Target gains 1 + TT/3 Minor Action Pool.
Target 1 + TT
3 + TT rounds
Boost: Their position in Priority becomes before the creature before them. This does not allow a creature to act again this round.
Gain +2 + TT/2 on Break rolls if the target is not Immune to Acid.
Self
1 + TT minutes
Boost: Count as having the right tools to make rolls benefiting from this with a Free Limb.
Requirements: Poise Proficiency 9, Magic Proficiency 9
Speak 1 task. If target creature dies, they instead become a ghost and try to complete the task and then die. If they complete the task, they die.
Target 3 + TT
1 + TT minutes
Nature
Boost: They can spend 1 Energy as a Major Action to stop Phasing for 1 minute.
Requirements: Athletics Proficiency 9, Nature Proficiency 9
Target does not fall. They can use movement to lower their elevation.
Target 3 + TT x 3
6 + TT x 6 minutes
Magic
Boost: The creature also cannot take or cause Collision damage while not carrying more than double their Bulk Limit.
Requirements: Tools Proficiency 9, Nature Proficiency 9
After target creature takes physical damage, they roll 1d12, DL equal to the damage + TT/3. On failure, Alchemical objects in their gear activate. If a container in their possession takes damage, this affects Alchemical objects in that container.
Target 0
3 + TT rounds
Magic
Boost: Manipulating Alchemical objects requires a Major Action.
Requirements: Athletics Proficiency 15, Zeal Proficiency 15
Choose up to 1 + TT/3 limbs. Gain the chosen limbs.
Self
6 + TT x 3 minutes
Boost: Gain a distal on 1 + TT/2 limbs.
After target creature suffers Grit Injury, they suffer Tier 1 + TT/6 Trauma.
Target 3 + TT
3 + TT rounds
Endure
Boost: After they fail defense against Trauma, they suffer Tier 1 Sickened.
Deal 4 + TT/2 Mind damage.
Target 3 + TT
Endure
Boost: 3 Energy: Cause Tier 1 Wounded to their head.
Reduce Enraged, Frightened and Sickened afflicting target animal 1 + TT/2 Tiers.
Target 1 + TT
Observe
Boost: After removing Tiers, improve its Social Opinion of you by 1 + TT/3 Tiers.
Cause target creature to reroll the next Skill roll they succeed and lose 1 + TT/4 d12 on the reroll.
Boost: If they succeed the reroll, cause Tier 1 + TT/3 Weakened.
Requirements: Guile Proficiency 15, Nature Proficiency 15
Cause target creature to have Tier 1 + TT/6 Exhausted.
Target 0
3 + TT x 3 minutes
Endure
Boost: Cause Tier 1 + TT Weakened.
Cause target to add 1 + TT/6 face value 1 to each Skill roll they make.
Target 3 + TT
1 + TT/4 rounds
Zeal
Boost: If they reroll a roll, they suffer -1 on the reroll.
Spell - Illusion
Requirements: Realistic Mode
Cause a Tier 1 + TT/4 Sanity event.
Target 0
Nature
Boost: If the Sanity event is successful, they act and function as an animal for 1 + TT/3 rounds.
Requirements: Nimble Proficiency 21, Guile Proficiency 21
Dominate target creature. As they attack, the attack fails.
Target 3 + TT
3 + TT rounds
Tools
Boost: Instead of the attack failing, they are affected as if attacking themselves.
Target creature has a 2 + TT/2 penalty on non-defensive Tools rolls.
Target 3 + TT
3 + TT minutes
Tools
Boost: After the creature uses an object, attack Tools with 1 + TT/4 d12 to cause them to Drop the object.
Requirements: Guile Proficiency 15, Poise Proficiency 15
Understand all spoken languages for their literal meaning. You may miss things that would be clear if you knew the language.
Self
6 + TT x 3 minutes
Boost: You can read all written languages.
Requirements: Magic Proficiency 21, Nature Proficiency 21
Any Disease target creature has is exposed by contact with the creature in addition to its normal exposure.
Target 3 + TT
1 + TT minutes
Nature
Boost: Reduce the Latent and Incubation Period of diseases afflicting the creature by half 1 + TT/3 times.
Cause Tier 2 + TT/2 Deafened.
Target 3 + TT
Endure
Boost: Cause Balance, DL increased by their Deafened Tier.
Cause a 1 + TT/3 penalty on Grit Pool.
Target 3 + TT
3 + TT rounds
Nature
Boost: Increase the penalty by their sizes above 0.
Deal 1 + TT/3 damage to Resolve.
Target 3 + TT
Poise
Boost: For 3 + TT x 3 minutes, after the creature suffers Grit Injury, deal 1 damage to their Resolve.
Know if there is a creature other than yourself with an Affinity in an Aura 6 + 3 x TT.
Self
1 hour
Boost: 2 Energy: Creatures with Affinities have a dim purple glow around them. You can roll knoweldge as if sensing an effect of their Affinity.
Know if there has been any magical effect during the last hour in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim purple glow in spaces that contain remnants of magic. You can identify effects as if you could see them being Manifested or activated.
For each Spell that was Manifested in 6 range in the last 6 + TT x 3 hours, if the caster is within 1 + TT miles, see a straight line to the caster.
Self
1 + TT hours
Boost: You know what miles each subject is in away from you.
Know if there is a diseased creature in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim yellow glow in spaces of diseased creatures.
Know if there is another creature that has held an object you have Gripped in an Aura 3 + TT.
Self
1 hour
Boost: 2 Energy: See a dim blue glow in spaces that contain a creature that held the object.
Know if there is an invisible creature or object other than yourself or your gear in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: Invisible does not affect your senses.
Know if there is a creature rolling Guile or benefiting from an effect they rolled Guile for in an Aura 3 + TT.
Self
1 hour
Boost: 2 Energy: See a dim yellow glow in spaces that contain a creature that is behaving in this way.
Know if there is a magical ability that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim red glow in spaces that contain these effects allowing you to attempt to identify them.
Know if there is a magical object not in your possession in an Aura 6 + TT x 3. This does not detect Souls or Shards.
Self
1 hour
Boost: 2 Energy: See a dim white glow in spaces of magic objects.
Know if a creature that used Awareness as an action senses you in an Aura 6 + TT x 3.
Self
12 minutes
Boost: 2 Energy: You can identify if you are sensed directly or through magic.
Gain +3 on rolls to find secret doors in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a yellow glow around secret doors in range.
Know if there is a living plant in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim green glow in spaces of plants.
Know if there is poison in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim purple glow in spaces that contain poison.
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.
Self
1 + TT hours
Boost: 2 Energy: Gain +1 + TT/3 on defenses against Scry effects.
Know if there is a Talent that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim grey glow in spaces that contain these effects allowing you to attempt to identify them.
Requirements: Poise Proficiency 15, Observe Proficiency 15
Hear telepathy being used in an Aura 3 + TT x 3.
Self
1 + TT minutes
Boost: 2 Energy: See a dim violet glow round creatures using Telepathy.
Know if there is a non-magical trap in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim red glow in spaces of non-magical traps.
Know if there is an undead creature in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim black glow in spaces of undead creatures.
Cause Tier 1 + TT/2 Sickened.
Target 3 + TT
Zeal
Boost: Cause Tier 1 + TT/3 Slowed.
Requirements: Guile Proficiency 21, Nature Proficiency 21
Target creature or corpse becomes Soulbroken.
Boost: Deal 2 + TT/2 damage to each Energy and Resolve.
Requirements: Guile Proficiency 9, Nature Proficiency 9
Deal 2 + TT/2 Space damage and cause Tier 1 + TT/3 Weakened.
Target 3 + TT
Athletics
Boost: If you cause Injury, deal 1/2 Injury damage to Resolve.
Deal 1 + TT/2 damage to their Energy.
Target 0
Magic
Boost: 1 Resolve: Heal Energy equal to half Injury.
After you cause Grit Injury to target creature, heal 1 Grit.
Target 1 + TT
3 + TT rounds
Nature
Boost: If they would move away from you, they count as Tier 2 Held by you.
Requirements: Zeal Proficiency 21, Nature Proficiency 21
Target creature has a 1 + TT/3 penalty on defenses against Diseases of the Body, non-Magical poisons, and all effects from the environment.
Target 6 + TT x 3
12 + TT x 3 minutes
Nature
Boost: The also suffer this penalty against abilities attuned to Naturalist and Environmental and their effects.
Requirements: Poise Proficiency 9, Observe Proficiency 9
Reduce penalties on Awareness with hearing rolls by 1 + TT.
Self
6 + TT x 3 minutes
Boost: Treat Sound as a Primary Sense.
Lock 1 + TT/2 Material Elements. Choose a Locked Element. You can use a Free Limb to attack with the Element as a Tier 1 ranged weapon with 3 + TT/2 range that deals 4 damage and has Lightweight and the Locked Element.
Self
3 + TT x 3 rounds
Boost: The weapon gains the Connected Ailment of the chosen Element.
Requirements: Elude Proficiency 15, Magic Proficiency 15
Reduce Injury you would take by 1 + TT/4. After reducing Injury, pay 1 Energy.
Self
3 + TT rounds
Boost: After reducing Injury, roll 1 + TT d12 to remove the Energy cost, DL 12.
Requirements: Magic Proficiency 9, Observe Proficiency 9
Cease to exist.
Self
Up to 3 + TT rounds.
Boost: As this ends, Warp in 3 + TT range before reappearing.
Requirements: Athletics Proficiency 15, Nature Proficiency 15
Lock 1 + TT/4 Enhanced Senses. Target gains the Locked options.
Target 1 + TT
3 + TT x 3 minutes
Boost: Gain +1 range with the Locked Senses.
Target gains Tier 1 + TT/2 Concealment against sight.
Target 3 + TT
3 + TT rounds
Magic
Boost: If they end their turn without moving, they gain Tier 1 Concealment against sight for 1 round.
The creature appears to fade in and out of existence.
Requirements: Nimble Proficiency 9, Guile Proficiency 9
Target willing creature dies, except their soul does not leave their body.
Target 3 + TT
1 + TT hours
Boost: The target can use their senses as normal and can Dismiss this effect.
Requirements: Guile Proficiency 9, Poise Proficiency 9
Attack with Poise to deal 6 + TT/2 Body damage.
Target 3 + TT
Poise
Boost: Cause Tier 2 + TT/2 Frightened and Unsteady.
See me and despair, for I shall show you your death.
Target creature Drops any Focus they have and each time target creature uses Focus, attack with 1 + TT/3 d12 to cause it to fail.
Target 3 + TT
3 + TT rounds
Poise
Boost: At the end of their turn, attack with 1 + TT/4 d12 to cause them to Drop any Focus they have.
Choose a subject. Increase or decrease the Social Opinion target has of the subject by 1 + TT/3 Tiers.
Target 3 + TT
1 + TT hours
Guile
Boost: Their Social Opinion of you cannot be moved the other direction.
Requirements: Athletics Proficiency 15, Observe Proficiency 15
Gain Immunity to Hinder Movement and Slowed.
Self
1 + TT rounds
Boost: Gain Immunity to Held and Paralyzed
Requirements: Zeal Proficiency 9, Nature Proficiency 9
Treat Poor Breathability as 1 + TT/2 Tiers lower.
Self
6 + TT x 3 minutes
Boost: Gain Immunity to Inhaled poison.
Requirements: Athletics Proficiency 15, Guile Proficiency 15
Cause a 1 + TT/4 penalty on Severe Threshold.
Target 3 + TT
3 + 3 x TT minutes
Nature
Boost: On success, cause Tier 1 + TT/3 Slippery.
Requirements: Martial Proficiency 9, Magic Proficiency 9
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.
Target gains +1 + TT/3 on Influence rolls.
Target 0
3 + TT x 3 minutes
Poise
Boost: They gain +1 + TT/4 on damage to Resolve.
Target creature counts as 1 + TT/3 sizes larger to determine how much they must eat.
Target 3 + TT
1 + TT/2 days
Nature
Boost: They treat all meals as 1 + TT/4 Quality Tiers lower.
Requirements: Athletics Proficiency 9, Martial Proficiency 9
Target creature grows 1 size. This does not affect your Grit Pool.
Target 3 + TT x 3
3 + TT x 3 rounds
Magic
Boost: 4 Energy: Increase the size grown by TT/6.
Requirements: Athletics Proficiency 9, Poise Proficiency 9
Target gains +1 + TT/2 Movement Pool.
Target 3 + TT
3 + TT x 3 rounds
Magic
Boost: Target gains 1 Minor Action Pool.
Heal target 3 + TT Grit.
Target 0
Magic
Boost: 2 Energy: Use Soothe with +1 + TT/3.
Requirements: Endure Proficiency 15, Poise Proficiency 15
Time only passes for you, your gear, and the air you contact. You cannot take actions or Drop objects.
Self
1 + TT rounds
Boost: Include 1 + TT/3 creatures in Reach.
Dominate target creature. As their turn starts, they cannot comprehend spoken words and other creatures appear to be horrific versions of themselves.
Target 3 + TT
3 + TT rounds
Observe
Boost: Then, cause Tier 1 Frightened and Frightened Tier cannot be reduced on them this turn.
Create a magic barrier around you that functions as a Tier 0 Gripped shield with Guard 1 + TT/3.
Self
1 + TT rounds
Boost: The shield can Guard against magical attacks.
Lock 1 + TT/2 of Might, Finesse, Charisma, and Wit. Choose a Locked attribute. You know the total number of Tiers target creature has in that attribute.
Target 6 + TT
1 hour
Boost: Choose a Skill in the chosen attribute. You know how many Tiers the creature has in that skill.
Requirements: Tools Proficiency 9, Guile Proficiency 9
Dominate target creature. As you use an action, they are unaware of the action.
Target 3 + TT
1 + TT minutes
Observe
Boost: As you would leave Conflict, they do not count as a threat.
Cause Tier 1 + TT/2 Enraged.
Target 3 + TT
Poise
Boost: For 1 round, the creature cannot obtain objects or Manifest Spells.
Cause Tier 2 + TT/2 Trauma.
Target 3 + TT x 3
Nature
Boost: For 1 round, any Wounded Tier they suffer is increased by 1 Tier.
Requirements: Nimble Proficiency 15, Guile Proficiency 15
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.
1 + TT hours
Boost: You can have the Disguise change you 1 size.
Trick - Illusion
Requirements: Realistic Mode
Target creature rolls Sanity Recovery as if they got the needed recoveries 1 + TT/3 times.
Target 1 + TT
Nature
Boost: These rolls are unaffected by the effect of Sanity.
Requirements: Guile Proficiency 9, Nature Proficiency 9
Choose an Element. Target loses any Reduction to that Element.
Target 1 + TT
1 + TT/3 rounds
Magic
Boost: If they lose any Reduction from an Element, they gain Vulnerable to that Element.
Requirements: Nimble Proficiency 9, Nature Proficiency 9
Target becomes invisible.
Target 0
3 + TT x 3 rounds
Magic
Boost: As a Major Action, this affects creatures that have succeeded Break Illusion.
Deal 2 + TT/3 Necrotic damage to target creature with an ongoing ability on them that you Manifested. Heal Grit equal to half the Injury caused.
Target 6 + TT
Endure
Boost: If you cause Injury, increase the duration of the ongoing abilities that you Manifested on them by 1.
Dominate target creature. As they would be affected by a Curative effect, they must roll defense.
Target 3 + TT
1 + TT minutes
Zeal
Boost: Increase the DL for creatures to Aid them by 1 + TT/3.
Requirements: Endure Proficiency 15, Tools Proficiency 15
Dominate target creature. As they would move for the first time each turn, they cannot move that turn.
Target 3 + TT
1 + TT minutes
Observe
Boost: They treat creatures that moved since their last turn ended are not in their Reach as having Tier 3 + TT/2 Concealment against all senses.
Requirements: Guile Proficiency 21, Magic Proficiency 21
Remove all instances of a specified creature or object in target creature's memories. After each Recovery, attack Poise again with 1 + TT/2 d12. On failure, this effect ends.
Target 0
Poise
Boost: 6 Energy: Do not attack again for 1 + TT days.
Requirements: Guile Proficiency 15, Magic Proficiency 15
Cause target creature to forget all events of the last 1 + TT rounds.
Target 0
Observe
Boost: 6 Energy: The creature forgets all events of the last 1 + TT minutes.
Gain +1 + TT/2 on defense against Domination.
Self
1 + TT hours
Boost: When you are Ambushed, count as in Conflict.
Requirements: Guile Proficiency 9, Magic Proficiency 9
Remove Mindless from target creature.
Target 0
1 + TT minutes
Zeal
Boost: They regain their memories from the last body they were in.
Requirements: Nimble Proficiency 9, Guile Proficiency 9
Create a Projection that gives you the appearance of target creature, including their gear, except do not change size or limbs.
Target 3 + TT
1 + TT x 3 minutes
Boost: The Projection can add up to 1 + TT/4 sizes, limbs, or distals to you.
When target creature speaks, their words are always in a language that does not exist.
Target 3 + TT
10 + TT x 3 minutes
Guile
Boost: They suffer a 1 + TT/3 penalty on Communication rolls.
Requirements: Athletics Proficiency 15, Nature Proficiency 15
Phase.
Self
1 + TT rounds
Boost: Increase your Bulk Limit by 3 + TT x 3.
Requirements: Martial Proficiency 9, Nature Proficiency 9
Choose a material Element. If that Element is not in Reach, this Spell fails. The Element spreads around you and your Unarmed Strikes gain the chosen Element and +1 + TT/3 damage.
Self
3 + TT hours
Boost: Your Unarmed Strikes gain the Connected Ailment of the Element.
Requirements: Poise Proficiency 9, Observe Proficiency 9
You can speak with plants.
Self
1 + TT minutes
Boost: You can speak with animals.
Deal 4 + TT/2 Necrotic damage.
Target 3 + TT
Nature
Boost: Cause Tier 1 + TT/3 Sickened.
Cause Tier 1 + TT/2 Frightened.
Target 3 + TT
Martial
Boost: On success, if they are sleeping or Unconscious, deal 1 + TT/3 damage to Resolve.
Reduce Enraged, Frightened or Sickened on target creature 1 + TT/2 Tiers.
Target 3 + TT
Guile
Boost: 1 Energy: Affect each of these Ailments.
Requirements: Nimble Proficiency 9, Nature Proficiency 9
Cause Tier 1 + TT/2 Paralyzed.
Target 3 + TT
Nature
Boost: For 1 + TT rounds, after the target moves, deal 1 Lightning damage to them.
Requirements: Poise Proficiency 9, Magic Proficiency 9
Target creature gains +1 + ET/3 on physical damage.
Target 0
3 + TT rounds
Athletics
Boost: They also gain +1 + ET/4 on Athletics attack rolls.
Requirements: Athletics Proficiency 9, Observe Proficiency 9
Non-magical spaces you leave do not cause Encumbered for 1 minute.
Self
1 + TT minutes
Boost: Affect spaces adjacent to spaces you leave.
Target gains +1 + TT on Jump rolls.
Target 3 + TT
1 + TT minutes
Magic
Boost: They gain +1 + TT on Climb rolls.
Spell - Suppression |
Guile
Choose an object. Dominate target creature. It the object would be caused leave their possession, they attempt to prevent the cause.
Target 3 + TT
1 + TT minutes
Guile
Boost: The first time each minute they sense the object, they attempt to acquire it. They will take actions up to Risk tier 0 + TT/4 to obtain it.
Requirements: Guile Proficiency 9, Observe Proficiency 9
Creatures in a 3 + TT Aura from target creature know where the creature is.
Target 3 + TT
1 + TT minutes
Poise
Boost: Reduce Concealment they have by 1 + TT/4 Tiers.
As target would Teleport or Warp, attack Nature with 1 + TT/3 d12 to prevent the effect.
Target 3 + TT
1 + TT minutes
Magic
Boost: Also affect Phasing.
Requirements: Athletics Proficiency 9, Poise Proficiency 9
Reduce the face value needed on healing dice for Grit affecting target creature by 1 + TT/2.
Boost: Reduce the DL to reduce Wounded by 1 + TT.
Target heals 1 Energy.
Target 0
Magic
Boost: 1 + TT Energy: They heal an additional 1 + TT Energy. Reduce the face value needed on the healing roll by TT/2.
Requirements: Nature Proficiency 21
500: Remove all treatable Ailments, Wounded, and Grit Injury from target creature, corpse, or skeleton. All present severed limbs are reattached to their body and flesh regrown. You can only Manifest this as a Ritual.
Target 0
Boost: 5,000: Severed limbs are regrown if the limb is not there and cure all diseases and poisons. Severed limbs that are not present disapate.
Requirements: Athletics Proficiency 9, Poise Proficiency 9
Remove each Treatable Ailment of the highest Tier from target.
Target 1 + TT
Nature
Boost: Target reduces the time they need for Recovery by 2 + TT x 2 minutes until the next time they wake up.
Remove 1d12 Grit Pips from target creature. The creature cannot be affected by this again until they have had 8 - TT/2 Recoveries.
Target 0
Nature
Boost: 2 Energy: The creature rolls now to reduce Wounded afflicting 1 + TT/3 target body parts.
Requirements: Nature Proficiency 9, Observe Proficiency 9
Lock 1 + TT/2 poison exposure types. Attack each poison of each Locked type afflicting target creature to reduce its attack roll by 1 + TT/6 d12.
Target 3 + TT
Attack roll of the poison
Boost: 4 Energy: They roll to reduce Ailments caused by the poisons now, even while the poisons are ongoing.
Requirements: Nature Proficiency 9, Observe Proficiency 9
Target gains +1 + TT/3 on defenses against diseases.
Target 3 + TT
24 + TT x 36 hours
Nature
Boost: 2 Energy: The disease attacks now in addition to its normal effect.
Requirements: Elude Proficiency 9, Magic Proficiency 9
Choose an Element. Target gains 6 Reduction to the chosen Element.
Target 1 + TT
3 + TT minutes
Magic
Boost: 4 Energy: Instead, they gain Immunity.
Requirements: Nature Proficiency 9, Observe Proficiency 9
Target gains +1 + TT/3 on defenses against poisons.
Target 1 + TT
6 + TT x 12 hours
Boost: 1 Energy: After a poison fails an attack against them, reduce the remaining attacks by 1.
Gain Immunity to Burning.
Self
3 + TT rounds
Boost: 2 Energy: At the end of your turn, heal 1 + TT/6 Grit.
Flames engulf you but do no harm.
Spell - Elemental |
Magic
Target creature Manifesting a Ritual reduces the time needed to Manifest it by 1 + TT/2 rounds.
Target 3 + TT
Magic
Boost: The creature Manifesting the Ritual can immediately change any selected target of the ritual.
Cause Tier 1 + TT Unaware.
Target 3 + TT
Nature
Boost: 4 Energy: If the creature then has Tier 12 or more Unaware, they become Unconscious.
Know how many Pips of each type and Tiers of Ailments each creature and object has.
Aura 3 + TT
3 + TT rounds
Boost: Know the value of Grit, Resolve, and Energy Pools of each creature and object.
Requirements: Zeal Proficiency 15, Nature Proficiency 15
Shapeshift into a creature that is within TT/3 sizes of you.
Self
6 + TT x 6 minutes
Boost: 4 Energy: You can speak even if the creature you become cannot.
Target gains +1 + TT/3 range on ranged attack.
Target 3 + TT
3 + TT minutes
Observe
Boost: They gain Accurate on ranged attack rolls.
Requirements: Poise Proficiency 9, Zeal Proficiency 9
As damage would be dealt to target creature, reduce the damage by 2 + TT/2 and end this.
Target 3 + TT
3 + TT rounds
Boost: After preventing damage, cause Tier 1 + TT/3 Weakened to the attacker.
Requirements: Athletics Proficiency 9, Martial Proficiency 9
Target creature shrinks 1 size. This does not affect your Grit Pool.
Target 3 + TT x 3
3 + TT x 3 rounds
Magic
Boost: 4 Energy: Increase the size shrunk by TT/6.
Requirements: Guile Proficiency 9, Magic Proficiency 9
Dominate target creature. As they are offered a bribe from you, they accept.
Target 3 + TT
1 + TT minutes
Guile
Boost: You can specify 1 + TT other creatures mentally while Manifesting this that can also trigger this.
Target has a 1 + TT/3 penalty on Physical Reduction that does not come from armor.
Target 0
1 + TT hours
Nature
Boost: They have a 1 + TT/4 d12 penalty on defense against diseases and poisons.
Deal 4 + TT/2 Radiant damage.
Target 3 + TT
Nature
Boost: Cause Tier 1 + TT/3 Blinded.
Requirements: Nimble Proficiency 15, Observe Proficiency 15
Time does not pass for target creature or object.
Target 1 + TT
1 + TT/3 rounds
Magic
Boost: The target can be moved.
Requirements: Elude Proficiency 9, Poise Proficiency 9
Cause a 1 + TT/3 d12 penalty on Luck rolls.
Target 3 + TT
1 + TT hours
Zeal
Boost: Gain a bonus on Luck rolls equal to the penalty caused.
Deal 4 + TT/2 Umbral damage.
Target 3 + TT
Zeal
Boost: Deal 1 + TT/3 damage to Energy.
Requirements: Endure Proficiency 9, Tools Proficiency 9
You can Reposition using Magic to attack and with 3 + TT range. If you increase the action cost by 1 Minor Action, on success, the target does not fall for 1 round.
Self
6 + TT x 3 minutes
Boost: Increase the spaces Repositioned by up to 1 + TT/2.
Prevent the next 1 + TT Injury you would take.
Self
1 round
Boost: After this reduces Injury, deal 1 Time damage to any creature that caused the Injury.
Requirements: Guile Proficiency 15, Nature Proficiency 15
Target creature is removed from existence. When they return, they appear in the nearest space to where they started that they can occupy.
Target 3 + TT
1 + TT rounds
Nature
Boost: Ongoing effects on them continue to advance in duration.
Requirements: Martial Proficiency 15, Magic Proficiency 15
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 after each turn.
Requirements: Endure Proficiency 9, Elude Proficiency 9
Target gains +1 + TT/3 d12 on defense again non-magical diseases and corrosive poisons.
Target 0
3 + TT rounds
Nature
Boost: They gain TT/4 Physical Reduction.
Requirements: Martial Proficiency 9, Zeal Proficiency 9
1 Resolve: After suffering a Serious Injury, heal 4 + TT/2 Grit and this ends.
Self
12 + TT x 12 minutes
Boost: Then, reduce treatable Ailments 1 Tier.
Requirements: Athletics Proficiency 15, Observe Proficiency 15
Target 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 are face value 1, the tunnel collapses.
Target 3 + TT
3 + TT x 3 rounds
Magic
Boost: They can leave a tunnel without expending Movement. If they do, the tunnel rolls an additional 1d12.
Requirements: Elude Proficiency 9, Observe Proficiency 9
Increase the DL to Track you by 1 + TT/2.
Self
1 + TT hours
Boost: You do not affect Magnitude of other creatures for Tracking.
Target reduces penalties from Encumbered by 1 + TT/2.
Target 1 + TT
3 + TT x 3 rounds
Magic
Boost: They deal full damage with Bashing and Chopping weapons while submerged.
Requirements: Guile Proficiency 9, Nature Proficiency 9
Target creature mutates at the start of each of their turns. The mutation deals 3 Body damage.
Target 3 + TT
3 + TT rounds
Nature
Boost: After Injury, roll for a body part. The part cannot be used for 1 + TT/4 rounds.
Requirements: Elude Proficiency 9, Tools Proficiency 9
Cause a vortex to exude from target creature. The vortex Repositions each creature or object comes within an Aura 2 of it towards itself with 2d12 as a size 0 creature. Objects that are affected by this while used for attacking change their target to the creature.
Target 3 + TT
3 + TT rounds
Magic
Boost: The vortex counts as a size 1 + TT/3 creature.
Requirements: Elude Proficiency 21, Magic Proficiency 21
Spells you did not Manifest that target you have no affect on you.
Self
3 + TT rounds
Boost: Include other magical effects.
Requirements: Endure Proficiency 9, Nature Proficiency 9
Target treats Liquid Tier as 1 + TT/2 Tiers lower.
Target 3 + TT
6 + TT x 3 minutes
Nature
Boost: Target gains Aquatic.
Requirements: Athletics Proficiency 9, Nature Proficiency 9
Target gains Flight as a Primary Movement type.
Target 0
6 + TT x 3 rounds
Magic
Boost: Duration does not reduce any round they do not move.
Deal 4 + TT/2 Time damage.
Target 3 + TT
Nature
Boost: Cause Tier 1 + TT/3 Slowed.