, they must Balance after standing.
Response - Infusion (Fated style)
Requirements: 9 Combined Tiers of Guile and Zeal
After Fumbling a roll, remove all face value 1 from your roll. You can Manifest this ability 1 + TT times each day.
Boost: You may use this on rolls of creatures in Reach.
Response - Infusion (Fated style)
After rolling doubles in your successful attack roll against a single creature, use Reposition against them with 1 + TT/2 d12 as the attack roll.
Boost: The next time the creature would advance within 1 round, you choose what direction they move.
Response - Infusion (Fencer style)
Requirements: 11 Combined Tiers of Martial and Elude
After another creature declares an action, advance up to 1 + TT/2 times.
Boost: 1 Energy: First use Dash.
Spell - Infusion (Druid style)
Choose Wind or Fog. Cause Tier 1 + TT/2 or increase the Tier by 1 + TT/2 of the chosen option in a Burst 3 + TT.
Boost: Choose the direction the wind blows and fog in the area becomes a conductive material.
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.
Boost: Remove 1 + TT/3 of each Wounded Tier afflicting Undead creatures.
Spell - Infusion (Empath style)
Choose a subject. Increase or decrease the Social Opinion target creature in 6 + TT x 2 range has of the subject by 1 + TT/2 Tiers.
Boost: Their Social Opinion of you cannot be moved the other direction.
Spell - Infusion (Preacher style)
Target creature in Reach gains +1 + TT/3 on Influence rolls.
Boost: They gain +1 + TT/2 on damage to Resolve.
Spell - Infusion (Harmonizer style)
Target other creature in 3 + TT range can give commands as if they are you.
Boost: You can communicate with each other using Telepathy.
Spell - Infusion (Coach style)
Requirements: 7 Combined Tiers of Athletics and Poise
Target subject in 3 + TT range gains +1 + TT Movement Pool.
Boost: Target gains 1 Minor Action Pool.
Spell - Infusion (Survivor style)
Heal target creature on Reach 3 + TT Grit.
Boost: Use Soothe with -3 on the roll. Gain +TT on the roll.
Trick - Infusion (Traveler style)
Requirements: 7 Combined Tiers of Athletics and Observe
Warp to target space in 2 + TT - prior successes range.
Boost: Stand up.
Talent (Hemalurge style)
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.
Boost: The Disease gains +1 + TT/2 d12 on its attack roll.
Trick - Infusion (Inspector style)
Requirements: 11 Combined Tiers of Tools and Observe
When you succeed a physical attack against a creature, for each damage that fails, deal 2 Bashing damage to armor they wear on the affected part. If the attack was not against a specific part, affect torso armor.
Boost: Treat Reductions of objects you damage as 1 + TT/3 lower.
Spell - Infusion (Commander style)
Requirements: 7 Combined Tiers of Martial and Poise
Creatures in a Cone 3 + TT gain +1 on Skill rolls.
Boost: Creatures gain +1 + TT/2 on Aid rolls.
Spell - Infusion (Traveler style)
Warp to target space in 6 + TT x 2 range.
Boost: Attack Magic of target creature in Reach so they Warp with you. On success, being in a Hold with them does not prevent the Warp.
Spell - Infusion (Intensifier style)
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.
Spell - Infusion (Disrupter style)
Requirements: 7 Combined Tiers of Guile and Nature
Choose an Element. Target subject in 1 + TT range loses any Reduction to that Element.
Boost: If they lose any Reduction from an Element, they gain Vulnerable to that Element.
Spell - Infusion (Commander style)
Requirements: 7 Combined Tiers of Martial and Poise
Creatures in a Burst 3 + TT gain +1 on weapon damage.
Boost: Creatures gain +1 + TT/3 Movement Pool.
Response - Infusion (Knight style)
Requirements: 11 Combined Tiers of Tools and Poise
After using an Major Action, Allies in a Burst 1 + TT gain +1 on rolls to use that same action.
Boost: Allies gain +1 + TT/2 on defense against Ailments.
Trick - Infusion (Zealot style)
Requirements: 7 Combined Tiers of Endure and Zeal
Choose a Skill not affected by this ability: Heal 1 + TT/3 Energy. Have -1d12 on rolls with chosen Skills for 24 hours.
Boost: For 1 round, reduce your total Energy cost for Augmented actions by 1.
Spell - Infusion (Harmonizer style)
Another target creature in Reach heals 1 + TT/3 Grit after each minute. Increase duration by the amount you exceed the DL to Manifest.
Boost: They gain +1 + TT/2 on Overexertion rolls.
Trick - Infusion (Enhanced style)
Requirements: 7 Combined Tiers of Athletics and Zeal
1 Resolve: Succeed all Overexertion rolls.
Boost: Increase benefits from Exert by 1.
Response - Infusion
Requirements: Troll
1 Luck: After an attack with a Strike Type succeeds against you, gain 1 + TT Reduction against the Strike Type of the attack.
Boost: Gain 1 + TT/2 Ailment Reduction against the attack.
Response - Infusion
Requirements: Troll
1 Luck: After your elevation decreases, gain +12 + TT x 3 on Soften Collision rolls.
Boost: Req: Trained 4 Times - Gain Flight as a Secondary Movement type.
Response - Infusion
Requirements: Troll
1 Luck: After another creature in 1 + TT range makes a Skill roll, they gain +1 on the roll.
Boost: If they succeed the roll, they heal 1 Luck.
Response - Infusion
Requirements: Troll
1 Luck: After an attack that deals Elemental damage succeeds against you, gain 1 + TT Reduction to that Element.
Boost: Req: Trained 2 Times - 2 Luck: Instead, gain Immunity to the Element.
Response - Infusion
Requirements: Troll
2 Luck: After your Skill or damage roll, reroll.
Boost: Only reroll face value 1 + TT or lower dice.
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.
Response - Infusion (Warder style)
Requirements: 7 Combined Tiers of Elude and Magic
Lock 1 + TT Skills. As a magical effect attacks a Locked Skill of target creature in Reach, grant +1 + TT/6 on the defense.
Boost: If the attack fails, heal 1 Energy.
Response - Infusion
Requirements: Demon
As you roll defense against a magical effect, gain +1 on defense against magical effects.
Boost: 1 Resolve: Gain +1 + TT/2 damage.
Spell - Infusion (Mechanic style)
Remove 1 Broken Tier from target non-magical object in 1 + TT range if your Manifest roll equals or exceeds it's Durability + Physical Reduction + Craft Modifier - TT.
Boost: Double the objects' Physical Reduction for 1 minute.
Spell - Infusion (Lookout style)
Requirements: 9 Combined Tiers of Endure and Observe
Whisper up to 10 + TT x 10 words. These words are heard by a creature you think of as if you were standing next to them speaking normally if they are within 1 + TT miles.
Boost: The creature can respond with up to the same number of words you could speak.
Trick - Infusion (Commander style)
Increase the Magnitude of sound you speak by 1 + TT/2.
Boost: Reduce the amount listeners need to exceed the DL by 1 + TT to get full details of your words.
Spell - Infusion (Oracle style)
Gain +1 + TT/2 on defense against Domination.
Boost: When you are Ambushed, count as in Conflict.
Spell - Infusion (Sensitive style)
Choose 1 + TT flavors or smell. For each chosen option, choose a different flavor or smell. Each time target creature in 3 + TT range senses one of the first chosen options, the sensation is replaced with the second chosen option.
Boost: Cause a 1 + TT/2 penalty on Knowledge rolls.
Spell - Infusion (Herbalist style)
Crops in a Burst 25 mature 100 + TT x 100% faster.
Boost: Harmful insects shy away from the crops.
Spell - Infusion (Burglar style)
Requirements: 9 Combined Tiers of Elude and Nimble
Creatures in an Aura 6 + TT x 2 can communicate with each other using Telepathy.
Boost: This effect passes through physical obstruction.
Spell - Infusion (Sorcerer style)
Requirements: 7 Combined Tiers of Endure and Magic
Any Augment can be applied to this. Augments you apply to this instead apply to target ongoing effect in Reach if they are applicable.
Boost: Gain +1 + TT on your attack roll.
Spell - Infusion (Commander style)
Target creature in 3 + TT range heals 2 Grit at the start of their turn. You use Grit equal to the Injury removed.
Boost: Target an additional 1 + TT/2 creatures. For each creature beyond the first that has Injury removed at once, reduce the Grit you use by 1.
Spell - Infusion (Intensifier style)
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.
Response - Infusion (Inspector style)
Requirements: 9 Combined Tiers of Tools and Observe
After Aiding an Ally's action, reduce the face value they need for any effects that are determined by face value by 1 + TT/3.
Boost: If their action succeeds, roll 1d12, DL 9 - TT to heal 1 Resolve.
Response - Infusion (Advocate style)
1 Resolve: As you deal damage to Resolve, the target rolls d12 equal to its Reduction against the damage. The target's only benefits from Reduction equal to the number of face value 3 + TT or higher rolled.
Boost: Attack Zeal with Injury d12 to cause the creature to choose Counter on the next Influence this Conflict.
Spell - Infusion (Acrobat style)
Gain 3 + TT Plan Pool. As a reaction to your defense roll, you can pay any amount of Plan to gain an equal number of d12 on the defense.
Boost: After you Triumph a defense roll, heal 1 Plan.
Spell - Infusion (Investigator style)
Requirements: 7 Combined Tiers of Guile and Observe
Creatures in a 3 + TT Aura from target creature in 3 + TT range know where the creature is.
Boost: Reduce each Concealment they have by 1 + TT/3 Tiers.
Trick - Infusion (Knight style)
1 Resolve: Warp target unattended object in 3 + TT range to be in your Grip.
Boost: Instead, Warp 1 + TT target parts of unattended armor on to you.
Trick - Infusion
Requirements: Elf or Materia
1 Resolve: Roll 1d12 to use Manifest with a Spell, DL 9 - TT.
Boost: Use Manifest with a Talent instead.
Trick - Infusion
Requirements: Angel or Shimmer
Increase the Light Tier in an Aura 3 + TT by 1.
Boost: Req: Trained 2 Times - Gain 6 Necrotic Reduction.
Spell - Infusion (Coach style)
Requirements: 7 Combined Tiers of Athletics and Poise
Target creature in Reach reduces the face value needed for healing Grit by 1 + TT.
Boost: Reduce their DL to reduce Wounded by 1 + TT. Any missing body parts count as Tier 24 Wounded for the purpse of reducing Wounded.
Spell - Infusion (Coach style)
TT Energy: Target subject in Reach heals 1 + TT Energy and can stand up.
Boost: Reduce the face value needed on the healing roll by TT/2.
Response - Infusion (Warder style)
As an object up to 6 Bulk enters target space in 3 + TT range, roll 1d12 to change the direction it is moving 1 space left or right, DL 9 - TT/2. Targeted attacks instead Attack Blind.
Boost: Roll 1d12 to heal 1 Minor Action, DL 9 - TT. Reduce the DL of the heal by 1 for each 3 you exceed the DL.
Spell - Infusion (Artificer style)
Requirements: 7 Combined Tiers of Tools and Magic
Remove 1 Broken Tier from target magical object up to Tier 2 + TT x 2 in Reach 1 if your Manifest roll equals or exceeds the object's Craft Tier.
Boost: Gain +1 on your Manifest roll for each 3 you exceed Knowledge to know about the object.
Spell - Infusion (Generic style)
Target creature in Reach can assign up to 1 + TT AP right now.
Boost: Req: Reform Knowledge DL 20 - They count as during character creation for assigning these AP.
Trick - Infusion (Coach style)
Requirements: 9 Combined Tiers of Athletics and Poise
Heal target creature in 3 + TT range 2 + TT Grit. They cannot be affected by this ability again today.
Boost: Remove 1 + TT Tiers of Ailments of your choice from the creature.
Spell - Infusion (Coach style)
Requirements: 7 Combined Tiers of Athletics and Poise
Remove each Ailment of the highest Tier from target subject in 3 + TT range.
Boost: Use Treat Exhaustion on them with +1 + TT and without needing Gear.
Response - Infusion (Sorcerer style)
As another target creature in 3 + TT range uses an action, choose up to 1 + TT/2 Augments you know and pay their costs. They may apply the Augments to their action.
Boost: Use Magic to Aid their action, DL increased by 3 - TT/2.
Spell - Infusion (Preacher style)
Requirements: 7 Combined Tiers of Poise and Zeal
Restore 1d12 Grit to target creature in Reach. The creature cannot be affected by this again until they have had 8 - TT Recoveries.
Boost: The creature rolls now to reduce Wounded afflicting target body part.
Spell - Infusion (Herbalist style)
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against diseases.
Boost: The disease attacks now in addition to its normal effect.
Spell - Infusion (Warder style)
Requirements: 7 Combined Tiers of Elude and Magic
Choose an Element. A target in 3 + TT range gains 3 + TT Reduction to the chosen Element.
Boost: If their Reduction to the Element is 12 or higher, they also gain Immunity.
Spell - Infusion (Herbalist style)
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against poisons.
Boost: After a poison fails an attack against them, reduce the remaining attacks by 1.
Spell - Infusion (Mystic style)
Requirements: 7 Combined Tiers of Zeal and Observe
If you have not taken more than 1 + TT turns since target creature in Reach died, Resurrect them.
Boost: When done as a Ritual, change the time frame to 1 + TT minutes.
Spell - Infusion (Investigator style)
Requirements: 7 Combined Tiers of Guile and Observe
Dispel each Shapeshifting, Mutation, and Illusion effect on target other creature or object in 1 + TT range.
Boost: Gain +TT/3 on the attack roll.
Response - Infusion (Acrobat style)
Requirements: 9 Combined Tiers of Athletics and Elude
Before rolling defense against an effect that deals damage in a Cone or Burst, roll Nimble to be moved a number of spaces in the direction away from where it started equal to half the damage, DL 9 - TT.
Boost: After each space you are moved, you may advance.
Spell - Infusion (Investigator style)
Know how much potential of each Pool type has been used and how many Tiers of each Ailment each creature and object in an Aura 3 + TT has.
Boost: Know the potential of Grit, Resolve, and Energy Pools of each creature and object.
Spell - Infusion (Mentalist style)
Requirements: 9 Combined Tiers of Guile and Magic
Creatures in an Aura 3 + TT become Aware of everything that each other is Aware of and gain +1 on Awareness rolls against any subject that an affected creature is Focused on.
Boost: Each creatures gains each Enhanced Senses that any affected creature has.
Response - Infusion (Sorcerer style)
1 Resolve: After succeeding defense against a Spell, heal 1 + TT/3 Energy.
Boost: Gain +1 on defense against the Spell.
Response - Infusion (Adept style)
Requirements: 7 Combined Tiers of Martial and Magic
As target creature in 1 + TT range Manifests a Spell while you have a Spell Ready, release yours with no effect. Reduce the Energy cost of their Spell by 1 + TT/3 or grant them +2 + TT x 2 range.
Boost: You can instead grant +1 + TT/2 damage or Area Value.
Trick - Infusion (Alchemist style)
Requirements: 9 Combined Tiers of Tools and Nature
Pour some of the contents of a gripped fully filled alchemical object into 1 + TT/6 containers in Reach. Each still functions properly if used within 1 + TT rounds.
Boost: 1 Energy: Each gains +1 ET.
Response - Infusion (Warden style)
Requirements: 7 Combined Tiers of Nimble and Observe
1 Resolve: Gain +1 + TT on an attack against Dispel Defense.
Boost: If the effect does not have a duration, increase the duration it becomes inert by 1 + TT minutes.
Trick - Infusion (Pugilist style)
Lock 1 + TT/2 of silver, Fire, Water, Earth, and Air. Choose a Locked option. Your Unarmed Strikes count as the Locked options when causing Injury.
Boost: 2 Resolve: Your Unarmed Strikes become Mystical Strike Type and suffer -2 damage.
Trick - Infusion (Sorcerer style)
Requirements: 9 Combined Tiers of Endure and Magic
Do not benefit from Training on Spells. Increase the DL of Knowledge about Spells you Manifest by 1 + TT.
Boost: For each 3 times a Spell you Manifest is Trained, reduce your Energy cost or DL of the Manifest by 1.
Spell - Infusion (Architect style)
Requirements: 7 Combined Tiers of Endure and Tools
As a Major Action, you can use Magic to attack Athletics of target creature or object up to size 2 + TT/2 in 6 + TT x 2 range to move the target 1 space in any direction. You can increase the action cost by 1 Minor Action to cause the target not to fall for 1 round.
Boost: Increase the spaces they move by up to 1 + TT/2.
Spell - Infusion (Fortress style)
Prevent the next 2 + TT x 2 Injury you would take.
Boost: After each time this prevents Injury from an attack, deal 1 Mystical Time damage to Grit of the attacker.
Spell - Infusion (Stalker style)
Know exactly what direction target subject in 6 + TT x 2 range is from you as long as it is within 1 + TT miles.
Boost: Know the distance they are from you.
Spell - Infusion (Trapsmith style)
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.
Boost: On success, cause Balance, DL increased by 3 + TT.
Trick - Infusion
Requirements: Trickster Affinity
Roll 1 + TT d12 for the next Spell you Manifest this turn to not require a limb or speaking, DL 9.
Most abilities require a word or wave of the hand, but you know how to flex your will just enough to nudge energies in your direction. If it leaves others bamboozled? All the better. Spell - Infusion (Crusader style)
Requirements: 7 Combined Tiers of Martial and Zeal
After suffering a Serious Injury, heal 4 + TT Grit and this ends.
Boost: Then, reduce each Ailment afflicting you 1 Tier.
Response - Infusion (Enhanced style)
After you Triumph an attack roll, for each 12 in your damage roll, gain +1 + TT/6 damage.
Boost: Attack with a number of d12 equal to the number of 12s rolled in the damage to deal Injury Deaf damage, DL 12 - TT.
Spell - Infusion (Archaeologist style)
Corpses of target swarm in Reach becomes a Zombie.
Boost: Unarmed Strikes the swarm use gain Necrotic and +1 + TT/3 damage.
Spell - Infusion (Scavenger style)
Requirements: 7 Combined Tiers of Elude and Observe
Increase the DL to Track you by 1 + TT.
Boost: You do not affect Magnitude of other creatures being Tracked.
Trick - Infusion (Burglar style)
Requirements: 7 Combined Tiers of Elude and Nimble
If target object in 3 + TT range is unlocked, open it.
Boost: Reduce the Tier of sound the object makes from opening by 1 + TT/2.
Trick - Infusion (Monster style)
Requirements: Vampire
Gain +1 + TT/3 on Influence rolls.
Boost: Req: Trained 6 Times - You cannot be sensed by vision while moving.
Response - Infusion (Vigilante style)
Requirements: 11 Combined Tiers of Elude and Zeal
After succeeding a physical ranged attack, Warp to the space the thrown weapon or ammunition is in.
Boost: Then deal 1 + TT/2 Sickened damage in a Burst 1 + TT/3.
Spell - Infusion (Warder style)
Requirements: 11 Combined Tiers of Elude and Magic
Creatures gain +1d12 on defenses in an Aura 1 + TT.
Boost: As any creature in the area would fail a defense, you may Cease this and they reroll.
Trick - Infusion (Warmage style)
Requirements: 11 Combined Tiers of Nimble and Magic
1 Resolve: Spells you Manifest that deal damage gain Devastating. Increase the range of face values that trigger this Devastating by 1 + TT/3.
Boost: Your Spell damage ignores Reduction from magical effects.
Spell - Infusion (Lookout style)
Target creature in 6 + TT x 2 range Warps to your space. If they Warp, Warp to the space they occupied.
Boost: For 1 round, count as Focal Locked on everything.
Trick - Elemental (Paladin style)
Requirements: 7 Combined Tiers of Tools and Zeal
Lock 1 Element. Your weapon attacks gain +1 + TT/3 damage and the Locked Element.
Boost: Gain 1 + TT Reduction to the Locked Element.
Spell - Infusion (Explorer style)
Requirements: 7 Combined Tiers of Athletics and Nature
Target creature in Reach gains Flight as a Primary Movement type.
Boost: Duration does not reduce any round they do not move.
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