Infusion Enhancements

Infuse [element] or [virtue]

Infusions infuse creatures or objects with the qualities of an element or virtue, enhancing attributes related to the chosen element or making the target detect as the chosen virtue. These spells are used to grant strength, resilience, or even charisma to the target. The recipient of an infusion spell detects the appropriate element or virtue for purposes of divination and is affected as though it were of that element or virtue (for example, when affected by abjuration or healing spells).

An infuse cantrip can cause a creature to detect as the appropriate virtue or element for up to one round.

Enhance Attribute. Cost 4 MP per 1d6. For every 4 MP spent, the recipient gains +1d6 bonus to attribute checks of the specified type for the duration of the spell. The attribute affected depends on the element used.

Attribute Element

Strength Metal

Agility Fire

Endurance Earth

Intuition Air

Logic Ice

Willpower Water

Charisma Lightning

Elemental Touch. Cost 2 MP. For the duration, the recipient’s natural attacks, or a weapon’s attacks, do damage of the selected element or virtue type. Their very touch gives this nature away—a creature infused with cold will feel icy to the touch.

Youth. Cost 1 MP per 5 years. You must use the secret of life to de-age a target. You decrease the recipient creature’s age. The effect lasts for the duration of the spell. This enhancement does not affect objects or creatures that don’t age, like undead or constructs. This cannot be used to kill a target.