Augment - Empower
3 Energy: Augment a Spell you Ready. The Spell is not lost when you pay Energy. When you Manifest another Spell, you may release the Spell to add its effect to the new Spell. The Area Value, Area Tier, range, and duration become the lowest of any ability used. If they allow different defenses, subjects roll both defenses and you must beat both.
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.
Spell - Illusion (Architect style)
Requirements: 9 Combined Tiers of Endure and Tools
Dominate target creature in 3 + TT range. As they would move for the first time each turn, they cannot move that turn.

1 + TT minutes

Observe
Boost: They treat creatures who are not in their Reach who have moved since their last turn ended as having Tier 3 + TT/2 Concealment against all senses.
Aspect (Fencer style)
Requirements: 9 Combined Tiers of Martial and Elude
When using Guard, the source of the Guard gains 1 + TT physical reduction against the attack.
Boost: When using Guard, you can reduce the Reduction you gain by up to TT/2. Gain a bonus on your Elude defense against the attack equal to the reduction lost.