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 2d4 energy 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, you can spend 1 additional Resonance to emphasize the element used. Choose one of the following options:
Air. After the attack, move 5 feet, not triggering Reactive Strike and ignoring difficult terrain. This movement increases with your ranks in Arcane (10 feet at 2 ranks, 15 feet at 3 ranks, and so on).
Earth. The damage becomes impact 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.
Fire. 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.
Water. On a hit or graze, the target becomes Slowed for 1 round. The duration of this condition increases with your ranks in Arcane; at 2 ranks it becomes 2 rounds, and so on. The target can spend 1 focus to resist this condition.
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: 1 Action
You master using your elemental effects in close quarter fighting.
Spend 1 action 2 Resonance to make a melee Arcane attack against the Physical defense of the target, rolling 3d4 energy 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 options:
Air. After the attack, move 5 feet, not triggering Reactive Strike and ignoring difficult terrain. This movement increases with your ranks in Arcane (10 feet at 2 ranks, 15 feet at 3 ranks, and so on).
Earth. The damage becomes impact 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.
Fire. 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.
Water. On a hit or graze, the target becomes Slowed for 1 round. The duration of this condition increases with your ranks in Arcane; at 2 ranks it becomes 2 rounds, and so on. The target can spend 1 focus to resist this condition.
Leads to: AoE ability
Float and Sting
Prerequisite: Tone of Infusion
Activation: 1 Action
You learn to enchant the weapons of you and your allies with the power of the earth and the air.
Gain the following actions:
Earthen Armaments (1 Action). Spend 2 resonance and choose one weapon within your Resonant Spell Range. It becomes coated and expanded with rock and earth. The chosen weapon now deals impact damage, and deals an additional die of damage on each of its attacks. This effect lasts until the end of the scene, you choose to end this effect (no action required), or you use this talent again.
Gale Weapons (1 Action). Spend 2 resonance and choose one weapon within your Resonant Spell Range. It becomes lighter, more agile, and its effects extend. If the weapon was a melee weapon, its range is changed to Melee [10+], if it was a ranged weapon it gains the Indirect trait. This effect lasts until the end of the scene, you choose to end this effect (no action required), or you use this talent again.
Leads to: otherability