Infusion
Tone of Infusion
Infusion - Evocation - Arcane - Anger - Temperance - Psions - Infused - Chaos - Polonium Dragons - Metallic Dragons - Tiamat - The Sea
| Ranks | Die | Range | Size |
|---|---|---|---|
| 0 | 1 (no roll) | 10 ft | Tiny (1 ft) |
| 1 | 1d4 | 20 ft | Small (2.5 ft) |
| 2 | 1d6 | 40 ft | Medium (5 ft) |
| 3 | 1d8 | 80 ft | Large (10 ft) |
| 4 | 1d10 | 160 ft | Huge (15 ft) |
| 5 | 1d12 | 320 ft | Gargantuan (20 ft) |
| 6+ | 1d20 | 640 ft | Colossal (30 ft) |
Infusion is power over elemental energy, this is done typically in one of two ways. The first is by converting Resonance into fairly unstable matter. For example, this could be creating fire in the form of hot gas and plasma that soon dissipates, or solid water as ice which quickly melts. The second is moving or expanding already existing matter, such as causing stone spikes to grow out of the ground, or moving the air around you at gale force speeds.
Tone of Infusion
Activation: Special Activation
You convert resonance into elemental energy.
Spend 1 action 1 Resonance to make a ranged Arcane attack against the Physical defense of the target, rolling 1d4 damage. This attack's damage dice scales with your Resonant Spell Die. as usual, on a hit, add your Arcane modifier to damage, and on a miss, you can spend 1 focus to graze with the attack.
When you make this attack, choose one of the following elemental options:
Ethereal. The damage is energy, and on a hit or graze, the target becomes Afflicted [1d4 energy] for 1 round. This damage scales with your Resonant Spell Die. The target can spend 1 focus to resist this condition.
Tangible. The damage is impact or keen damage, and on a hit or graze, push the target 5 feet in a direction of your choice. The distance of this push increases with your ranks in Arcane (10 feet at 2 ranks, 15 feet at 3 ranks, and so on). The target can spend 1 focus to resist this push.
Using Infusion
In addition to the basic tone rules above, this section provides more guidance on using or interacting with this tone in your game.
Elemental Shaping
Infusion allow the shaping and expanding of the four elements, air, earth, fire, and water. Typically this can only be done at a distance within your Resonant Spell Range as well as only affecting an area up to your Resonant Spell Size, and typically only one element at a time.
Subtle shaping like lifting the ground slightly or a small gust of wind, lighting a campfire or refilling a water skin are easy and do not require you to spend resonance or make a test. More complex shaping like causing stone spires to rise out of the ground, gusts of wind to push foes back, heavy rainfall, or geysers of fire may require actions, resonance, and tests, especially when under pressure.
Creative Uses
You're encouraged to find your own uses for the Tone of Infusion, such as the following, and work with your GM to resolve them:
Difficult Terrain. Using Infusion to alter the ground nearby and making it harder to traverse, as well as potentially having adverse effects based on which element is used.
Advanced Shaping. Using the soil and rock within metal, the water in blood, the fire in lightning, or the air in sound to shape things not traditionally used in Infusion. This would likely be extremely difficult and may even require a goal of some form to unlock the ability to do this.
Infusion Talents
Close Quarter Casting
Prerequisite: Tone of Infusion
Activation: Free Action
You master using your elemental effects in close quarter fighting.
When you use the basic effect of the Tone of Infusion, you can use 2 Resonance instead to make a melee Arcane attack instead, dealing 3d4 damage (scaling with your Spell Die).
Leads to: Swirling Matter
Float and Sting
Prerequisite: Tone of Infusion
Activation: 2 Actions
You learn to enchant the weapons of you and your allies with the power of the earth and the air.
Choose a number of characters within your spell range up to your ranks in Arcane, spend 1 Resonance per target and choose either tangible or ethereal, the chosen characters gain the following benefits until the end of this scene, you choose to end the effect for a specific character (no action required), or you use this talent again.
Ethereal. A target's melee weapon attacks have their range increased to Melee [+10], and their ranged weapon attacks no longer gain a disadvantage from long range, and the size damage die of their weapon attacks increases by 1 step
Tangible. A target's physical defense increases by 2 and their deflect increases by 1, and they cannot be Slowed or moved against their will.
Leads to: Resonant Admixture
Resonant Admixture
Prerequisite: Arcane 3+; Float and Sting
Activation: Always Active
You learn to use multiple kinds of matter at once.
Whenever you use an Infusion Talent or the basic effects of Infusion, you can spend an additional Resonance to use both the ethereal and tangible effects. In cases where two effects are incompatible (such as the impact or keen damage, or energy damage from the Tone's basic effects), choose one.
Swirling Matter
Prerequisite: Arcane 3+; Close Quarter Casting
Activation: 2 Actions
You learn to move and shift large amounts of matter at a time.
Spend 3 Resonance to choose an area within your Spell Range up to your Spell Area, make an Arcane attack against the physical defense of each target in the area. On a success, deal 2d4 damage (scaling with your Spell Die), and choose either ethereal or tangible.
Ethereal. This deals energy damage, and the area becomes dangerous terrain [1d4 energy] (scaling with your Spell Die).
Tangible. This deals keen or impact damage, and the area becomes difficult terrain until the end of the scene. Characters of your choice ignore this difficult terrain, this terrain also acts as cover.