Trick - Infusion
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.
Talent
Requirements: 9 Combined Tiers of Zeal and Observe
Deal 2 Mystical Necrotic damage to Grit of target creature in Reach at the end of each of their turns.

3 + TT rounds

Nature
Boost: After you cause Grit Injury, heal 1 Grit.
Response
Requirements: 9 Combined Tiers of Endure and Nimble
After a physical attack succeeds against you, roll 1d12, DL 9 - TT to advance and reduce the damage by 1 + TT/3.
Boost: You can use this after any attack succeeds against you.
Spell - Elemental
Requirements: 9 Combined Tiers of Nimble and Magic
Deal 4 + TT/2 Flowing Earth damage to Grit in a Cone 3 + TT.

Elude
Boost: Increase the DL to Soothe this Acid by 2 + TT/3.
Spell - Elemental
Gain +2 + TT on Break rolls if the target is not Immune to Earth.

6 + TT x 2 minutes
Boost: Your physical attacks deal 1 + TT/3 Flowing Earth damage in addition to their normal effects.
Spell - Elemental
Requirements: 9 Combined Tiers of Magic and Nature
Tier 2 acid rain falls in a Burst 3 + TT and deals 1 + TT/3 Flowing Earth damage to Grit each round.

3 + TT rounds
Boost: You take no damage from the rain.
Augment - Empower
Lock 1 + TT Ailments. 2 Energy: Augment an attack. On success, deal 2 + Intensity damage of a Locked Ailment.
Boost: 1 Resolve: Also deal damage of a second Locked Ailment.
Response
As you would deal more than 1 type of Ailment damage with a single effect, choose 2 of them. Do not deal 1 of them and add that damage to the other.
Boost: You can choose an additional 1 + TT/2 Ailments to not cause in the same way.
Spell - Elemental
Requirements: 7 Combined Tiers of Athletics and Nature
Target subject in 6 + TT x 2 range does not fall while not carrying more than double their Bulk Limit. They can use advance to lower their elevation.

6 + TT x 2 minutes

Magic
Boost: The creature also cannot suffer or cause Collision damage while not carrying more than double their Bulk Limit.
Spell - Infusion
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.

3 + TT rounds

Magic
Boost: They must use a Major Action to Manipulate Alchemical objects.
Aspect
Requirements: Root Angel
Gain +1 on damage against Resolve and 1 Resolve Reduction.
A ring of golden radiant energy floats above the heads of these Angels which are known for their emotional fortitude even among Angels.
Talent
Requirements: Angel
Creatures in a Burst 1 + TT lose all Elemental Reduction.

3 + TT rounds

Nature
Boost: Req: Trained 4 Times - Immunities that would apply to damage instead count as 3 Reduction.
Aspect
Requirements: 7 Combined Tiers of Poise and Nature
Creatures at least 3 sizes smaller than you that are Bonded to you gain +1 + ET/2 d12 on Magic rolls and qualify to learn any Spell they meet all requirements for, though the Area Value, duration, damage, and healing of abilities learned this way is halved.
Boost: They gain 1 + TT Mystical Reduction.
Response - Infusion
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.
Stance
As you apply an Augment, reduce the Augment cost by 1 Energy or Resolve for each prior consecutive successful action during which you applied the same Augment.
Boost: Magical effects you create gain 1 + TT/2 Dispel Defense.
Stance
Reduce the Physical Reduction targets have from armor against your attacks by 1 + TT/2.
Boost: If you have a face value 12 - TT or higher in your attack roll with a weapon, increase any Ailment damage the attack deals by 1 + TT/3.
Stance
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.
Form
Requirements: Root Demon
Grow 1 size. Gain +1 physical damage.
Possessing a more monstrous visage than their kin. Their body is covered with a thin dark colored fur and almost pig-like face.
Trick
Requirements: 11 Combined Tiers of Guile and Poise
1 Resolve and 5 words: Attack with Guile to deal 3 + TT/2 - Prior success damage to Resolve of target creature in 6 + TT x 2 range.

Poise
Boost: Reduce their Resolve Reduction by 1 for 1 minute.
Augment - Control
2 Resolve: Augment an attack that deals damage and has a single target. The damage is halved. Then use the same attack with all other applied effects 1 + Intensity additional times against different targets. The DL increase from is applied to those attacks.
Boost: 3 Energy: Attacks do not have to choose different targets.
Trick
Gain +1 + TT/3 d12 on physical attack rolls against creatures you are Focal Locked on and suffer -1d12 on defenses against physical attacks. You cannot be in any Stance, change your Focus, or use Cease.

3 + TT rounds
Boost: When you deal Ailment damage to a creature you are Focal Locked on, increase the damage by 1 + TT/3. When you suffer an Ailment, increase the Tier by 1.
Trick
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 - Mutation
Requirements: 7 Combined Tiers of Athletics and Magic
After target creature in 3 + TT range suffers Grit Injury, deal 1 + TT/2 Trauma damage to them.

3 + TT rounds

Endure
Boost: After they fail defense against Trauma, deal 2 Sickened damage to them.
Aspect
Requirements: 7 Combined Tiers of Poise and Observe
As you are Attacking Blind, the Soulweaver rolls an additional 1 + TT/2 d12.
Boost: When you attack blind and succeed, increase any damage you deal by +1 + TT/3.
Trick
Requirements: Shimmer
1 Resolve: Attack in a Burst 1 + TT with Nature to deal 1 + TT/2 Blind damage.

Observe
Boost: For 1 + TT minutes, increase the light Tier in the area by 1.
Trick - Mutation
Requirements: 7 Combined Tiers of Athletics and Magic
1 Grit: Make a Ranged Strike with 1 + TT/2 range to deal 1 + TT Sickened damage.
Boost: On Injury, cause Tier 1 Unaware.
Form
Requirements: During Character Creation Only
Your torso and each of your limbs have a spikes distal with 1 + TT damage, Stabbing, and lightweight. After a non-ranged physical attack succeeds against you, attack the attacker with your spikes using Luck as the attack roll.
Boost: Lock 1 Craft Tier 3 poison. 12 times per day, after causing Grit Injury with your spikes, you can expose the target to the Locked poison.
Aspect
Requirements: Root Elf
Gain +1 on Manifest rolls with Spells.
The gifted in society climb even further when the city as a whole pushes self-improvement.
Spell - Elemental
Deal 4 + TT/2 Mystical Mind damage to Grit of target creature in 6 + TT x 2 range.

Endure
Boost: If you cause 4 or more Injury, cause Tier 1 Wounded Tier to their head.
Response
Requirements: 7 Combined Tiers of Elude and Zeal
After knocking a creature Prone, use Demoralize against them.
Boost: Increase the damage it deals by 1 + TT/2.
Trick - Infusion
Requirements: 9 Combined Tiers of Martial and Zeal
1 Resolve: Gain +1 physical damage.

1 + TT/3 rounds
Boost: After causing 3 or more Grit Injury, deal 1 + TT Dazzled damage.
Aspect
After you Triumph to use an attack that deals damage, the attack gains +1 + TT/3 damage.
Boost: Gain 1 + TT/2 on defense against effects that modify your Focus.
Spell - Transference
Target creature in Reach rerolls the next Skill roll they succeed and loses 1 + TT/3 d12 on the reroll.

1 + TT/2 rounds

Poise
Boost: If they succeed the reroll, deal 1 + TT/2 Weakened damage.
Spell - Suppression
Requirements: 9 Combined Tiers of Guile and Nature
Target creature in Reach suffers Tier 1 + TT/3 Fatigued.

3 + TT minutes

Endure
Boost: Deal 2 + TT Weakened damage.
Spell - Elemental
Cause Tier 2 + TT Fire in target space and up to 1 + TT contiguous spaces in 3 + TT range.
Boost: The Fire provides Tier 1 + TT Concealment.
Spell - Elemental
Target space and up to 1 + TT contiguous spaces in 3 + TT range fill with ice flakes that reduce the Temperature 50 degrees. After entering these spaces and on the Soulweaver's turn, creatures must roll for Overexertion.

3 + TT rounds
Boost: Deal 2 + TT Unsteady damage to creatures that fail Overexertion in these spaces.
Talent
Lock 1 Non-Magical Weapon. Create the Locked weapon out of energy in your Manipulation Limb size to fit it. The weapon gains Umbral and + TT/3 damage. This effect ends if you Drop the weapon. If the weapon has Load, it creates ammunition when you go to Load it. After each time the weapon causes Injury, pay 1 Energy or this effect ends. Any Injury dealt to the weapon is instead dealt to you.
Boost: The weapon gains 1 + TT/2 of Accurate, Blind, Dazzled, Deaf, Devastating, Extend 1, Guard 2, Lightweight, Load 0, Trauma, Unsteady, or it can affect Phasing creature.
Spell - Elemental
Target space and up to 1 + TT contiguous spaces in 3 + TT range fill with Tier 1 + TT Wind. After entering these spaces and on the Soulweaver's turn, it deals 2 + TT Dazzled damage to creatures.

3 + TT rounds

Nimble
Boost: Rising in the area requires 1 + TT/3 Minor Actions in addition to other costs.
Response
Requirements: 7 Combined Tiers of Athletics and Martial
When you Grapple, count as having a Distal that deal 2 + TT/2 Bashing damage.
Boost: Instead of damage, cause 2 + TT/2 Tiers of Strangled while they are Grappled by you.
Talent
Requirements: Dwarf
Gain +1 physical damage. At the end of your turn, use 1 Energy.

3 + TT rounds
Boost: Req: Trained 2 Times - After you suffer Grit Injury, gain +1 damage for 1 round.
Response - Suppression
1 Energy: Use Hinder Spellcasting with 3 + TT range without using a weapon. Attack with Magic instead of Nimble.
Boost: On success, increase the effect by 1 + TT/3.
Response
Requirements: 7 Combined Tiers of Endure and Nimble
1 Resolve: As you make a melee weapon attack, the attack gains +1 + TT/2 damage.
Boost: After causing Injury with the attack, attack Endure with Injury d12 to deal 1 + TT/3 Slowed damage.
Aspect
Requirements: 11 Combined Tiers of Martial and Zeal
As you would pay a Resolve cost, roll 1d12 to reduce the cost by 1 and gain +1 on defenses for 1 round, DL 9 - TT.
Boost: Gain +1d12 on physical attack rolls and TT/2 on physical damage.
Spell - Suppression
If a creature in an Aura 3 + TT would Triumph, they reroll.

3 + TT rounds
Boost: After a creature rerolls, deal 1 + TT/3 Umbral damage to them.
Response - Infusion
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.
Trick
Requirements: 7 Combined Tiers of Nimble and Zeal
1 Resolve: Reduce the amount you need to exceed defense with Called Shot by +1 + TT/3.

1 round
Boost: Gain +1 + TT/2 damage when making a Called Shot.
Spell - Suppression
Deal 3 + TT Deaf damage to target creature in 3 + TT range.

Endure
Boost: Cause Balance, DL increased by their Deaf Tier.
Aspect
You can use Guard to benefit creatures in Reach of the source of the Guard. When you do and that creature is damaged by the attack, they gain 1 + TT/3 Physical Reduction against that attack.
Boost: Reduce the Skill Tier requirement of abilities that have Guardian, Radiant, or Space Affinity by 1.
Spell - Elemental
Dispel target magical effect or object in 3 + TT range. If you have this Ready, you can target a Spell being Manifested to negate the Manifestation.

Dispel Defense
Boost: End up to 1 + TT/2 ongoing Spells you Manifested. Gain +1 on your attack roll for each.
Talent
Requirements: Demon
Attack in a Burst 3 + TT to deal 2 + TT/3 Emotional damage. The emotion is rage with no specific subject.

Nature
Boost: For 1 round, also cause -1 on rolls to reduce Ailments and Conditions.
Response - Illusion
Requirements: 9 Combined Tiers of Endure and Guile
After target creature in 3 + TT range uses an action, Dominate them with Guile. After each time they use that action, deal 1 + TT/3 damage to their Resolve.

1 + TT rounds

Zeal
Boost: If a creature in their Reach would use the action, they use a Hinder Action against it if they can.
Spell - Infusion
Deal 1 + TT/2 Mystical damage to Resolve of target creature in 3 + TT range.

Poise
Boost: For 3 + TT x 3 minutes, after the creature suffers Grit Injury, deal 1 Mystical damage to their Resolve.
Trick - Suppression
Requirements: Despair Affinity
Deal 1 + TT/3 Clumsy and Unsteady damage in a Burst 1 + TT
Despair hangs about you, a lingering miasma. Enemies shrink away, losing their confidence and forgetting their training.
Response
After triggering Devastating, attack with Injury d12 to deal 2 + TT Blind damage.

Endure
Boost: If Injury is 0, attack with 1 + TT/3 d12.
Response
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.
Response
Requirements: 9 Combined Tiers of Nimble and Zeal
After triggering Devastating, attack with Injury d12 to deal 2 + TT/2 Sickened damage.

Endure
Boost: On success, deal 1 + TT/2 Weak damage.
Response - Infusion
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.
Spell - Suppression
Deal 2 + TT Sickened damage to target creature in 3 + TT range.

Zeal
Boost: Deal 2 + TT Slow damage.
Trick - Infusion
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.
Response
After causing Grit Injury with an Unarmed Strike, attack with Injury d12 to deal 1 + TT Dazzled damage.

Endure
Boost: 1 Energy: Also deal 2 Sickened damage.
Response
1 Resolve: As you are targeted by a melee attack, attack Poise with Guile to deal 1 + TT Clumsy damage to the attacker.
Boost: If the attack fails, heal 1 Energy.
Spell - Transference
Requirements: 11 Combined Tiers of Guile and Nature
Target creature or corpse in Reach becomes Soulbroken.

1 round

Nature
Boost: Deal 2 + TT/2 Mystical damage to Energy and Resolve.
Spell - Elemental
Requirements: 7 Combined Tiers of Guile and Nature
Deal 2 + TT/2 Mystical Space damage to Grit and Weakened damage to target creature in 3 + TT range.

Athletics
Boost: If you cause Injury, deal 1/2 Injury Mystical damage to Resolve.
Talent
Deal 3 + TT/2 Dazzled damage to target creature in Reach.

Endure
Boost: Deal 1 + TT/3 Mystical damage to Energy.
Response
As you use a physical attack, it gains physical damage equal to any Collision damage you would take if you Collided now.
Boost: For 1 round, gain +2 + TT x 4 on Soften Collision.
Response
Requirements: 7 Combined Tiers of Martial and Guile
After you are Tripped by target creature in Reach, use Trip against them.
Boost: If they fall, increase the collision damage by 1 + TT/2.
Talent
Requirements: Root Dragon
Lock 1 Element. Launch a ranged Strike from your mouth with 6 range to deal 6 Bashing damage of the Locked Element to Grit. Reduce any DL increase to this from Augments by 6.
The iconic ability of legend only comes naturally to a certain breed of Dragon.
Spell - Transference
Deal 3 + TT/2 Mystical damage to Energy of target creature in Reach.

Magic
Boost: Heal Energy equal to half Injury.
Augment - Empower
2 Energy: Augment an attack that deals physical damage. Any Injury from the attack is instead dealt to Energy.
Aspect
Requirements: Dragon
Lock 1 Element. Your effects of the Locked Element gain +1 + TT/3 damage.
Boost: Gain 1 + TT Reduction against the Locked Element.
Trick - Elemental
Requirements: Materia
1 Grit: Create a magical barrier that counts as a Gripped Tier 0 melee Bashing weapon with Guard 3, 2 damage, and your Fused Element.

1 + TT rounds
Boost: After a melee attack fails against you after using Guard with the shield, attack the attacker with it.
Aspect
While you have an ability Ready, reduce your DL to use other abilities that have any matching Element by 1 + TT.
Boost: Abilities used with this bonus gain +1 range and damage.
Talent
Requirements: Materia
If damage of your Fused Element would be dealt to you, instead heal half that much Grit.

3 + TT rounds
Boost: Req: Trained 4 Times - Instead, heal equal to the damage.
Spell - Elemental
Lock 1 + TT Elements. Choose a Locked Element. Increase the DL to use abilities of the chosen Element by 2 + TT and reduce damage of the chosen Element by 1 in an Aura 3 + TT.

3 + TT minutes
Boost: Cease this to attack Dispel defense of target Spell of the chosen Element in the area with d12 equal to the remaining minutes to Dispel it.
Talent
Requirements: Materia
Make a ranged Strike with 3 + TT range, Accurate, and Devastating to deal 4 + TT/2 Bashing damage of your Fused Element to Grit.
Boost: Req: Trained 2 Times - 1 Grit: The damage becomes Flowing.
Spell - Elemental
Lock 1 + TT Substantive Elements. Choose a Locked Element. You can use a Manipulation Limb to attack with the Element as a Tier 1 ranged weapon with 3 + TT range that deals 4 + TT/2 Bashing damage and has Lightweight and the Locked Element.

6 + TT x 2 rounds
Boost: Lock 1 + TT Ailments. The weapon gains 1 Locked Ailment.
Trick - Elemental
Lock 1 + TT Elements. Deal 1 + TT/6 Stabbing damage to Grit of a Locked Element to target creature in Reach.
Boost: After this causes Injury, roll 1d12 to heal 1 Energy, DL 12.
Spell - Elemental
Requirements: 7 Combined Tiers of Nimble and Magic
Lock 1 + TT Elements. Reduce reduction to each Element in a Burst 1 + TT by 1 + TT.

6 + TT x 2 rounds

Nature
Boost: If a subject loses Reduction to an Element and has 0 remaining, they become Vulnerable to that Element.
Spell - Elemental
Lock 1 + TT Elements. Choose Bashing, Chopping, or Stabbing and a Locked Element. Create a Tier 1 melee weapon in target Manipulation Limb in 1 + TT range sized to fit it. It deals 4 + TT/2 damage and has 3 range, the chosen Strike Type, and the chosen Element. If thrown, the weapon reappears in the thrower's hand after the attack.

6 + TT x 2 rounds
Boost: The weapon gains Two-Handed and +2 damage or Lightweight.
Response
1 Resolve: After you fail defense against Trauma, reduce the damage it deals by 1 + TT/3. If you suffer Injury from the Trauma, attack Nature with Injury d12 to deal 1 + TT/2 Stabbing Necrotic damage to Grit in a Burst 1.
Boost: Heal Grit equal to the damage reduced.
Talent
Requirements: Dragon
Lock 1 Element. If damage of the Locked Element would be dealt to you, instead heal half that much Energy.

3 + TT rounds
Boost: Req: Trained 4 Times - Instead, heal equal to the damage.
Response
As a creature uses Hinder Spellcasting against you, gain +1 + TT/3 on your defense.
Boost: Deal 1 + TT/2 Umbral damage to attacker.
Augment - Empower
1 + Intensity Energy: Augment an attack that deals damage and does not have a duration. The attack gains + 1 + Intensity damage.
Boost: 1 Energy: If the attack has more than 1 instance of a weapon property, you may apply each of them.
Talent
Requirements: Dragon
Lock 1 Element. Deal 1 + TT/3 Stabbing damage of the Locked Element to Grit in an Aura 1 + TT on the Soulweaver's turn. Shed light with Tier equal to the damage.

3 + TT rounds
Boost: Req: Trained 2 Times - After a creature suffers Injury from this, deal 2 Dazzled damage to them.
Trick
Requirements: Reptilefused
Attack target creature in 3 + TT range with Guile to cause Tier 1 + TT/2 Unaware.

Guile
Boost: On success, deal 1 + TT/3 damage to Resolve.
Response - Elemental
Requirements: 9 Combined Tiers of Endure and Magic
2 Energy: After an effect with a single target deals Elemental damage to target creature in 6 + TT x 2 range, deal Bashing damage of the same Element equal to half of the damage to Grit to other creatures in a Burst 1 + TT/2 from the target.
Boost: Increase this damage by 1 + TT/3.
Aspect
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
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.
Aspect
Reduce penalties you suffer on Reposition rolls by 1 + TT. When you Reposition, it does not count as being done as the result of another attack succeeding.
Boost: Increase damage caused by Collide caused by your Reposition by 1 + TT/2.
Talent
Gain +1 damage and +1 + TT range with thrown weapon attacks.

6 + TT x 2 rounds
Boost: After succeeding a thrown weapon attack, the weapon moves to your space.
Talent
Gain +1 + TT/2 damage with Unarmed Strikes.

6 + TT x 2 rounds
Boost: Choose Bashing, Chopping, or Stabbing. Your Unarmed Strikes gains the chosen Strike Type.
Spell - Elemental
Requirements: 7 Combined Tiers of Endure and Tools
Deal 4 + TT/2 Bashing damage to Grit in a Cone 3 + TT.

Endure
Boost: Attack with Injury d12 to deal 2 + TT Deaf damage.
Spell - Infusion
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.

Poise
Boost: Deal 2 + TT Emotional damage. The emotion is fear of death.
Response - Infusion
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
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
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.
Spell - Elemental
Requirements: 9 Combined Tiers of Endure and Poise
After a creature in an Aura 3 + TT makes a physical attack, deal 1 + TT/3 Mystical Necrotic damage to them.

6 + TT x 2 rounds
Boost: After a creature suffers Injury from this, deal 2 Trauma damage to them.
Response
Requirements: 7 Combined Tiers of Martial and Zeal
1 Resolve: After causing Injury, use Demoralize against the subject with Injury d12 as the attack roll.

Poise
Boost: Increase the Emotional damage by 1 + TT/2.
Aspect
Gain 1 + TT Ferocity Pool. As you suffer Grit Injury, you can pay 1 Ferocity to reduce the Injury by 1 + TT/3. While Focal Locked on an Enemy, you can pay 1 Resolve as a Trick to heal 1 + TT/2 Ferocity.
Boost: As you deal physical damage, you can pay 1 Ferocity to increase the damage by 1.
Talent
Requirements: Shade
Attack in a Burst 1 + TT to deal 1 + TT/2 Emotional damage. The emotion is fear of you.

Poise
Boost: Req: Trained 4 Times - On success, also cause Tier 1 Encumbered until they are no longer afraid.
Response
Requirements: Dwarf or Orc
As you would become Unconscious from Grit injury, roll Endure to stay Conscious, DL 9 - TT + prior successes.
Boost: Req: Trained 4 Times - Prevent effects other than damage from the attack.
Aspect
Requirements: Goblin
Gain +2 + TT x 2 Fire Reduction.
Boost: Req: Trained 2 Times - Gain +1 Area Value and damage with Fire effects.
Spell - Illusion
Cause target creature in 3 + TT range to Cease Focus and after each time they use Focus or suffer Injury, attack with 1 + TT/2 d12 to cause them to Cease Focus.

3 + TT minutes

Poise
Boost: At the end of each of their turns, attack with 1 + TT/3 d12 to deal 2 Blind damage.
Spell - Illusion
Infuse energy into target Gripped object that can be opened. The next time it is opened, attack Endure of creatures that can see in a Burst 1 with 1 + TT/3 d12 to deal 4 + TT/2 Blind damage.

1 + TT days
Boost: It also makes a Magnitude 3 + TT sound.
Augment - Empower
3 Energy: Augment an attack that deals damage of a Physical Element. The damage becomes Flowing.
Spell - Infusion
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
Requirements: 9 Combined Tiers of Martial and Zeal
Deal 3 + TT/2 Mystical Radiant damage to Grit to undead creatures in a Cone 3 + TT.

Nature
Boost: Heal living creatures 2 + TT/2 Grit.
Spell - Suppression
Requirements: 9 Combined Tiers of Elude and Guile
Target creature in 6 + TT x 2 range attacks the nearest creature with their highest damage effect if possible. They cannot reduce their damage with the attack. If more than one creature or attack could be chosen, they make any choices. This counts as a Domination effect.

Observe
Boost: If there is no creature for them to attack, they move 1 + TT/2 spaces towards the nearest creature first.
Response
1 Energy: After succeeding Reposition, deal 2 + TT/2 Bashing Body damage to their Grit.
Boost: Then cause Balance, DL increased by double the Injury caused.
Augment - Empower
1 Energy: Augment an attack that has a Strike Type and deals damage. Choose Bashing, Chopping, or Stabbing. The attack becomes the chosen Strike Type.
Boost: 1 Energy: This can Augment an attack that does not have a Strike Type.
Aspect
While Manifesting a Ritual, at the beginning of your turn, attack Zeal of each creature in 6 + TT range afflicted with a fear Emotion to deal 1 damage to Resolve with 1 + TT/3 d12. On Injury, reduce the Soul cost by 1 + TT.
Boost: After reducing the cost in this way, you can increase the time needed to Manifest the Ritual by 1 round.
Talent
Requirements: 9 Combined Tiers of Martial and Tools
Gain +1 Major Action Pool and damage during your next turn.
Boost: Gain +1 + TT/3 Minor Action Pool during your next turn.
Spell - Infusion
Target creature in Reach gains +1 + TT/3 on Influence rolls.

6 + TT x 2 minutes

Poise
Boost: They gain +1 + TT/2 on damage to Resolve.
Spell - Elemental
Requirements: 9 Combined Tiers of Nimble and Magic
Deal 4 + TT/2 Bashing Air damage to Grit and Clumsy damage in a Cone 3 + TT.

Endure
Boost: Use Trip and Reposition attacking with Injury from the Air damage d12 at the attack roll.
Spell - Elemental
Requirements: 9 Combined Tiers of Zeal and Nature
Create Tier 1 Hail or increase the Hail Tier by 1 in a Burst 3 + TT. Gain Immunity to damage from Hail.

3 + TT minutes
Boost: At the start of you turn for 1 + TT rounds, roll 1d12 to increase the Hail Tier by 1, DL 9.
Response
After you declare an attack while your attacking limb is at a higher elevation than the highest elevation of your target, gain +1 + TT/2 damage.
Boost: On success, attack Endure with Injury d12 to deal 2 Dazzled damage.
Trick
Attack with Martial to deal 1 + TT/3 Bashing damage to Grit to target Prone creature in Reach.

Elude
Boost: For 1 round, increase the cost to rise from Prone by 1 Minor Action.
Response
1 Energy: After you declare an attack with a Gripped melee weapon while not Crowded, gain +1 + TT/3 physical damage on the attack.
Boost: This does not prevent you from using other reactions to your attack. If the weapon is Two-Handed, gain another +1 damage.
Aspect
After you drink blood, gain +1 on rolls for 1 + TT rounds. When you Manifest a spell that has Body, Curative, or Decay Affinity, you may replace the requirement of words with suffering an equal number of Tiers of Trauma. When you do, the spell gains +1 damage.
Boost: Reduce the Skill Tier requirement of abilities that have Arcanist, Curative, or Necrotic Affinity by 1.
Spell - Transference
Requirements: 11 Combined Tiers of Athletics and Magic
Deal 2 Mystical Body damage to Grit of target creature in Reach. If this causes Injury, drink the blood or store it in a Gripped vial. When you drink the blood, choose a non-Root ability the creature knows. Gain that ability as they know it with no more than TT training. Ignore any requirements of the ability.

3 + TT hours

Nature
Boost: You can choose a Root ability. Do not change size from Root abilities gained in this way.
Stance
After you cause Grit Injury, deal 1 + TT/2 Trauma damage.
Boost: When a creature in Reach gains Trauma, if you have an open and empty vial Gripped, you can fill the vial with their blood.
Aspect
Requirements: Insectfused
Gain Telepathy with 10 + TT x 10 range.
Boost: You can send an image or emotion as part of your words.
Response
Requirements: Rettocuru
After you declare an attack with your spike (horns), the attack gains +1 + TT/2 damage.
Boost: The attack gains Accurate and Trauma.
Spell - Elemental
Make a ranged Strike with 3 + TT range to deal 6 + TT/2 Bashing Earth damage to Grit and move the target 1 + TT/2 - their size spaces away from you.
Boost: The damage becomes Stabbing.
Spell - Elemental
Create armor made of ice up to Tier 1 + TT armor on target torso in 3 + TT range. It is Vulnerable to Fire and suffers any Fire damage the wearer suffers.

12 + TT x 12 minutes

Elude
Boost: Create the same armor on up to 1 + TT additional target parts on the same creature.
Spell - Elemental
Requirements: 9 Combined Tiers of Elude and Tools
Spaces in a Burst 1 + TT become coated in Tier 3 + TT Slick ice. Reduce the Temperature by 10 + 5 x TT degrees. Deal 1 + TT/2 Flowing Water damage to Grit of other creatures that end their turn in these spaces.

1 + TT minutes
Boost: After another creature becomes Prone in a space, a spike of ice comes out of the ground and attacks Elude with 1 + TT/3 d12 to deal 4 + TT/2 Stabbing damage to Grit.
Spell - Elemental
Know any Reductions and Immunities target creature in 3 + TT range has other than from gear.

Nature
Boost: Know what Vulnerabilities they have.
Spell - Transference
Requirements: 9 Combined Tiers of Tools and Observe
Create a page of paper in your Manipulation Limb that shows an image of what you see. It has details like a Tier 1 + TT map.
Boost: Gain +1 + TT/2 on your Observe roll to determine what you see for the image.
Spell - Suppression
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.
Spell - Illusion
Deal 2 + TT/2 Emotional damage to target creature in 3 + TT range. The emotion is rage towards a subject of your choice.

Poise
Boost: For 1 round, they cannot obtain objects or Manifest Spells.
Spell - Mutation
Deal 3 + TT Trauma damage to target creature in 6 + TT x 2 range.

Nature
Boost: For 1 round, any Wounded Tier they suffer is increased by 1.
Talent
Requirements: 9 Combined Tiers of Martial and Magic
Lock 1 + TT Elements. Choose a locked Element. Your weapons gain the chosen Element and increase damage it deals with a Strike Type by 1 + TT/3.

3 + TT rounds
Boost: Make a weapon attack.
Aspect
Requirements: Root Gnome
Gain +3 on rolls against Dispel Defense and physical damage against non-living objects.
Their existence brings all around them to their natural state.
Trick - Infusion
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.

3 + TT rounds
Boost: Treat Reductions of objects you damage as 1 + TT/3 lower.
Spell - Illusion
Requirements: 7 Combined Tiers of Martial and Observe
You and up to 2 + TT target creatures in 6 + TT x 2 range each think up to 12 x TT words. Each of you hears the thought words.
Boost: Images or emotions can be sent in place of 12 words each.
Spell - Infusion
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.

3 + TT rounds
Boost: Creatures gain +1 + TT on Overexertion rolls.
Spell - Infusion
Requirements: 7 Combined Tiers of Martial and Poise
Creatures in a Burst 3 + TT gain +1 on weapon damage.

3 + TT rounds
Boost: Creatures gain +1 + TT/3 Movement Pool.
Talent
Deal 6 + TT/3 Bashing Body damage to Grit to target creature in Reach.

Endure
Boost: Attack with Injury d12 to deal 3 + TT Muted damage.
Response
Requirements: 9 Combined Tiers of Nimble and Observe
After you succeed a physical attack, use Trip against the target.
Boost: On success, deal 2 + TT Slowed damage.
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Magic
Deal 3 Mystical Body damage to Grit of target creature in Reach. If this causes Injury, drink the blood or store it in a Gripped vial. When you drink the blood, heal 2 + TT Grit.

Endure
Boost: For 1 round, gain +1 + TT on rolls to reduce Ailments afflicting you.
Trick - Elemental
Requirements: Root Shade
1 Resolve: Attack with Endure in a Burst 1 to deal 1 Mystical Necrotic damage to Grit. If this effect causes Injury, heal 1 Grit.

Nature
Being in the presence of these shades comes with an ill feeling.
Spell - Elemental
Deal 3 + TT/2 Mystical Necrotic damage to Grit of target creature with an ongoing ability on them that you Manifested in 6 + TT x 2 range. Heal Grit equal to half the Injury caused.

Endure
Boost: If you cause Injury, increase the duration of the ongoing abilities that you created on them by 1.
Spell - Elemental
Requirements: 7 Combined Tiers of Nimble and Magic
Deal 4 + TT/2 Flowing Air damage to Grit in a Line 6 + TT.

Elude
Boost: Has 3 + TT range and you can choose any direction for the line.
Response - Infusion
Requirements: Troll
1 Luck: After an attack that deals Elemental damage succeeds against you, gain 1 + TT Reduction to that Element.

1 + TT/3 rounds
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.
Aspect
Requirements: Curse of Lycanthrope
Gain +1 + TT/3 on Endure rolls and TT/2 Physical Reduction.
Boost: Req: Trained 2 Times - Gain +1 + TT/3 physical damage. Double this while in animal or hybrid form.
Response - Infusion
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.

Magic
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.

1 round
Boost: 1 Resolve: Gain +1 + TT/2 damage.
Stance
After causing Injury with a Spell, the target has a 1 + TT/6 penalty on attack rolls against you for 1 round.
Boost: After a creature attacks you and fails, deal 1 + TT/2 Unaware damage to them.