Interfuse
Mystics interfuse with things and can then manipulate those things to perform their magic. The mystic can perform some action and/or gain some benefit from the interfusion. The effects of interfusion depend on the object that the mystic is linked with, and so battles play out differently in different environments. Interfusion is the primary method human mystics use to perform magic.
It's sort of a temporary soul-combining, maybe?
Specifics
The mystic can Interfuse with or Withdraw from objects within range 6. By default a mystic is limited to two active interfusions. If they move more than 8 tiles away from an interfused object, interfusion is withdrawn at the beginning of next turn.
The mystic gains a limited viewing area around any interfused object.
The first Interfusion or Withdrawal per turn is a free action; the second and subsequent cost one action point each.
The hero's potency adds to damage inflicted for most interfusions.
Range for interfusion effects is measured from the interfused object. With objects larger than one tile, it is measured from the most advantageous part of the object.
Basic Interfusions
Blaze
Fireleash. Line attack, does half damage to enemies along the path and full damage where the fire stops. Additional burn damage will be dealt at the start of the target's next turn. (AOE 3 length, 3 magic damage, 1 pierce)
Bone
Bonelance. Propel a long cruel lance of bone to impale enemies. (AOE line attack, Pot + 1–2 damage, 4 range, 1 pierce, -4 health to Bone)
Lamp (fire)
Steal Fire. The restless fire is unleashed onto a nearby tile, burning where it lands and dealing half damage to units it passes through. (AOE line attack, 2-3 magic damage, 4 range, -4 health to Lamp)
Lamp (flare)
Flare. Amplify the radiance of this light source to excruciating levels, blinding enemies. The flare counts as an attack for flanking. (AOE 3 radius centered on the Lamp, blind 1 turn)
Liquid
Scalding Rain. Boiling liquid burns away armor and gnaws at the enemy's flesh. (4 range, Pot + 1–2 damage, 2 shred, -1 health to Liquid)
Plant
Wild Grasp. (1–Pot damage?, 5 range, –1 health to Plant)
Metal
Shackle. Warp metal into grasping appendages that pin a single enemy for two turns. (3 range, 2 turns)
Shards
Sharktrap. Animate shards on the floor like sharkfins, slashing the feet of intruders. (AOE line 5 length, 2 damage, pin 1 turn)
Stone
Discus. A stone disk launches at an enemy or scenery and then ricochets to another nearby enemy, dealing half damage to the second target. For the purposes of determining Flanking, the first hit comes from the interfused object and the second comes from the first target. The discus cannot hit through cover objects. (5 range, Pot+2 damage, -3 health to Stone)
Textile
Constrict. A serpent of animated fabric wraps round an enemy, hobbling it and squeezing away its life. (Pot magic damage, 6 range, hobble 2 turns)
Tools
Barrage. Tools are torn into a deadly whirl, rending targets in a nearby area with their tooly teeth. (AOE 2 radius, 3 range, Pot + 0-2 damage)
Wood
Splinterblast. Explode a wooden object into a shredding blast of splinters that savages an area. (AOE 1 radius?, 2 range, 3 damage, Pot/2? shred, Pot/2? pierce)