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Post by Lethalia on Aug 3, 2019 15:29:49 GMT -6
The Unofficial Elemental Injection Helper!
An unofficial helper for your elemental injection needs! Tired of tabbing between the injection post and what the abilities and moves do? Me too! This guide is here to help ~
As this is a player-made guide, use caution as there can always be flaws. Always double check on the official threads, as mine is shortened for brevity. Please feel free to PM or otherwise flag me down to get any mistakes you find fixed, or if anything needs to be added!
last updated ~ September 2019; if there's been a stat change since then, these could be outdated.
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Post by Lethalia on Aug 3, 2019 15:46:32 GMT -6
Fire Injection Required AlterationsFire Resistance half fire damageFire Resistance Creature takes only half fire damage. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance. Passive Possible Over-rides for Required AlterationsFire Immunity (5) Fire Immunity Creature is immune to all fire damage. Passive Desert-Dwelling (2) 'heat' resistanceDesert-Dwelling Has resistance to all heat, or dry related attacks - but not all fire attacks. For example, arid bite does less damage - but firebreath deals normal damage. Also, creature becomes thirsty much less often. Passive
Flame Body (5) causes 2 fire damage on physical contactFlame Body Immune to fire and cold damage... Takes double from water and earth damage. If the creature is touched, it deals 2 points fire damage immediately, continued exposure will deal additional damage. Passive
Lava Bathe (5) complete fire immunity + water weaknessLava Bathe The creature is not only immune to fire damage, but also immune to all attcks containing the following words: "Lava", "Magma", "Volcano", "Volcanic", and "Molten"... And, it can swim in lava with no fear of harm! However, this creature has water weakness as well. Passive - 9
Chosen Alterations* Flame Claws (2) str+1 damageFlame Claws [Str] The creature imbues its claws with the power of fire and then attacks the foe. +1 Damage Fire - 2 *Override for half cost: claw, scratch
Smoke (2) gives user half dex on next attack, foe misses next attackSmoke The creature exhales a large amount of smoke, veiling itself, and making it harder to be attacker. Of course, the creature using this cannot see very well either. Temporarily causes the user to lose 1/2 it's Dexterity on it's next attack. Also causes the foe to miss it's next attack. Fire - 3
Spirit Flame (2) mnt+1 Spirit Flame [Mnt] Uses the fury of one's spirit to graze the foe with "physical" flames. The burn is mental, but they do leave burn-scars, and the pain is all-too real. +1 to damage Fire - 4
Ember (2) flt nrs 1 damageEmber [Flt] [Nrs] Summons an ember to singe the foe. 1 Damage Fire - 2
Hot Breath (2) flt nrs 1 damageHot Breath [Flt] [Nrs] The creature breathes air so hot that it scalds the flesh. 1 Damage Fire - 2
* Flame Bite (4) str+2 damageFlame Bite [Str] The creature imbues its jaws with the power of fire and then bites the foe. +2 Damage Fire - 4 *Override for half cost: bite, nip
Blaze (4) flt nrs 3 damageBlaze [Flt] [Nrs] Causes a small fire to flare off of the creature's own body - burning any foe nearby. 3 Damage Fire - 4
Cindering Breath (4) flt nrs 2 damageCindering Breath [Flt] [Nrs] Snorts or breathes out a small scorching flame at will, searing the foe. 2 Damage Fire - 4
Heat Wave (4) flt nrs 2 damage in physical range, 3 turnsHeat Wave [Lmt #1] [Flt] [Tmp #3] [Nrs] The creature generates a ridiculous amount of body-temperature, causing the air around it to rise greatly - damaging all creatures (friend and foe alike) in the immediate area. Foes that come within' "physical damage" range receive 2 Damage for every turn in that range. Fire - 5
Inner Warmth (4) +1 stam to used, temp Cold Resist, 2 turns Inner Warmth [Tmp #2] The creature uses the magically generated warmth of it's inner body to make itself less likely to be harmed by cold attacks. In addition to which, each time Inner Warmth is used, it revitalized itself! Grants temporary Cold Resistance (see above) and restores 1 Stamina for each turn used. Fire - 4
Breathe Fire (5) flt nrs 10 damage Breathe Fire [Flt] [Nrs] Spouts forth a stream of fire from the creature's mouth, causing massive fire damage to the foe. 10 Damage Fire - 7
Fiery Soul (5) +1 to all stats buff Fiery Soul [Unl] [Lmt #1] The creature shines through it's true colors, so to speak. +1 to all Stats Fire - 10
Fire Shield (5) user cannot attack while shielded, temporary cold resist, 5 flt nrs damage to foes in physical rangeFire Shield [Lmt #1] [Flt] [Tmp #3] [Nrs] The creature surrounds itself in flames, creating a literal "shield of fire". The creature surrounded by the fire shield is temporarily immune to cold damage, and most creatures would not be foolish enough to touch the flames. Foes that come within' "physical damage" range receive 5 Damage for every turn in that range. The creature using Fire Shield cannot attack while Fire Shield is in effect. Fire - 8
Immolation (5) 5 flt damage to foe if physically hit following turnImmolation [Flt] Touching the creature's fiery body causes damage to the opponent. Deals 5 fire damage IF you are hit NEXT turn with a physical attack. Fire - 6
Provide Warmth (5) gives cold immunity to another creature, user and protected creature are unable to attack, 5 turnsProvide Warmth [Tmp #5] The creature can shield another being to protect it from the cold. Both creatures can still be attacked and harmed during this time. During this time of "provide warmth", the protected creature is immune to cold, but the shielder is not (unless it normally is). During the time of "provide warmth", neither the shielder or the protected are able to move or attack. Gives a single target Cold Immunity. See description above for details. Fire - 4
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Post by Lethalia on Aug 3, 2019 15:57:07 GMT -6
Water Injection Required AlterationsWater Resistance half water damage Water Resistance Creature takes only half water damage. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance. Passive
Possible Over-rides for Required AlterationsBuoyancy (4) floats on water, water resist, electric and ice weakness Buoyancy The creature can float on water without risk of drowning.. this does not give the creature the ability to swim underwater, or the ability to breathe water... but it can easily enough float (and steer) on water - almost like a boat. Resistant to water damage.. Takes double from electrical and ice damage. Passive
Water Immunity (5) Water Immunity Creature is immune to all water damage. Passive
Amphibious + Illness (5) gains ability to swim and breathe underwater, but receives double damage and takes twice as long to heal Amphibious The creature that is amphibious can not only use the ability "swim" to it's liking (with all the resistances and weakness that goes with it) - but it can breath underwater too! Amphibious creatures are not confined to water like their Aquatic brethren. Passive
(Swim ; Grants temporary immune to water, fire, wind, and earth damage... Takes double electrical and ice damage when using this ability. Active - 3)
Illness Creature always receives double damage from any attack, and takes twice as long to heal. Passive
Chosen AlterationsSwim (2) temporary water, fire, wind, and earth resist, electrical and ice weakness Swim Grants temporary immune to water, fire, wind, and earth damage... Takes double electrical and ice damage when using this ability. When used with Aquatic neither of the effects stack. Active - 3
Hidden Mist (2) creature gains double accuracy on next attack, and 100% dodge Hidden Mist [Tmp #1] [Cdn #3] A strange mist forms around the (friendly) target - making it easy to either disappear from harm's way, or attack from an unseen location.. A very obscuring mist, so thick you feel it could be sliced like butter... but not really. It certainly gives the impression of confusion. Surrounds a (friendly) target in a thick mist - allowing them to either escape from battle without further harm, OR have a 100% chance to dodge the next attack from the foe (unless the foe has echolocation, etc) - and they themselves get double accuracy for their own next attack - thus disturbing the unnatural fog, and making it disappear. Water - 8
Healing Drop (2) heals 1 stamina Healing Drop The creature produces a single drop of magical healing water, which can heal any one creature that drinks it. Restores 1 stamina. Water - 4
Douse (2) 1 flt damage Douse [Flt] Either summons forth a small amount of concentrated rain, or squirts it from the mouth - soaking the foe. 1 Damage Water - 2
Walk on Water (3) once per day, 3 turns in battle Walk on Water [Tmp #3] The creature is so in-tune with the element of water, that it can temporarily walk upon it! Allows the creature to literally walk on water. Outside battle it lasts for 5 minutes. May only be used once per day. Water - 8
Water Breathing (4) grants the ability 'aquatic' once a day, 3 turns in battle Water Breathing [Tmp #3] Temporarily allows the creature to "breathe" water - preventing it from drowning. Grants the ability "aquatic". May only be used once per day. Water - 4
Sphere of Life (5) water breathing for 3 turns Sphere of Life [Tmp #3] The creature materializes a large sphere (or bubble) of air around any target, including itself or it's owner. The sphere cannot be damaged by attacks, nor does it protect the one inside from any harm.. It does however, have a seemingly endless supply of "air", allowing the one(s) inside to breathe, even while deep underwater. Temporarily grants "underwater breathing". Outside battle it lasts 3 hours. Water - 15
Hydro Sphere (5) one turn charge-up, second turn causes 10 flt damage, unavoidable Hydro Sphere [Flt] The creature stores up aquatic energy in the form of a swirling ball within' it's mouth or between it's two "hands". Once the energy is finished being stored, it sends forth the sphere - causing it to chase after the foe at high speed until it strikes! Does nothing on the first turn. On the second turn, the creature has 100% chance to hit with it (assuming the creature is physically able to be hit), causing 10 points of damage. Water - 10
Hydro Shell (5) +5 res, water and fire immunity for 3 turns, physical attacks against the shield cause 1 point of damage to foe Hydro Shell [Tmp #3] [Lmt #1] Summons a "wall" or "shell" of a torrent of water, twisting around either themselves or a (friendly) target. This "shell" of forceful water not only helps protect them from damage, but hurts whatever attacks them.. doesn't it hurt, after all - if you get sprayed by a fire-man's hose? Oh yeah... but this looks SO much cooler! Surrounds self (or friendly target) with a shield of water - temporarily increasing resistance by 5 points, and making the target immune to water and fire damage while the shield lasts. If the foe attempts an attack at the target with a physical attack (such as bite, or claw), the foe takes 1 point of water damage. Water - 6
Call the Rains (5) causes half stat drop for creatures with water weakness, 3 turns Call the Rains [Lmt #1] [Tmp #3] Uses magic to call forth the rains. The clouds in the sky begin to swell and darken, and a drenching downpour begins. Has no effect on most creatures in battle - except for creatures with a weakness to water.. if the opponent has a weakness to water, all of it's max stats are temporarily cut in half, until the rain stops. Water - 10
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Post by Lethalia on Aug 3, 2019 16:25:15 GMT -6
Earth Injection Required AlterationsEarth Resistance half earth damage taken Earth Resistance Creature takes only half Earth damage. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance. Passive
Possible Over-rides for Required AlterationsDesert-Dwelling (2) 'heat' resistance Desert-Dwelling Has resistance to all heat, or dry related attacks - but not all fire attacks. For example, arid bite does less damage - but firebreath deals normal damage. Also, creature becomes thirsty much less often. Passive - 5
Earth Immunity (5) Earth Immunity Creature is immune to all earth damage. Passive
Sand-Swim (5) earth immunity, water weakness, can swim in sand Sand Swim The creature is not only immune to earth damage, but the creature can also "swim" through sand - as though it were water! However, this creature has water weakness as well. Passive - 9
Chosen AlterationsStone Skin (1) physical attacks do 1 less damage Stone Skin If creature is damaged by a physical attack, creature receives 1 less damage. Passive - 4
Rock Shield (1) +1 defense Rock Shield [Unl] Using the power of the earth, the creature creates a small shield of rocks to defend itself. The user gains +1 Defense. Earth - 5
Seed Spit (2) str +1 damage Seed Spit [Str] The creature spits it's own seeds at high speed at the foe, stinging it. +1 Damage Earth - 2
Cure Poison (2) remove a single acid DOT Cure Poison Uses an odd power to remove a single poison from it's own body. Removes a single Acid-Based (damage over time) effect. Earth - 4
Grounded (2) electrical immunity, 3 turns Grounded [Tmp #3] The creature connects itself to the ground by super-natural powers, grounding itself against electrical attacks. Gains Immunity to Electrical Attacks and Effects. Earth - 2
Chlorophyll (3) +1 stamina each turn, +2 with active light effect Chlorophyll Each turn when a "darkness" move is not in effect, creature regains 1 stamina per turn - if a "light" move is in effect, creature regains 2 stamina per turn... Stamina regained never exceeds it's maximum stamina. Passive
Crystalline Power (3) buff +1 to random stat Crystalline Power [Unl] The creature taps into the energy of a nearby crystal or gem, granting it mysterious powers. The Creature gains +1 to a random stat. Earth - 4
Earthshake (4) mnt+2 damage Earthshake [Mnt] The creature uses the power of earth magic to force the very ground to tremor, destabilizing the foe, and knocking it off their feet. +2 Damage Earth - 5
Overgrowth (4) 1 point of damage ~forever Overgrowth The creature summons forth a flurry of plants to cover everything in it's path - including the foe. Causes 1 point of damage every turn until the end of the battle. Earth - 8
*Arid Bite (5) str+3, double damage to water creatures Arid Bite [Str] Bites the foe with a stinging bite that absorbs all moisture out of the creature's skin - causing it to dry and crack, and become irritated. +3 and it does double damage to any "water" creature. Earth - 4 *Override for half cost: key: bite, nip
Brew Sandstorm (5) half accuracy in creatures not earth immune, and cuts earth weak creatures' stats in half Brew Sandstorm [Tmp #3] [Lmt #1] Uses magic to call forth the forces of nature into the form of a grand sandstorm. Harsh winds and sand that pierces the skin like needles swirl around the surrounding area - along with a nearly blinding amount of dust. Creatures with a weakness to earth have all of their max stats temporarily cut in half, until the sandstorm stops.. all other creatures (except those who are immune to earth damage) lose half their accuracy, due to the blinding sand. Earth - 10
Rake the Earth (5) 50% chance of foe falling in and losing one turn and 1/4 stamina, 50% chance of nothing, cannot be used on flying creatures or in water Rake the Earth [Lmt #1] The creature strikes the ground with either brute force or claws, sending a shock-wave through the earth - ripping it, and causing fissures to crack and rend into it's surface.. any creature caught in this "rip" would loose it's balance, and fall in, taking massive damage from the fall. In addition to rolling dexterity to see if the attack hits, flip a coin. If heads, the creature falls in, loses 1 turn, and loses 1/4 it's remaining stamina. If tails, nothing happens. This attack has no effect on creatures that are flying, and cannot be used in the water. Earth - 10
Rapid Bloom (5) +1 stam every turn to all creatures in area Rapid Bloom The creature summons forth a flurry of beautiful flowers to sprout from the earth, or itself... These flowers have a sweet scent, and carry healing properties. All creatures within' the area (including the foe) gains +1 Stamina every turn until their Stamina is "full". May only be used once per day. Earth - 6
Shield of Stone (5) +20 defense, two turns Shield of Stone Using the power of the earth, the creature creates a shield of stone to defend itself. The user gains +20 in defense for this turn, and the next. Earth - 15
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Post by Lethalia on Aug 3, 2019 16:34:40 GMT -6
Wind Injection Required AlterationsWind Resistance half wind damage takenWind Resistance Creature takes only half wind damage. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance.
Possible Over-rides for Required AlterationsWind Immunity (5) Wind Immunity Creature is immune to all wind damage. Passive
Ethereal (5) physical immunity, psychic weakness Ethereal Immune to physical damage. It takes double damage from psychic attacks. It can never use physical attacks, or touch anything in a physical manner. Passive
Chosen AlterationsArrow of Wind (2) mnt+1 damage Arrow of Wind [Mnt] The creature can concentrate air into an invisible "arrow", sending it flying towards the foe with a shrill whistle.. Usually - one can see a displacement of "air" as it flies through the air, making a particularly agile creature able to dodge it. +1 Damage Wind - 4
Clarity (2) blows away 'airy' effects like smoke and mist Clarity [Tmp #0] The creature gently blows away all "airy" effects - removing smoke, mist, fog, dust, and pollen clouds. *There are more moves it removes, but it is to the battle-master's opinion on what applies. Wind - 1
Grace (2) +1 dex for 3 turns Grace [Tmp #3] The creature uses the element of the wind to make itself particularly graceful, even when on the ground - wind at thy feet, really. Gives the creature +1 to Dexterity. Wind - 3
Silence (2) sound based attacks have no effect for 2 turns Silence [Tmp #2] The creature causes all air around it to become completely still.. really, really still. So still in fact that sound does not travel. Creepy, yeah? All Abilities and Attacks that have to do with sound (roars, howls, sonic blasts, etc) have no effect or damage. Wind - 4
Aerial Lift (3) gives ability 'glide' and sends creature into the air to do so Aerial Lift [Tmp #3] [Lmt #1] The wind swirls around the creature, lifting it high into the air - and allowing it to glide around safely until it once again reaches the ground. Temporarily grants the Ability "glide" and sends the creature into the air to do so. Wind - 5
Glide +2 to dexterity when gliding, must have a place to "jump off" of in order to use this ability... Active - 2
Wind's Blessing (4) +2 dex and prevents death from falling, any target, for 3 turns Wind's Blessing [Tmp #3] A strong wind picks up behind the creature - forcing it forward in a beneficial way - one could almost fly with this behind them.. Well - you certainly can't take off the ground, but you won't have to worry about dying if you were to run right off a cliff either... The creature that uses this can select any target, including itself. This is only a beneficial move... It prevents death from falling, and increases the target's Dexterity by 2 points. Wind and Psychic - 4
*Spectral Bite (4) mnt+2, allows an ethereal creature to damage physical ones Spectral Bite [Mnt] The creature springs forth with ethereal energy, biting down on it's foe with sheer force of will. The creature using this bite can be non-physical, and can hurt physical beings with the bite. +2 Damage Wind - 4 *override for half cost: bite, nip
Harsh Gust (5) flt 10 damage Harsh Gust [Flt] Creates a very strong wind to buffet the opponent, knocking them off their feet, and blasting them backwards. 10 Damage. Wind - 8
Wall of Wind (5) temporary wind, fire, water and physical immunity, passing through the barrier causes 2 damage Wall of Wind The creature summons forth a great wall of wind - which can usually be seen by all the dust racing through it - which protects the user from quite an arrangement of attacks. Of course, the foe could just walk through it, if they don't mind a sting or two. Creates a "wall of wind" between itself and the foe. Grants temporary immunity (both ways) to Wind, Fire, Water attacks and effects. Grants temporary immunity to all attacks that must be performed physically. If either creature steps through the wall - the effect ends (as they're both on the same side).. but the creature that stepped through takes 2 wind damage. May only be used once per day. Wind - 10
Wing of Light (5) grants the ability 'fly' for 3 turnsWing of Light [Tmp #3] [Lmt #1] The creature sprouts celestial wings of pure light and golden energy, allowing it to temporarily fly like a seraph into the sky. Creature gains the ability "Fly". Light - 15
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Post by Lethalia on Aug 3, 2019 16:35:41 GMT -6
Shadow Injection Required AlterationsShadow Resistance half shadow damage taken Shadow Resistance Creature takes only half wind damage. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance.
Possible Over-rides for Required AlterationsShadow Immunity (5) Shadow Immunity Creature is immune to all shadow damage. Passive
Umbral Bond (5) creature gains double-headed with their shadow, which causes head-related attacks to be doubled, but any attacks to the shadow also causes 2 extra damage to the creature Umbral Bond Creature is linked with it's own shadow to the point where they gain the ability Double-Headed so long as the shadow is visible. However, any attacks made to the shadow will do an additional 2 points of direct damage (cannot be resisted in any way, not even with immunity or resistances) to the creature as well. Passive
Double-Headed When using a "head-related" attack - such as bite, or headbutt, or fire-breath - the creature receives two attacks in a single turn... When this happens, the creature has a 25% chance of becoming confused that turn, and not attacking at all. Passive
Chosen AlterationsNightvision (1) takes normal shadow damage, but no special effects of shadow attacks Nightvision Creature cannot be affected by extra effects of any shadow attack... It does however, take regular shadow damage. Passive - 8
Shadow Strike (2) mnt+1, foe loses one turn Shadow Strike [Mnt] Strikes the foes shadow, temporarily pinning the foe where it stands. Foe loses its next turn.. +1 Damage Shadow - 5
Shadow Bolt (3) 1 damage first turn, 1 damage second turn Shadow Bolt [Flt] The creature summons and sends forth a tiny shadowy "arrow" (which strangely resembles a tiny llindorm) to sting the foe - latch on, and bite once more before disappearing back into the void. Causes 1 point in shadow damage on the first turn. Causes 1 point in shadow damage on the second turn. Shadow - 2
Shadow Meld (3) gain a second free attack on next turn, teleport to any location also in shadow Shadow Meld [Lmt #1] The creature "melts into the shadows", in all senses of the phrase. It can hide there, then strike out of any nearby shadow, reforming as it pleases. IF there are good shadows (such as night), the creature can use the shadows to "teleport" to any location in sight, that is also in shadows... If used, the creature that used it gets a free attack, in addition to it's normal one - on the next turn... Uses Mentality. Shadow - 8
*Ebil Nom (4) str+0, half of damage done restores stamina Ebil Nom [Str] The creature attempts to bite with its terrible fangs to suck the life out of its foe.. of course, the creature has no fangs so to speak, or if it does they're rather dull... and the most the ebil nom manages to do is get a lot of "ebil" spit on the foe.... nom nom. +0 to damage Restores the user with 1/2 the stamina worth in damage dealt. Shadow - 1 *override for half cost: bite, nip
*Nether Claw (4) str+2 damage Nether Claw [Str] Claws with the powers of the nether world, causing a pain that lingers. +2 Damage. Does 1 point of shadow damage on the next turn as well. Shadow - 4 *override for half cost: claw, scratch
*Shadow Bite (4) str+2 damage Shadow Bite [Str] The creature imbues its jaws with the power of the shadows and then bites its opponent. +2 Damage Shadow - 4 *override for half cost: bite, nip
Cloak of Shadows (4) shadow immunity, 2 turnsCloak of Shadows [Cdn #1] [Tmp #2] The creature veils itself in an almost literal cloak of shadows, shielding it from other sinister shadowy attacks. Temporarily grants Shadow Immunity. Shadow - 3
Darkness (4) grants light immunity, causes half accuracy for all creatures unless immune to shadow or it's effects, 3 turns Darkness [Tmp #3] [Lmt #1] The shadows consume the area, removing all light - making it nearly impossible (if not completely impossible) to see.. This is either done with magic, mind, or even the presence of strange "anti-bioluminescent" bacteria. Grants temporary immunity to Light damage and effects, and causes all creatures to have 1/2 of their normal accuracy. Does not effect creatures that are immune to shadow damage (or effects). Shadow - 6
Darkness Drain (4) mnt+2 damage Darkness Drain [Mnt] [Drn] Uses the power of darkness to sap the very life out of the foe. +2 Damage. Shadow - 4
Haunt (5) one turn charge-up, every turn after, randomly do 2 damage, or reduce the foe's dexterity by half, or do nothing Haunt [Crs] The creature gives a mournful cry, and tears off a part of it's own soul - sending it forth to haunt the enemy. The spirit may distract the foe by whispering terrible things in its ear... or it may strike at the very spirit of the creature - harming it in ways one can only imagine.. or, it may sit quietly, waiting to strike. On the first turn, the creature howls into the air.. this attack does nothing. On the second turn the effects start. Every turn thereafter, roll a 4-sided die. If a 4 is rolled, the foe looses 1/2 it's dexterity for that turn. If a 1 is rolled, the foe takes 2 shadow damage (this damage cannot be resisted). If a 2 or 3 are rolled, this does nothing. The Haunt goes away at the end of the battle. Haunt can only be used once per day. Shadow - 20
Lifetap (5) add both creatures' stamina, divide by half, and then redistribute evenly Lifetap The creatures lives shared - drained of each others' essences and split in two. It's as though somebody stole just a bit of your soul. Take both creatures' Remaining Stamina and add them together. Divide that number in half, and distribute the points evenly between the two. If the Stamina total given to a creature is more than it's maximum stamina, it keeps those extra points until they are lost from damage. Shadow - 4
Vanish (5) hide in the shadows, giving +4 dex, foe half dex Vanish [Lmt #3] The creature uses the darkness to literally vanish.. an absence of light. This of course, is merely and illusion - as the creature does not become ethereal in this way... It does make it a lot more difficult to attack it however. Creature "vanishes" from sight. Foe has 1/2 dexterity when attacking. Creature gains +4 dexterity when attacking. Vanish fades when the creature attacks. Shadow - 3
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Post by Lethalia on Aug 3, 2019 16:37:11 GMT -6
Light Injection Required AlterationsLight Resistance half light damage taken Light Resistance Creature takes only half light damage. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance. Passive
Possible Over-rides for Required AlterationsLight Immunity (5) Light Immunity Creature is immune to all light damage. Passive
Bioluminescence (2) causes half dex in foe's first attack, and all foes to attack the creature Bioluminescence The creature's body gives off a constant soft and usually bright light - allowing it to see well in the dark, and attract either mates or prey alike... When in a group, the creature with this ability will be the target of all incoming attacks until it has been defeated (or another ability states otherwise), essentially - it becomes the center of attention. In addition to this, the creature attacking it looses 1/2 it's dexterity for the first turn. Passive
Natural Antivenom (4) immunity to acid damage over time and sicknesses Natural Antivenom The creature is immune to all "over time" effects of any sort of poison, venom, or toxin. They cannot be effected by secondary effects of any acid-based attack. They can however, still take the regular amount of "acid damage", as long as it's not the "over time" damage. Likewise, this creature is immune to any disease and sickness. Passive
Chosen AlterationsDiurnal Spirit (1) creature is not affected by 'extra' light effects Diurnal Spirit Creature cannot be affected by extra effects of any light attack... It does however, take regular light damage. Passive - 8
Gleam (1) choose a buff of +1 str or +1 def Gleam Must choose one at the beginning of battle, only use once per battle... The user reflects a bright light off of it's skin/feathers/fur and increases the user's defense by +1 or strength by +1 depending on user's choice. Active
Sun Spot (2) flt nrs 1 damage Sun Spot [Flt] [Nrs] Creates a small but bright flare of light to damage the opponent. 1 Damage. Light - 3
Shimmer (2) foe has half accuracy next turn Shimmer [Cdn #5] A bright light is emitted from the creature's body, temporarily blinding the opponent. Shimmers with a bright light, causing opponent to only have 1/2 accuracy the next turn. Light - 4
Flash (3) foe loses two turns Flash [Lmt #1] A brilliant light flashes off of the creature's body in some way, temporarily blinding the opponent. Opponent loses 2 turns. Light - 4
Purge (3) remove all non-damaging effects from any target Purge The creature can purge any target (including itself) of all bad effects, except for damage, of course... Remove all non-damaging effects from any target. Light - 8
Wrath (3) mnt+10 only against shadow and acid creatures Wrath [Mnt] Sends forth a bolt of holy energy, damaging those who oppose the holy ways. Only effects "Shadow" and "Acid" creatures. +10 Damage Light - 15
*Bite of the Divine (4) str+2 damage Bite of the Divine [Str] The creature bites down upon the foe, "cleansing" evil spirits in the process. +2 Damage Light - 4 *override for half cost: bite, nip
Crescent of Light (4) flt 2 damage Crescent of Light [Flt] The creature summons forth and throws a crescent blade of brilliant yellow light, slicing through both air and foe in a dazzling display. 2 Damage Light - 2
Bathe in Light (4) grants immunity to shadow damage and effects, all shadow aligned foes have half accuracy, for 3 turns Bathe in Light [Tmp #3] [Lmt #1] A brilliant light consume the area, removing all shadows. This is either done with magic, mind, or even the presence of strange "bioluminescent" bacteria. Grants temporary immunity to Shadow damage and effects, and gives all "shadow-oriented" creatures 1/2 accuracy. Does not effect creatures that are immune to light damage (or effects). Light - 6
Holy Shield (4) resist 5 damage of any type Holy Shield [Cdn #1] Calling upon the power of light, the creature creates a glowing shield of energy that can absorb some damage of any attack thrown at it. Automatically resists 5 damage of any type. *Requires the user to have min. 1 of Mentality Light - 7
Blessing (5) buff +1 to all stats Blessing The creature asks the light for a blessing to help it win the battle. Creature gains +1 to all of it's stats. May only be used once per day. Light - 10
Exorcise (5) mnt+5 damage Exorcise [Mnt] Holy power is used to cause damage to the foe. +5 Damage Light - 6
Purify (5) remove all secondary effects, from all creatures in the area Purify The creature uses the power of the light to clense the entire area, and all things in it... The light, of course, is not prejudice - even to enemies. Remove all secondary effects from the entire area, including all creatures. Light - 20
Heal (5) restore up to 3 stam Heal [Lmt #3] Using the power of light, the creature recovers a little of its lost energy. Heals up to 3 stamina. Light - 4
Shield of Light (5) grants 10 stam for 2 turns Shield of Light [Lmt #1] The creature summons forth a shield of golden light, protecting itself from all dangers. Gives the creature +10 stamina for this turn, and the next. Light - 10
Redemption (5) prevents a foe from using shadow attacks or abilities Redemption [Unl] The creature begs the power of the light to redeem it's foe from the evils it is cursed with, aiming to cure it of it's tainted soul. The foe can no longer use Shadow Attacks or Abilities. Light - 20
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Post by Lethalia on Aug 3, 2019 16:41:04 GMT -6
Acid Injection Required AlterationsAcid Resistance half acid damage taken Acid Resistance Creature takes only half acid damage. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance. Passive
Possible Over-rides for Required AlterationsAcid Immunity (5) Acid Immunity Creature is immune to all Acid damage. Passive
Corroding Body + Illness (5) acid immunity and causes 2 acid damage on physical contact, but receives double damage and takes twice as long to healCorroding Body Immune to acid damage. If the creature is touched, it deals 2 points acid damage immediately, continued exposure will deal additional damage. Touching will corrode all materials except glass. Passive
Illness Creature always receives double damage from any attack, and takes twice as long to heal. Passive
Poisonous Skin (3) causes 1 acid damage on physical contact, and 1 damage per turn after Poisonous Skin If damaged by a physical attack, opponent takes 1 point of damage every turn afterwards. Passive
Chosen AlterationsCrippling Poison (2) str+1 damage, -1 dex to foe, stackable Crippling Poison [Str] Strikes the foe with claws (or other features) that carry a crippling poison - slowing down the foe's reaction time in battle. Foe loses 1 point of dexterity every time this attack is used. +1 Damage Acid - 5
Infectious Bite (3) passively cause -1 dex -1 mnt to foe Infectious Bite All bite-related attacks that the creature uses infects the foe with a terrible crippling sickness, temporarily lowering it's Dexterity and Mentality by 1 point for a day (or until cured).. This effect does not "stack". Passive
Slime (3) -1 dex to foe, stackable Slime If the creature is attacked by an attack that makes physical contact, the foe also makes contact with a "sticky slime" all over the defendant's body.. This slime reduces dexterity by 1 point every time this happens. The "slime" can be removed only after battle, and it is very difficult to do so. Luckily, creatures with the "slime" ability only use this when frightened. Active - 2
Envenom (3) str+1 damage and 1 damage per turn for 3 turnsEnvenom [Str] Bites the foe with venomous fangs, dealing damage over time. +1 Damage and deals 1 points of damage every turn for the next 3 turns. This effect is not stackable. Acid - 4
Weakness (3) gives foe acid weakness Weakness [Unl] [Lmt #1] Infects the foe with a strange illness that causes it's body to become very weak. Foe gains Acid Weakness. Acid - 7
Acid Fang (4) passive +2 acid damage to all bite-related moves Acid Fang The corrosive acid, produced in a being's mouth, eats away at the opponent's flesh as the creature bites down - making the creature cause 2 points of Acid damage whenever it performs a bite-related attack. Passive
Spit (4) str+2 damage Spit [Str] Spits acid at the foe. +2 Damage Acid - 3
Projectile Poison (4) 1 damage per turn after, and cuts foe to one-quarter of it's dex Projectile Poison Spits poison at a foe, both blinding and poisoning it. Spits a poison onto the foe, attempting to blind them - does 1 point of damage to opponent every turn afterwards, also cuts dexterity of foe down by 1/4th for the remainder of the battle. Acid - 3
Poison Sting (4) str+2 damage, causes 1 damage per turn after Poison Sting [Str] After biting or stinging the foe, the foe becomes injected with a damaging toxin. +2 Physical Damage. Does 1 point of damage to opponent every turn afterwards. Acid - 2
Acid Spit (5) flt nrs 5 damage Acid Spit [Flt] [Nrs] The creature spits a searing acid onto its foe. 5 Damage Acid - 5
Decay (5) 4 flt damage Decay [Flt] The creature sends forth a blight onto the foe, causing it's flesh to decay while it still walks.. This of course, is extremely painful. 4 Damage Acid - 6
Poisonous Gas (5) all creatures on the battlefield lose 1 stam every other turn Poisonous Gas [Lmt #1] The creature emits poisonous gas-like fumes, causing all creature that breathe it to be harmed greatly. All creatures in the battlefield lose 1 stamina every other turn. Acid - 6 Toxic Breath (5) flt nrs 3 damage Toxic Breath [Flt] [Nrs] Releases a breath of acidic smog, which surrounds the opponent. 3 Damage Acid - 7
Venomous Bite (5) str+2 damage, 1 damage per turn after Venomous Bite [Str] This bite also injects a weak poison into the opponent. +2 Damage. Does 1 point of damage to opponent every turn afterwards. Acid - 4
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Post by Lethalia on Aug 3, 2019 16:42:20 GMT -6
Cold Injection Required AlterationsCold Resistance half cold damage taken Cold Resistance Creature takes only half cold damage. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance. Passive
Possible Over-rides for Required AlterationsCold Immunity (5) Cold Immunity Creature is immune to all cold damage. Passive
Blubber (3) cold resistance, resistance to heat-related effects Blubber Creature has cold resistance, and has resistance to heat-related effects of fire attacks (but not fire itself). Passive
Ice Body (5) immune to cold damage, takes double fire damage Ice Body Immune to cold damage. Takes double fire damage. Passive
Tundra-Dwelling (1) 1/4 cold resistance Tundra-Dwelling 1/4 cold resistance, also - creature becomes hungry much less often. Passive - 5
Chosen AlterationsIce Mist (2) 1 flt nrs damage Ice Mist [Flt] [Nrs] The creature releases a freezing mist that surrounds its opponent. 1 Damage Cold - 3
Icy Touch (2) str+1 damage Icy Touch [Str] Touches the foe with a frosted finger, chilling them to the bone. +1 Damage Cold - 2
Powder Snow (3) foe has half accuracy next turn Powder Snow [Cdn #5] Using the power of ice, the creature summons a snow flurry that hinders the opponent's vision. Summons a flurry of snow to fall around the battle-field, dimming the vision of the opponent, causing opponent to only have 1/2 accuracy the next turn. Cold - 8
Chill (3) foe -2 dex Chill [Tmp #2] Causes the foe's body temperature to drop, reducing it's reaction time by making it shiver excessively. Foe loses 2 points in dexterity. Cold - 5
Hail (3) 1 damage every turn for 3 turns Hail [Flt] [Nrs] [Lmt #1] Summons hail to pelt the foe, stinging it's skin. Causes 1 Physical Damage every turn for 3 turns. Cold - 6
Frost Walk (3) walk on water for 3 turnsFrost Walk [Tmp #3] The creature's feet produce so much cold energy, that the very ground on which they tread freezes at the mere touch. The creature can temporarily walk on water. Outside of battle it lasts for 5 minutes. May only be used once per day. Cannot be used on salt water. Cold - 5
*Frost Bite (4) str+2 damageFrost Bite [Str] The creature imbues its jaws with the power of ice and then bites the foe. +2 Damage Cold - 4 *override for half cost: bite, nip
Blizzard (5) 2 points of damage and half accuracy every turn for 3 turns unless cold immune Blizzard [Lmt #1] Uses magic to call forth the forces of nature into the form of a grand blizzard. Harsh winds and freezing colds swirl around the surrounding area - along with a nearly blinding amount of snow. Creates a blizzard that lasts for three turns. All creatures trapped in the blizzard take 2 points of damage for every turn that the blizzard is in effect - and have 1/2 accuracy. Any creature with cold resistance has 2 points of damage taken out, but the accuracy remains the same.. Any creature with Cold Immunity is completely unaffected. Cold - 10
Frozen Spire (5) flt 8 damage Frozen Spire [Flt] A spire of ice is summoned forth from the ground, impaling the opponent. 8 Damage Cold - 8
Freeze (5) foe -1 dex if in physical range Freeze [Tmp #3] [Lmt #1] The creature drops it's body temperature by a rediculous amount, causing the air around it to chill greatly - damaging all creatures (friend and foe alike) in the immediate area. Foes that come within' "physical damage" range lose 1/2 their Dexterity for every turn in that range (and this includes for the attack of that very turn!). Bite and Claw are some examples of attacks within' "physical range". Cold - 5
Breath of Winter (5) flt nrs 10 damage Breath of Winter [Flt] [Nrs] Spouts forth a stream of freezing air from the creature's mouth, causing massive cold damage to the foe. 10 Damage Cold - 7
Shield of Ice (5) cold immunity, physical immunity, water immunity, earth immunity, wind immunity, and fire weakness. shielded creature cannot attack. acid, fire, and heat-related light attacks melt the barrier.Shield of Ice [Tmp #3] The foe surrounds itself in a thick crypt of Ice, preventing itself from being harmed.. While it's in the shield however, it can't do very much, now can it..? It certainly can't attack. While Shield of Ice is active, the creature inside gains Cold Immunity, Physical Immunity, Water Immunity, Earth Immunity, and Wind Immunity. While Shield of Ice is active, the creature inside also gains Fire Weakness. While Shield of Ice is active, the creature inside can make no harmful actions, nor can it move. Shield of ice can be prematurely destroyed by acid dissolving attacks, fire attacks, and (heat-related) light attacks. Cold - 8
Wall of Ice (5) summons wall with 20 stam with cold immunity, fire weakness and thorny body; neither creature can attack until the wall is destoryed Wall of Ice The creature summons forth a great wall of ice to sprout from the ground, preventing the foe from attacking. In order to reach the creature, the foe must destroy the wall of ice.. but careful! It has jagged edges and spires of icicles sticking out of it! May only be used once per day. Creates a "wall of ice" with 20 stamina, 0 Resistance, Cold Immunity, Fire Weakness, and the Ability "Thorny Body". The foe cannot attack the creature until the wall is destroyed. Likewise, the creature cannot attack the foe until the wall is destroyed. Cold - 15
Thorny Body If hit with a physical attack, the attacker takes 1/2 the amount of it's own strength in damage. For example, if a creature with 10 strength hits something with a Thorny Body, it takes 5 damage. If the attacker has chosen to 'grip' the opponent, the attacker receives 1/4 of their own strength in damage for each turn they continue 'gripping' the opponent. Passive
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Post by Lethalia on Aug 3, 2019 16:44:19 GMT -6
Electrical Injection Required AlterationsElectrical Resistance half electric damage taken Electrical Resistance Creature takes only half electrical damage. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance. Passive
Possible Over-rides for Required AlterationsElectrical Immunity (5) Electrical Immunity Creature is immune to all Electrical damage. Passive
Electrical Body + Illness (5) electric immunity and double damage from earth, causes 2 electric damage on physical contact, but receives double damage and takes twice as long to heal Electrical Body Immune to electrical damage... Takes double from earth damage. If the creature is touched, it deals 2 points electrical damage immediately, continued exposure will deal additional damage. Passive
Illness Creature always receives double damage from any attack, and takes twice as long to heal. Passive
Magnetic Influence (5) auto-win against robots Magnetic Influence This ability gives the creature control over a magnetic force-field. This can not only "screw up" robots, but can repel them, as well as "metal-based" creatures (such as earth elementals)... This can be an advantage in combat when dealing with such creatures - or can become a problem for trainers... These creatures should not be kept near robots, computers, electronics, etc. (this ability provides an "auto-win" against robots, and other metal-based creatures). Passive
Chosen AlterationsElectric Charge (1) the next electrical attack does double damage Electric Charge The creature concentrates, and starts to store energy for it's next attack. Causes next electrical attack to do 2x the regular damage. Electrical - 1
Echolocation (1) guaranteed next attack is a hit, and 25% chance to dodge next attack Echolocation [Cdn #1] Sends out sonic waves to locate the enemy with beyond accurate accuracy. Guaranteed Hit on Next turn, regardless of accuracy - and 25% chance to dodge next attack. Electrical - 5
Magnetic Pull (2) only works on metal creatures, 1 damage to foe and creature Magnetic Pull Pulls all metal-based creatures (such as robots) to itself, causing damage upon collision. Causes 1 point of damage to both itself, and the foe - if applicable. Electrical - 2
Magnetic Push (2) only works on metal creatures, causes foe to lose next turnMagnetic Push Pushes all metal-based creatures (such as robots) away, causing the foe to loose its next attack. Causes the foe to lose it's next attack - if applicable. Electrical - 2
Static Wave (3) nrs flt 1 damage, foe -1 dex Static Wave [Tmp #2] [Flt] [Nrs] [Lmt #3] The creature sends out a small wave of static electricity, irritating the foe. The foe loses 1 point in Dexterity. 1 Damage Electrical - 3
Thunder (3) foe skips next turn Thunder [Lmt #1] A mighty stomp or flap of wings causes an extremely loud sound, resembling thunder, which frightens the foe. Causes the foe to skip its next turn. Electrical - 4
Static Touch (4) flt nrs 2 damage Static Touch [Flt] [Nrs] Touches the opponent, releasing a static charge. 2 Damage Electrical - 3
*Electrical Bite (4) str+2 damageElectrical Bite [Str] The creature imbues its jaws with the power of electricity and then bites the foe. +2 Damage Electrical - 4 *override for half cost: bite, nip
Thunder Ball (5) one turn charge-up, second turn causes 10 flt damage, unavoidableThunder Ball [Flt] The creature stores up electrical energy in the form of a swirling ball within its mouth or between its two "hands." Once the energy is finished being stored, it sends forth the sphere - causing it to chase after the foe at high speed until it strikes! Does nothing on the first turn. On the second turn, the attack has 100% chance to hit (assuming the creature is physically able to be hit), causing 10 Damage. Electrical - 10
Bio Pulse (5) paralyses foe, preventing any action of the body, some mind-related abilities can be used. 50% chance of recovery each turn Bio Pulse The creature sends out a small electrical "pulse" from it's body, temporarily paralyzing the foe.. it is said that many pulses in a row can cause heart failure, so one should approach these creatures with caution. Paralyses foe, preventing them from any action of the body (but they can still use their mind-related abilities; including many shadow, light, and psychic moves). Every turn, the foe has a 50% chance of recovering from the paralysis. Electrical - 6
Call Lightning (5) nrs flt 10 damage Call Lightning [Flt] [Nrs] [Lmt #1] Uses the power of magic to call a lightning bolt down from the sky to strike the foe. Deals 10 Electrical Damage directly to the foe if they do not have over 10 dexterity. If your creature has 11 Dexterity and above it is safe from harm. Electrical - 10
Levitate (5) grants the ability 'float' and sends the creature into the air to do so, for 3 turnsLevitate [Tmp #3] [Lmt #1] The creature uses the power of gravity, lifting it high into the air - and allowing it to float around safely until it once again reaches the ground. Temporarily grants the Ability "float" and sends the creature into the air to do so. Electrical - 5
Float Immune to earth damage... Takes double from electrical and wind damage. Passive
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Post by Lethalia on Aug 3, 2019 16:46:20 GMT -6
Psychic Injection Required AlterationsPsychic Resistance half psychic damage taken Psychic Resistance Creature takes only half psychic damage. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance. Passive - 100
Possible Over-rides for Required AlterationsPsychic Immunity (5) Psychic Immunity Creature is immune to all psychic damage. Passive
Danger Sense (3) avoid the opponent's first attack in battle, cannot avoid sound-based moves Danger Sense Will always instinctively avoid the opponent's first attack in battle. Attacks using sound - such as Sonic Waves or Roar - cannot be avoided however and 'cancel out' Danger Sense. Passive - 10
Empathetic Link (3) no use in battle; share emotion Empathetic Link Has no use in battle.. however.. The creature shares a special bond with it's owner - allowing it to feel the feelings and emotions that it's owner has, and.. being able to project it's own feelings onto the owner as well... such as "love", "fear", "sorrow", and "joy". Passive
Hive Mind (5) cannot be attacked by another creature of the same species, +1 mnt for each other creature of the same species nearby (likely can't be used in the pit) Hive Mind Creatures with "hive mind" can never be attacked by another creature of the same species. Also - for each creature of the same species that they are "grouped" with, they all gain +1 to their mentality - until their group "parts ways". So... 6 formica gain a +5 mentality bonus (they don't get a bonus for themselves). Passive
Telepathy + Illness(5) sentient and can 'talk' with any beings, but receives double damage and takes twice as long to heal Telepathy The creature is able to understand and speak with any being - through thoughts only... it's a "sentient" being... Cannot work on any creature immune to psychic - and has a hard time working on any creature resistant to psychic. Active
Illness Creature always receives double damage from any attack, and takes twice as long to heal. Passive
Chosen AlterationsDeceptive Lure (2) do 200% of a mnt or str move, or 150% of a flt move Deceptive Lure The creature acts "cute", or "attractive", or so delectably "edible and helpless" - bringing the foe foolishly close enough for that (hopefully) fatal first strike. Can only be used on the first turn of battle, if you go first - cannot be used if you get the second move. Causes the opponent to idiotically draw closer to you, allowing you to make a powerful first strike. This allows you to have a free attack - that free attack does 200% damage if the move has [Str] or [Mnt], but only 150% if the move has [Flt]. Does not affect psychic type creatures, or creatures with the "Danger Sense" ability. Psychic - 4
Torment (2) flt nrs 1 damage, cannot be killing blow Torment [Flt] [Nrs] Torment the foe with psychic energy, causing pain, but no permanent damage. 1 Damage Damage in this way cannot take a foe below 0 Stamina Psychic - 3
*Ethereal Claw (2) mnt +1 damage, must be etherealEthereal Claw [Mnt] A non-physical being slices out with it's "claws", raking the soul so hard it hurts the flesh. Creature must be "Ethereal" to use this attack. +1 Damage Psychic - 4 *override for half cost: claw, scratch
Dizzy Mind (2) mnt +1 damage Dizzy Mind [Mnt] The creature stares at, and focuses upon the opponent - and strangely, the opponent begins to become disoriented and dizzy, losing balance, and often becoming sick. +1 Damage. Psychic - 5
Telekinesis (2) 1 damage Telekinesis Uses the power of the mind to throw a light object at the foe. Allows user to manipulate objects with the equivalent of 5 strength... The user does not have to be touching the object, but must see it... For example, you can make an object float, if it could be normally moved with 5 strength... When used in battle, this can be used to "throw" physical objects at opponents, dealing 1 Physical Damage. Though, this is a psychic ability, throwing objects with your mind still does physical damage. *Requires a min. of 1 Mentality to use Psychic - 5
Sleep (3) foe falls asleep, and wakes on damage Sleep [Tmp #3] Uses psychic powers to put the foe to sleep. Foe falls asleep (assuming it can sleep). Any damage will wake up the foe. Psychic - 6
Mind Soothe (3) remove all shadow, psychic, or light effects from a target Mind Soothe The creature can enter it's own mind - or the mind of another, to soothe it of all ill effects. Remove all secondary Shadow, Psychic, or Light effects from a target. Psychic - 4
Sweet Song (4) foe skips a turn Sweet Song [Lmt #1] Sings a sweet lullaby that lulls the opponent to sleep. Your pet sings a sweet lullaby, causing the opponent to sleep and skip a turn. Psychic - 5
Mind Flay (4) mnt+2 damage, cannot be killing blow Mind Flay [Mnt] Tears at the foe's mind with psychic energy, causing extreme amounts of pain, but no permanent damage. +2 Damage Damage in this way cannot take a foe below 0 Stamina Psychic - 6
Mind Tap (4) drain half foe's mnt for yourself, only after an attack that causes phyical damage Mind Tap [Lmt #1] This move, when used in combination with a move that causes you to physically touch the opponent (usually on the head) can allow you to literally "tap" into their mind, draining them of their thoughts and adding them to your own... This is obviously considered a "morally wrong" thing to do, but that doesn't stop some people or creatures, now does it? Can only be used after an attack that causes physical contact. Drains 1/2 of the opponent's total mentality, and adds it to the user for the remainder of the battle. Psychic - 10
Dead Scream (5) one turn charge up, second turn deals flt 10 damage Dead Scream [Flt] The foe whispers, causing even the dead to feel the chill of death... Does nothing on the first turn. On the second turn, the attack has 100% chance to hit, causing 10 Damage. *Requires a min. of 1 Mentality to be used Psychic - 15
Levitate (5) the creature flies with no dex bonus, gains wind weakness, for three turns Levitate [Tmp #3] The creature uses extreme psychic powers to raise itself off the ground - but cannot be used to lift anything else off the ground... If the creature is large enough to carry a rider (and has been trained properly), it can do so with this ability. Be careful of wind, as it may not always be in your favor. Temporarily gives the creature the ability "fly" by non-physical means. The creature does NOT gain the dexterity bonus from "fly". Also temporarily gives the user "Wind Weakness". Psychic - 5
Mental Barrier (5) summons a barrier with 10 mnt, that can only be damaged by mntMental Barrier The creature creates a wall of mental energies, which can only be crossed by those of sound mind. May only be used once per day. Creates a "Mental Barrier" with 10 Mentality, and is Immune to all forms of damage, with a single exception. If an attack uses Mentality, it can attack the barrier... Every attack in this manner removes Mentality from the barrier, as though Mentality were also it's Stamina. The foe cannot attack the creature until the wall is destroyed. Likewise, the creature cannot attack the foe until the wall is destroyed. Psychic - 15
Telekinetic Powers (5) mnt = damage Telekinetic Powers Uses the power of the mind to throw an object at the foe. Allows user to manipulate objects with the mind, and in combat - even allows them to "throw" the objects at an opponent... The user does not have to be touching the object, but must see it. The weight of the object able to be moved is directly equal to the creature's Mentality... and so is the damage dealt... However, the damage is Physical, as the object hitting the opponent is a physical object. Psychic - 10
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