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Spell - Infusion
Target creature in 3 + TT range gains 1 + TT/2 Minor Action Pool.
Boost: They gain +1 + TT Priority.
Spell - Elemental
Gain +2 + TT on Break rolls if the target is not Immune to Earth.
Boost: Your physical attacks deal 1 + TT/3 Flowing Earth damage in addition to their normal effects.
Spell - Transference
Requirements: 7 Combined Tiers of Poise and Magic
Speak 1 task. If target creature in 3 + TT range dies, they instead become a ghost and try to complete the task and then die. If they complete the task, they die.
Boost: They can spend 1 Energy as a Major Action to stop Phasing for 1 minute.
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.
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.
Boost: They must use a Major Action to Manipulate Alchemical objects.
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Zeal
Choose up to 1 + TT limbs. Gain the chosen limbs.
Boost: Gain a distal on 1 + TT limbs.
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.
Boost: After they fail defense against Trauma, deal 2 Sickened damage to them.
Spell - Elemental
Deal 4 + TT/2 Mystical Mind damage to Grit of target creature in 6 + TT x 2 range.
Boost: If you cause 4 or more Injury, cause Tier 1 Wounded Tier to their head.
Spell - Suppression
Reduce Emotional and Sickened afflicting target animal in 6 +TT x 2 range 1 + TT Tiers.
Boost: Improve its Social Opinion of you by 1 + TT/2 Tiers for 1 + TT minutes.
Spell - Transference
Target creature in Reach rerolls the next Skill roll they succeed and loses 1 + TT/3 d12 on the reroll.
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.
Boost: Deal 2 + TT Weakened damage.
Spell - Suppression
Cause target in 6 + TT x 2 range to add 1 + TT/6 face value 1 to each Skill roll they make.
Boost: If they reroll a roll, they suffer -1 on the reroll.
Spell - Illusion
Requirements: Realistic Mode
Cause target creature in Reach to suffer a Tier 1 + TT/4 Sanity event.
Boost: If the Sanity event is successful, they act and function as an animal for 1 + TT/3 rounds.
Spell - Suppression
Target creature in 3 + TT range suffers a 2 + TT/2 penalty on non-defensive Tools rolls.
Boost: After they use an object, attack Tools with 1 + TT/3 d12 to cause them to Drop the object.
Spell - Illusion
Requirements: 11 Combined Tiers of Athletics and Poise
Another target creature in 3 + TT range heals 1 Resolve at the end of each of their turns.
Boost: After paying Resolve for an action, they gain +1d12 on any roll for the use and effect of that action.
Spell - Infusion
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 - Mutation
Requirements: 11 Combined Tiers of Magic and Nature
Any Disease target creature in 3 + TT range has is exposed by contact with the creature in addition to its normal exposure.
Boost: Reduce the Latent and Incubation Period of diseases afflicting the creature by half 1 + TT/2 times.
Spell - Suppression
Deal 3 + TT Deaf damage to target creature in 3 + TT range.
Boost: Cause Balance, DL increased by their Deaf Tier.
Spell - Mutation
Requirements: 7 Combined Tiers of Magic and Nature
Cause a 2 + TT penalty on Grit Pool of target creature in Reach.
Boost: Increase the penalty by their sizes above 0.
Spell - Infusion
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.
Spell - Illusion
Know if there is a creature other than yourself with an Affinity in an Aura 6 + TT x 2.
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim purple glow around them if they have an Affinity. You can roll knowledge as if sensing an effect of their Affinity.
Spell - Illusion
Know if there has been any magical effect during the last hour in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow in the space if it contains remnants of magic. You can identify the effects as if you could see them being Manifested or activated.
Spell - Illusion
For each Spell that was Manifested in 6 range in the last 6 + TT x 2 hours, if the caster is within 1 + TT miles, see a straight line to the caster.
Boost: You know how many miles each subject is in away from you.
Spell - Illusion
Know if there is a diseased creature in an Aura 6 + TT x 2.
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim yellow glow around them if they have a disease.
Spell - Illusion
Know if there is another creature that has held an object you have Gripped in an Aura 6 + TT x 2.
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim blue glow around them if they held the object.
Spell - Illusion
Know if there is an invisible creature or object other than yourself or your gear in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area, Invisible of subjects in that space does not affect your senses.
Spell - Illusion
Know if there is a creature rolling Guile or benefiting from an effect they rolled Guile for in an Aura 6 + TT x 2.
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim yellow glow around them while they are detectable by this.
Spell - Illusion
Know if there is a magical ability that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim red glow in the space if it contains these effects. You can identify the effects as if you could see them being Manifested.
Spell - Illusion
Know if there is a magical object not in your possession in an Aura 6 + TT x 2. This does not detect Souls or Shards.
Boost: While Focal Locked on an object in the area for 1 minute or more, see a dim white glow around it if it is magical.
Spell - Illusion
Know if a creature that used Awareness as an action senses you in an Aura 6 + TT x 2.
Boost: You know if you are sensed directly or through magic.
Spell - Illusion
Gain +3 on rolls to find secret doors in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a yellow glow around the space if contains a secret door.
Spell - Illusion
Know if there is a living plant in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim green glow around the space if it contains plants.
Spell - Illusion
Know if there is poison in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow in around the space if it contains poison.
Spell - Illusion
Sense if a Scry effect targets or senses you. If you would be seen through a Scry effect that does not target you, the effect attacks your Magic. On failure, it does not sense you.
Boost: Gain +1 + TT/2 on defenses against Scry effects.
Spell - Illusion
Know if there is a Talent that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim red glow in the space if it contains these effects. You can identify the effects as if you could see them being Manifested.
Spell - Illusion
Requirements: 9 Combined Tiers of Poise and Observe
Hear telepathy being used in an Aura 3 + TT x 3.
Boost: While Focal Locked on a creature in the area for 1 minute or more, see a dim violet glow around them while they are using Telepathy.
Spell - Illusion
Know if there is a non-magical trap in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow around the space if it contains non-magical traps.
Spell - Illusion
Know if there is an undead creature in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow around the space if it contains undead creatures.
Spell - Suppression
Deal 2 + TT Sickened damage to target creature in 3 + TT range.
Boost: Deal 2 + TT Slow damage.
Spell - Transference
Requirements: 11 Combined Tiers of Guile and Nature
Target creature or corpse in Reach becomes Soulbroken.
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.
Boost: If you cause Injury, deal 1/2 Injury Mystical damage to Resolve.
Spell - Transference
Deal 3 + TT/2 Mystical damage to Energy of target creature in Reach.
Boost: Heal Energy equal to half Injury.
Spell - Infusion
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.
Spell - Mutation
Requirements: 11 Combined Tiers of Zeal and Nature
Target creature in 12 + TT x 3 range has a 1 + TT/3 penalty on defenses against Diseases of the Body, non-Magical poisons, and all effects from the environment.
Boost: The also suffer this penalty against abilities that have Naturalist or Environmental and their effects.
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.
Boost: Lock 1 + TT Ailments. The weapon gains 1 Locked Ailment.
Spell - Transference
Requirements: 9 Combined Tiers of Elude and Magic
Reduce Grit Injury you would suffer by 1 + TT/3. After this reduces Injury, pay 1 Energy.
Boost: After this reduces Injury, roll 1 + TT d12 to ignore the Energy cost that time, DL 12.
Spell - Infusion
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.
Spell - Infusion
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.
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Nature
Lock 1 + TT/2 Enhanced Senses. Target creature in 3 + TT range gains the Locked options.
Boost: Gain +1 range on all senses.
Spell - Illusion
Target subject in 3 + TT range gains Tier 1 + TT/2 Concealment against vision.
Boost: If they end their turn without moving, they gain Tier 1 Concealment against vision.
Spell - Suppression
Requirements: 7 Combined Tiers of Nimble and Guile
Target willing creature in 3 + TT range dies, except their soul does not leave their body.
Boost: The target can use their senses as normal and can Cease this effect.
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.
Boost: Deal 2 + TT Emotional damage. The emotion is fear of death.
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.
Boost: At the end of each of their turns, attack with 1 + TT/3 d12 to deal 2 Blind damage.
Spell - Infusion
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 - Elemental
Requirements: 7 Combined Tiers of Zeal and Nature
Treat Poor Breathability as 1 + TT Tiers lower.
Boost: Gain Immunity to Inhaled poison.
Spell - Elemental
Requirements: 9 Combined Tiers of Athletics and Guile
Cause a 1 + TT/2 penalty on Severe Threshold to target creature in 3 + TT range.
Boost: On success, cause Tier 1 + TT Slick.
Spell - Transference
Requirements: 7 Combined Tiers of Martial and Magic
Cease to exist for 1 round. Gain +1 Major Action Pool on your next turn.
Boost: When you return, you can be anywhere within 1 + TT spaces of where you started.
Spell - Infusion
Target creature in Reach gains +1 + TT/3 on Influence rolls.
Boost: They gain +1 + TT/2 on damage to Resolve.
Spell - Mutation
Target creature in 3 + TT range counts as 1 + TT sizes larger to determine how much they must eat.
Boost: They treat all meals as 1 + TT/2 Quality Tiers lower.
Spell - Mutation
Requirements: 7 Combined Tiers of Athletics and Martial
Target creature in 6 + TT x 2 range grows 1 size.
Boost: Increase the size grown by TT/6.
Spell - Infusion
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
Heal target creature on Reach 3 + TT Grit.
Boost: Use Soothe with -3 on the roll. Gain +TT on the roll.
Spell - Suppression
Requirements: 9 Combined Tiers of Endure and Poise
Time only passes for you, your gear, and the air you contact. You cannot use actions.
Boost: Include 1 + TT/2 creatures in Reach.
Spell - Transference
Lock 1 + TT Skills. Create a magic barrier near you that functions as a Tier 0 Gripped shield with Guard 1. Guard from the barrier also grants is bonus on each Locked Skill.
Boost: The barrier can also Guard against magical attacks and gain +TT/3 Guard value.
Spell - Transference
Lock 1 + TT/2 of Might, Finesse, Charisma, and Wit. Choose a Locked attribute. You know the total number of Tiers target creature in 6 + TT x 2 range has in that attribute.
Boost: Choose a Skill in the chosen attribute. You know how many Tiers the creature has in that skill.
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.
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.
Boost: For 1 round, any Wounded Tier they suffer is increased by 1.
Spell - Illusion
Requirements: 9 Combined Tiers of Nimble and Guile
Create a Projection of a Disguise on yourself using your roll to cast as the Disguise result. Reduce the penalty from changes made by 1 + TT/2.
Boost: You can have the Disguise change you 1 size.
Trick - Illusion
Requirements: Realistic Mode
Target creature in 1 + TT range rolls Sanity Recovery as if they got the needed recoveries 1 + TT/3 times.
Boost: These rolls are unaffected by the effect of Sanity.
Spell - Infusion
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 - Illusion
Requirements: 7 Combined Tiers of Nimble and Nature
Target subject in Reach becomes invisible.
Boost: Target can use a Major Action to cause any Break Illusion against this effect to reset as if it had not been used.
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.
Boost: If you cause Injury, increase the duration of the ongoing abilities that you created on them by 1.
Spell - Illusion
Requirements: 11 Combined Tiers of Guile and Magic
Remove all instances of a specified creature or object in the memories of target creature in Reach. After each Recovery, attack Poise again with 1 + TT/2 d12. On failure, this effect ends.
Boost: Do not attack again for 1 day.
Spell - Infusion
Gain +1 + TT/2 on defense against Domination.
Boost: When you are Ambushed, count as in Conflict.
Spell - Mutation
Requirements: 7 Combined Tiers of Guile and Magic
Remove Mindless from target creature in Reach.
Boost: They regain their memories from the last body they were in.
Spell - Illusion
Requirements: 7 Combined Tiers of Nimble and Guile
Create a Projection that gives you the appearance of target creature in 6 + TT x 2 range, including their gear, except do not change size or limbs.
Boost: The Projection can add up to 1 + TT/2 sizes, limbs, or distals to you.
Spell - Illusion
When target creature in 3 + TT range speaks, their words are always jumbled and incomprehensible.
Boost: They suffer a 1 + TT/3 penalty on Communication rolls.
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Nature
Phase.
Boost: Increase your Bulk Limit by 3 + TT x 3.
Spell - Mutation
Requirements: 7 Combined Tiers of Poise and Observe
You can speak with plants.
Boost: You can speak with animals.
Spell - Elemental
Deal 4 + TT/2 Mystical Necrotic damage to Grit of target creature in 6 + TT x 2 range.
Boost: Deal 2 + TT/2 Sickened damage.
Spell - Illusion
Deal 2 + TT Emotional damage to target creature in 3 + TT range. The emotion is fear that their greatest fear is coming true.
Boost: On success, if they are Unconscious, deal 1 + TT/2 Resolve damage to them.
Spell - Suppression
Reduce 1 Emotional or Sickened on target creature in 3 + TT range 1 + TT/2 Tiers.
Boost: Affect each possible affliction.
Spell - Elemental
Requirements: 7 Combined Tiers of Nimble and Nature
Deal 3 + TT Clumsy, Slow, Stiff, and Unsteady damage to target creature in 6 + TT x 2 range.
Boost: Until they have none of these Ailments, after they pay a Movement cost, deal 1 + TT/3 Flowing Air damage to their Grit.
Spell - Infusion
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.
Spell - Suppression
Non-magical spaces you leave do not cause Encumbered for 1 minute.
Boost: Affect spaces within 1 range of spaces you leave.
Spell - Mutation
Target subject in 6 + TT x 2 range gains +1 + TT on climb and jump rolls.
Boost: Gain +1 +TT/2 on defense against Gravity effects.
Spell - Infusion
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
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.
Spell - Suppression
Requirements: 7 Combined Tiers of Elude and Magic
As a target in 3 + TT range would Teleport or Warp, attack Nature with 1 + TT/2 d12 to prevent the effect.
Boost: Also affect Phasing.
Spell - Infusion
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
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.
Spell - Mutation
Requirements: 9 Combined Tiers of Nature and Observe
Remove 1 Tier of Starving from target creature in Reach.
Boost: They count as getting 1 + TT hours of rest towards removing Exhausted.
Spell - Infusion
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.
Spell - Infusion
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 - Suppression
Requirements: 7 Combined Tiers of Nature and Observe
Lock 1 + TT/2 poison exposure types. Attack each poison of each Locked type afflicting target creature in 3 + TT range to reduce its attack roll by 1 + TT/3 d12.
Boost: They roll to reduce Ailments caused by the poisons now, even while the poisons are ongoing.
Spell - Infusion
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
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
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 - Elemental
Gain Immunity to Burning, Fire, and Slow.
Boost: At the end of your turn, heal 1 Grit.
Spell - Elemental
Target Ritual in 3 + TT range becomes 1 + TT rounds closer to being completed.
Boost: The creature Manifesting the Ritual can immediately change any selected target of the ritual.
Spell - Illusion
Deal 3 + TT Unaware damage to target creature in 3 + TT range.
Boost: Then attack Nature with a number of d12 equal to 1/6 of their Unaware Tier to cause Unconscious.
Spell - Infusion
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 - Mutation
Requirements: 9 Combined Tiers of Zeal and Nature
Shapeshift into a creature that is within TT/3 sizes of you and gain + TT defense against Shapeshifting effects. Do not gain any Movement types.
Boost: You can speak even if the creature you become cannot and gain their Movement types.
Spell - Illusion
Target subject in 3 + TT range gains +2 + TT x 2 range on ranged attack.
Boost: They gain Accurate on ranged attack rolls.
Spell - Transference
Requirements: 7 Combined Tiers of Poise and Zeal
As damage would be dealt to target creature in 3 + TT range, reduce the damage by 2 + TT/2 and end this.
Boost: After preventing damage, deal 2 + TT/2 Weakened damage attacker.
Spell - Mutation
Requirements: 7 Combined Tiers of Athletics and Martial
Target creature in 6 + TT x 2 range shrinks 1 size.
Boost: Increase the size shrunk by TT/6.
Spell - Mutation
Target subject in Reach has a 1 + TT/2 penalty on Physical Reduction that does not come from armor.
Boost: They have a 1 + TT/3 d12 penalty on defense against diseases and poisons.
Spell - Suppression
Requirements: 9 Combined Tiers of Nimble and Observe
Time does not pass for target creature or object in 1 + TT range.
Boost: The target can be moved.
Spell - Transference
Requirements: 7 Combined Tiers of Elude and Poise
Cause a 1 + TT/3 d12 penalty on Luck rolls to target create in 3 + TT range.
Boost: Gain a bonus on Luck rolls equal to the penalty caused.
Spell - Transference
Deal 4 + TT/2 Mystical Umbral damage to Grit of target creature in 6 + TT x 2 range.
Boost: Deal 1 + TT/3 Mystical damage to Energy.
Spell - Infusion
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
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 - Suppression
Requirements: 9 Combined Tiers of Guile and Nature
Target creature in 3 + TT range is removed from existence. When they return, they appear in the nearest space to where they started that they can occupy.
Boost: Ongoing effects on them continue to advance in duration.
Spell - Transference
Requirements: 9 Combined Tiers of Martial and Magic
Take 1 + TT turns immediately, then continue your current turn. You cannot affect or create anything and objects cannot leave your possession.
Boost: Each ongoing effect on you Manifested by an Enemy loses 1 duration at the end of each of your turns.
Spell - Mutation
Requirements: 7 Combined Tiers of Endure and Elude
Target creature in Reach gains +1 + TT/2 d12 on defense again non-magical diseases and corrosive poisons.
Boost: They gain TT/3 Physical Reduction.
Spell - Infusion
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.
Spell - Elemental
Requirements: 9 Combined Tiers of Athletics and Observe
Target creature in 3 + TT range gains Burrow as a Secondary Movement type. With each space moved, they can pay 1 Movement to leave a tunnel 2 sizes smaller than them in that space. After each minute, the tunnel rolls 2d12. If two or more are face value 1, the tunnel collapses.
Boost: They can leave a tunnel without expending Movement. If they do, the tunnel rolls an additional 1d12.
Spell - Infusion
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.
Spell - Mutation
Target creature in 3 + TT range reduces penalties from Encumbered by 1 + TT.
Boost: They deal full damage with Bashing and Chopping weapons while submerged.
Spell - Mutation
Requirements: 7 Combined Tiers of Guile and Nature
Target creature in 3 + TT range mutates at the start of each of their turns. Each mutation deals 3 Body damage to Grit.
Boost: After Injury, roll for a body part. The part cannot be used for 1 + TT/3 rounds.
Spell - Elemental
Requirements: 7 Combined Tiers of Elude and Tools
Cause a vortex to exude from target creature in 6 + TT x 2 range. The vortex Repositions each creature or object comes within an Aura 2 of it towards itself with 2d12. Objects that are affected by this while used for attacking change their target to the creature.
Boost: The vortex counts as a size 1 + TT/2 creature.
Spell - Mutation
Requirements: 7 Combined Tiers of Endure and Nature
Target creature in 3 + TT range treats Liquid Tier as 1 + TT Tiers lower.
Boost: Target gains Aquatic.
Spell - Infusion
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.
Spell - Mutation
Deal 4 + TT/2 Mystical Time damage to Grit of target creature in 6 + TT x 2 range.
Boost: Deal 2 + TT/2 Slow damage.
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