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Rising Legends: Searching Infusion
Searching Infusion
Search - Infusion

RadiantSpiritual
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.
TacticalTimeHope Potion
Spell - Infusion (Adept style)
Target creature in 3 + TT range gains 1 + TT/2 Minor Action Pool.
Duration 6 + TT x 2 rounds
Boost: They gain +1 + TT Priority.
NatureCurative
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.
Air
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.
Duration 1 + TT minutes
Tornadoes and a gentle breeze are available to you for entertainment and comfort.
MindCurative
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.
NatureTinkerChaos Potion
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.
Duration 3 + TT rounds   Defense Magic
Boost: They must use a Major Action to Manipulate Alchemical objects.
NatureUmbral
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.
Duration 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.
NatureMindSpiritual
Spell - Infusion (Alpha style)
Requirements: 11 Combined Tiers of Poise and Nature
Target beast in Reach gains the Intelligent ability.
Duration 3 + TT hours   Defense Nature
Boost: They learn a language that you know and gain the Boost of Intelligent.
SpaceMobile
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.
RadiantCurative
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.
TinkerSpace
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.
Duration 6 + TT x 2 rounds
Boost: This does not end your previous 1 + TT/3 castings of this.
EarthCurativeNature
Spell - Infusion (Alchemist style)
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.
Duration 1 + TT hours
Boost: Remove the poison from them.
Time
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.
UmbralTinker
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 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 Tinker or Umbral Affinity by 1.
NecroticCurative
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.
NatureMindSpiritual
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.
Duration 1 + TT days   Defense Nature
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.
NatureBodyMobile
Spell - Infusion (Alpha style)
Target creature Bonded to you in 6 + TT x 2 range gains +1 + TT/2 Movement Pool.
Duration 3 + TT rounds
Boost: They gain +1 + TT/6 d12 on Elude defense.
NatureMind
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.
Duration 6 + TT x 2 minutes   Defense Guile
Boost: Can target any animal.
DespairHope
Trick - Infusion (Crusader style)
Requirements: 9 Combined Tiers of Martial and Zeal
1 Resolve: Gain +1 physical damage.
Duration 1 + TT/3 rounds
Boost: After causing 3 or more Grit Injury, deal 1 + TT Dazzled damage.
Chaos
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.
Defense Zeal
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.
UmbralOrder
Spell - Infusion (Artificer style)
Requirements: 7 Combined Tiers of Tools and Magic
Assign 1 ET to target Gripped magical object.
Duration 1 + TT/2 days
Boost: As you would pay an Energy cost while Gripping the object, you may Cease this to reduce the cost by 1.
MindOrder Potion
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.
Duration 6 + TT x 2 minutes
Boost: You can read all written languages.
NatureAir
Spell - Infusion (Druid style)
Requirements: 7 Combined Tiers of Zeal and Nature
Increase or decrease Precipitation in a Burst 12 + TT x 3 by 1 + TT/2 Tiers.
Duration 3 + TT minutes
Boost: Increase or reduce Wind and Lightning each up to 1 + TT/3 Tiers.
NecroticSpiritual
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.
Duration 1 + TT hours   Defense Nature
Boost: The creature acts as if Bonded to you.
Curative
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.
MindChaos
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.
RadiantCurative
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.
MindDespair Potion
Spell - Infusion (Intensifier style)
Deal 1 + TT/2 Mystical damage to Resolve of target creature in 3 + TT range.
Defense Poise
Boost: For 3 + TT x 3 minutes, after the creature suffers Grit Injury, deal 1 Mystical damage to their Resolve.
OrderSpiritual
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.
Umbral
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.
NecroticCurative Potion
Spell - Infusion (Stalwart style)
After you cause Grit Injury to target creature in 6 + TT x 2 range, heal 1 Grit.
Duration 6 + TT x 2 rounds   Defense Nature
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.
Umbral
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.
BodyUmbral
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.
BodySenses Potion
Spell - Infusion (Sensitive style)
Choose 1 + TT/3 senses. Target creature in 3 + TT range gains +1 + TT on rolls with the chosen sense.
Duration 3 + TT hours
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.
UmbralSpiritual
Trick - Infusion (Artificer style)
1 Resolve: Effects of potions you drink gains +1 + TT duration.
Duration 1 round
Boost: Effects of potions you drink gain +1 + TT/2 Trained Tier.
TimeSpace Potion
Spell - Infusion (Oracle style)
Requirements: 7 Combined Tiers of Magic and Observe
Cease to exist.
Duration Up to 3 + TT rounds.
Boost: As this ends, Warp to target space in 3 + TT range before reappearing.
NatureFireDespair
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.
Duration 1 minute
Boost: They lose 1 + TT/2 d12 from their roll to act while their Resolve Pool is empty.
Umbral
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.
Umbral
Augment - Control
2 Resolve: Augment a Talent. It becomes a Spell - Infusion with Area Subject and 0 range.
SpaceChaos
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.
BodyDespair Potion
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.
Defense Poise
Boost: Deal 2 + TT Emotional damage. The emotion is fear of death.
UmbralDespairSpiritual
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.
UmbralSpiritual
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.
UmbralSpiritual
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.
UmbralSpiritual
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.
UmbralOrderSpiritual
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.
Duration 3 + TT rounds
Boost: You can use this effect to replace your roll after rolling.
UmbralHopeSpiritual
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.
UmbralSpiritual
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.
UmbralSpiritual
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.
UmbralSpiritual
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.
UmbralOrderSpiritual
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.
TacticalUmbralSpiritual
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.
TacticalTimeMobile
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.
NatureAir
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.
Duration 3 + TT minutes
Boost: Choose the direction the wind blows and fog in the area becomes a conductive material.
NatureNecroticCurative
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.
Defense Nature
Boost: Remove 1 + TT/3 of each Wounded Tier afflicting Undead creatures.
MindSpiritual Potion
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.
Duration 1 + TT hours   Defense Guile
Boost: Their Social Opinion of you cannot be moved the other direction.
MindOrder Potion
Spell - Infusion (Preacher style)
Target creature in Reach gains +1 + TT/3 on Influence rolls.
Duration 6 + TT x 2 minutes   Defense Poise
Boost: They gain +1 + TT/2 on damage to Resolve.
MindOrder
Spell - Infusion (Harmonizer style)
Target other creature in 3 + TT range can give commands as if they are you.
Duration 6 + TT x 2 minutes   Defense Guile
Boost: You can communicate with each other using Telepathy.
TacticalTimeMobile Potion
Spell - Infusion (Coach style)
Requirements: 7 Combined Tiers of Athletics and Poise
Target subject in 3 + TT range gains +1 + TT Movement Pool.
Duration 3 + TT rounds
Boost: Target gains 1 Minor Action Pool.
NatureWaterCurative Potion
Spell - Infusion (Survivor style)
Heal target creature on Reach 3 + TT Grit.
Defense Magic
Boost: Use Soothe with -3 on the roll. Gain +TT on the roll.
Hop
SpaceMobile
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.
NatureBodyDespair
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.
Defense Elude
Boost: The Disease gains +1 + TT/2 d12 on its attack roll.
Earth
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.
Duration 3 + TT rounds
Boost: Treat Reductions of objects you damage as 1 + TT/3 lower.
HopeOrder
Spell - Infusion (Commander style)
Requirements: 7 Combined Tiers of Martial and Poise
Creatures in a Cone 3 + TT gain +1 on Skill rolls.
Duration 3 + TT rounds   Defense Magic
Boost: Creatures gain +1 + TT/2 on Aid rolls.
SpaceMobile
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.
FireDespair
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.
Duration 3 + TT rounds
Boost: Creatures gain +1 + TT on Overexertion rolls.
UmbralChaos Potion
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.
Duration 1 + TT/3 rounds   Defense Magic
Boost: If they lose any Reduction from an Element, they gain Vulnerable to that Element.
FireMobile
Spell - Infusion (Commander style)
Requirements: 7 Combined Tiers of Martial and Poise
Creatures in a Burst 3 + TT gain +1 on weapon damage.
Duration 3 + TT rounds
Boost: Creatures gain +1 + TT/3 Movement Pool.
RadiantHope
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.
Duration 1 round
Boost: Allies gain +1 + TT/2 on defense against Ailments.
UmbralHope
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.
RadiantCurative
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.
Duration 1 minute   Defense Nature
Boost: They gain +1 + TT/2 on Overexertion rolls.
Umbral
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.
Duration 1 + TT/3 rounds
Boost: Gain 1 + TT/2 Ailment Reduction against the attack.
Umbral
Response - Infusion
Requirements: Troll
1 Luck: After your elevation decreases, gain +12 + TT x 3 on Soften Collision rolls.
Duration 1 + TT/2 rounds
Boost: Req: Trained 4 Times - Gain Flight as a Secondary Movement type.
Umbral
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.
Umbral
Response - Infusion
Requirements: Troll
1 Luck: After an attack that deals Elemental damage succeeds against you, gain 1 + TT Reduction to that Element.
Duration 1 + TT/3 rounds
Boost: Req: Trained 2 Times - 2 Luck: Instead, gain Immunity to the Element.
Umbral
Response - Infusion
Requirements: Troll
2 Luck: After your Skill or damage roll, reroll.
Boost: Only reroll face value 1 + TT or lower dice.
Umbral
Response - Infusion
Requirements: Troll
1 Luck: After you declare an attack, the attack gains +1 + TT/3 damage.
Boost: Choose Devastating or Impact. The attack gains the chosen option.
Umbral
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.
Defense Magic
Boost: If the attack fails, heal 1 Energy.
Umbral
Response - Infusion
Requirements: Demon
As you roll defense against a magical effect, gain +1 on defense against magical effects.
Duration 1 round
Boost: 1 Resolve: Gain +1 + TT/2 damage.
TinkerEarthCurative
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.
Air
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.
BodyOrder Animal
Trick - Infusion (Commander style)
Increase the Magnitude of sound you speak by 1 + TT/2.
Duration 1 round
Boost: Reduce the amount listeners need to exceed the DL by 1 + TT to get full details of your words.
MindSpiritual Potion
Spell - Infusion (Oracle style)
Gain +1 + TT/2 on defense against Domination.
Duration 1 + TT hours
Boost: When you are Ambushed, count as in Conflict.
MindSenses
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.
Duration 3 + TT hours   Defense Nature
Boost: Cause a 1 + TT/2 penalty on Knowledge rolls.
NatureEarthTime
Spell - Infusion (Herbalist style)
Crops in a Burst 25 mature 100 + TT x 100% faster.
Duration 1 day
Boost: Harmful insects shy away from the crops.
NatureMindSenses
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.
Duration 1 + TT minutes
Boost: This effect passes through physical obstruction.
UmbralChaos
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.
Defense Dispel Defense
Boost: Gain +1 + TT on your attack roll.
WaterCurative
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.
Duration 3 + TT rounds   Defense Magic
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.
MindHope Potion
Spell - Infusion (Intensifier style)
Requirements: 7 Combined Tiers of Poise and Magic
Target creature in Reach gains +1 + TT/2 on physical damage.
Duration 1 + TT/2 rounds   Defense Athletics
Boost: They also gain +1 + TT/3 on Athletics attack rolls.
Space
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.
MindChaos
Response - Infusion (Advocate style)
As you deal damage to Resolve, the creature rolls d12 equal to their Reduction against the damage. They only benefit from Reduction equal to the number of face value 3 + TT or higher rolled.
Boost: Attack Zeal with Injury d12 to cause them to choose Counter on the next Influence this Conflict.
TacticalTimeOrder Potion
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.
Duration 3 + TT rounds
Boost: After you Triumph a defense roll, heal 1 Plan.
Potion
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.
Duration 1 + TT minutes   Defense Poise
Boost: Reduce each Concealment they have by 1 + TT/3 Tiers.
SpaceOrder
Trick - Infusion (Knight style)
1 Resolve: Warp target unattended object in 3 + TT range to be in your Grip.
Boost: Instead, Warp up to 1 + TT target parts of unattended armor on to you.
Umbral
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.
Radiant
Trick - Infusion
Requirements: Angel or Shimmer
Increase the Light Tier in an Aura 3 + TT by 1.
Duration 1 + TT minutes
Boost: Req: Trained 2 Times - Gain 6 Necrotic Reduction.
NatureBodyCurative Potion
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.
Duration 12 hours
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.
UmbralCurative Potion
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.
AirChaos
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.
TinkerCurative
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.
NatureBodyChaos
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.
NatureRadiantCurative
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.
Defense Nature
Boost: Remove 1 + TT Tiers of Ailments of your choice from the creature.
NatureWaterCurative Potion
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.
Defense Nature
Boost: Use Treat Exhaustion on them with +1 + TT and without needing Gear.
Umbral
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.
TimeCurative Potion
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.
Defense Nature
Boost: The creature rolls now to reduce Wounded afflicting target body part.
NatureWaterCurative Potion
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.
Duration 12 + TT x 3 hours   Defense Nature
Boost: The disease attacks now in addition to its normal effect.
Potion
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.
Duration 6 + TT x 2 minutes   Defense Magic
Boost: If their Reduction to the Element is 12 or higher, they also gain Immunity.
NatureWaterCurative Potion
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.
Duration 6 + TT x 2 hours
Boost: After a poison fails an attack against them, reduce the remaining attacks by 1.
NatureRadiantCurative
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.
NatureOrderDecay
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.
Defense Dispel Defense
Boost: Gain +TT/2 on the attack roll.
SpaceMobile
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.
NatureMindBody Potion
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.
Duration 3 + TT rounds
Boost: Know the potential of Grit, Resolve, and Energy Pools of each creature and object.
MindSenses
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.
Duration 1 + TT hours
Boost: Each creatures gains each Enhanced Senses that any affected creature has.
UmbralChaos
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.
UmbralOrder
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.
NatureTinkerChaos
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.
UmbralDecay
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.
NatureDespair
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.
Duration 3 + TT rounds
Boost: 2 Resolve: Your Unarmed Strikes become Mystical Strike Type and suffers -2 damage.
UmbralOrder
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.
Duration 1 round
Boost: For each 3 times a Spell you Manifest is Trained, reduce your Energy cost or DL of the Manifest by 1.
Gravity Potion
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.
Duration 6 + TT x 2 minutes
Boost: Increase the spaces they move by up to 1 + TT/2.
TimeHope Potion
Spell - Infusion (Fortress style)
Prevent the next 1 + TT Injury you would take.
Duration 3 + TT rounds
Boost: After each time this prevents Injury from an attack, deal 1 Mystical Time damage to Grit of the attacker.
UmbralSenses
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.
Duration 1 day   Defense Magic
Boost: Know the distance they are from you.
AirChaos
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.
Duration 1 + TT days
Boost: On success, cause Balance, DL increased by 3 + TT.
BodyCurative Potion
Spell - Infusion (Crusader style)
Requirements: 7 Combined Tiers of Martial and Zeal
After suffering a Serious Injury, heal 4 + TT Grit and this ends.
Duration 12 + TT x 12 minutes
Boost: Then, reduce each Ailment afflicting you 1 Tier.
MindOrder Animal
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.
NecroticSpiritual
Spell - Infusion (Archaeologist style)
Corpses of target swarm in Reach becomes a Zombie.
Duration 3 + TT rounds
Boost: Unarmed Strikes the swarm use gain Necrotic and +1 + TT/3 damage.
EarthMobile Potion
Spell - Infusion (Scavenger style)
Requirements: 7 Combined Tiers of Elude and Observe
Increase the DL to Track you by 1 + TT.
Duration 1 + TT hours
Boost: You do not affect Magnitude of other creatures being Tracked.
Gravity
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.
Mind
Trick - Infusion (Monster style)
Requirements: Vampire
Gain +1 + TT/3 on Influence rolls.
Duration 1 + TT rounds
Boost: Req: Trained 6 Times - You cannot be sensed by vision while moving.
SpaceMobile
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.
RadiantHope
Spell - Infusion (Warder style)
Requirements: 11 Combined Tiers of Elude and Magic
Creatures gain +1d12 on defenses in an Aura 1 + TT.
Duration 1 + TT/2 rounds
Boost: As any creature in the area would fail a defense, you may Cease this and they reroll.
Umbral
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.
Duration 3 + TT rounds
Boost: Your Spell damage ignores Reduction from magical effects.
TacticalSpaceMobile
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.
Defense Magic
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.
Duration 1 round
Boost: Gain 1 + TT Reduction to the Locked Element.
GravityMobile Potion
Spell - Infusion (Explorer style)
Requirements: 7 Combined Tiers of Athletics and Nature
Target creature in Reach gains Flight as a Primary Movement type.
Duration 1 + TT minutes   Defense Magic
Boost: While flying in this way, they gain +1 Movement Pool.





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