Interfuse

From Wildermyth Wiki

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?

The hero's potency adds to damage inflicted.

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, 1–2 damage, 4 range, 1 pierce)

Lamp (fire)

Steal Fire.

Lamp (flare)

Flare.

Liquid

Scalding Rain. Boiling liquid burns away armor and gnaws at the enemy's flesh. (4 range, 1–2 damage, 2 shred)

Plant

Wild Grasp. (1–4 damage, 5 range)

Metal

Shackle. Warp metal into grasping appendages that pin a single enemy for two turns. (3 range)

Shards

Sharktrap.

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. (5 range, 2 damage, -3 health to infused object)

Textile

Constrict.

Tools

Barrage.

Wood

Splinterblast.