Spell - Mutation (Hemalurge style)
Requirements: 9 Combined Tiers of Athletics and Magic
Choose 1 Species ability that you know. Target other creature in Reach gains the chosen ability and counts as your species for it. If you choose a Root ability, this effect fails if they are not the correct Primary Species. Their children will receive only your Species to determine their bloodline from the creature.

1 + TT days

Nature
Boost: You can grant Root abilities to other Species.
Spell - Mutation (Hemalurge style)
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.
Trick - Mutation (Hemalurge style)
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.
Aspect (Hemalurge style)
Treat the Smell Magnitude of blood as 1 + TT higher.
Boost: You can identify the Species of a creature when you smell their blood.
Spell - Mutation (Hemalurge style)
Target creature in 3 + TT range counts as 1 + TT sizes larger to determine how much they must eat.

1 + TT days

Nature
Boost: They treat all meals as 1 + TT/2 Quality Tiers lower.
Aspect (Hemalurge style)
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 Curative or Necrotic Affinity by 1.
Spell - Transference (Hemalurge style)
Requirements: 11 Combined Tiers of Athletics and Magic
Deal Mystical Body damage equal to your Nature Tier 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 (Hemalurge style)
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.
Spell - Mutation (Hemalurge style)
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 (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.

Elude
Boost: The Disease gains +1 + TT/2 d12 on its attack roll.
Spell - Mutation (Hemalurge style)
Requirements: 9 Combined Tiers of Athletics and Magic
Deal Mystical Body damage equal to your Athletics Tier 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.
Aspect (Hemalurge style)
Gain 1 + TT Vita Pool. You can use Vita to pay Energy costs of Spells. You can spend 1 minute to pay 1 Grit and 1 Resolve to drink your blood and heal 2 Vita.
Boost: When you use Vita to Manifest a Spell, it gains +1 + TT on defense against Hinder Spellcasting.