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 If they move far enough away from an interfused object, interfusion is withdrawn at the beginning of next turn.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.
With objects larger than one tile, range for interfusion effects is measured from any 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, 1–2 damage, 4 range, 1 pierce, -4 health to infused object)
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.