|
Post by NPC on Feb 6, 2024 19:31:11 GMT -6
Moves are listed like this: See the Battle System Glossary for more information. Index: - Above Elements Physical Fire Water Earth Wind Shadow Light Acid Cold Electrical Psychic Plant
|
|
|
Post by NPC on Feb 6, 2024 20:19:52 GMT -6
Above Elements
Prismatic Light [Rng] [Flt] [Nrs] A multi-hued beam of light is fired at the foe, piercing them with elemental damage of a random type. Roll 1d11. This move’s element is one of the following based on the number rolled: 1. Fire, 2. Water, 3. Earth, 4. Wind, 5. Shadow, 6. Light, 7. Acid, 8. Cold, 9. Electrical, 10. Psychic, 11. Plant. The damage done is equivalent to the user’s mentality with no added bonus. Learned by: None ** - 5
Soul-Strike [Rng] [Flt] [Nrs] This move targets not the flesh of the opponent nor its mind, but instead strikes at its very soul in an attack that cannot be avoided. This move strikes at the very soul of the creature, and as such cannot be resisted by stats nor elemental resistances and cannot be avoided. Do not roll a to-hit roll- instead, this move automatically deals damage. +2 Damage Learned by: None ** - 4
|
|
|
Post by NPC on Feb 6, 2024 20:20:24 GMT -6
Physical
Bash [Str] [Mel] Slams the foe with a heavy, solid part of the body such as the shoulder or head, causing massive damage. +5-8 Damage Learned by: Creatures with a tough body part to slam with. Physical - 5
Beak Break [Str] [Mel] Strikes the foe with the blunt edge of a bird-like beak, causing concussive damage. +2-4 Damage Learned by: Creatures with a strong beak. Physical - 3
Bite [Str] [Mel] Bites down on the opponent with powerful fangs. +2-4 Damage Learned by: Creatures with fangs or powerful jaws. Physical - 3
Body Slam [Str] [Mel] Uses the entire bulk of its body to crush its foe against the ground. Base damage is equivalent to the user’s resistance stat. Learned by: Any creature with a physical body. Physical - 5
Bone Shift [Cdn #1] “Shifts" its bones or re-constructs its body, effectively moving broken or dislocated bones back into place. Creature regains 3 points of stamina (15 HP) per use. Learned by: None Shadow or Physical - 5
Bound [Tmp #2] Bounces on tip-toes, leaping into the air to prance away from foes and weaves back and forth as it goes, making the creature harder to hit. +3 Dexterity Learned by: Any creature with at least 2 Dexterity. Physical - 5
Buck [Str] [Mel] Flails wildly, kicking out its hind legs and attempting to strike the foe with them. +4-6 Damage Learned by: Creatures with hooves and at least 3 Strength. Physical - 3
Charge [Mel] [Flt] [Nrs] Sprints at full tilt towards an opponent, ramming them directly with their head or body. Can be used at the same time as the move “Run”. Halves the opponent’s accuracy on their next turn. If used with run, this move also deals damage equal to the creature’s stamina stat. This is the only effect of Run being used at the same time as Charge- the other effects listed under “Run” do not occur when using Charge. Learned by: Any creature with a physical body. Physical - 3
Claw [Str] [Mel] Lashes out at the foes with extended claws and rakes them across the foe's flesh. +1-3 Damage Learned by: Creatures with strong or sharp claws. Physical - 2
Climb [Tmp #2] Clambers up and down trees, cliffs, and walls with grace and ease, though it’ll still slide down smooth surfaces such as glass and metal. Grants +2 dexterity. Learned by: Creatures with paws, fingers, or some other means of climbing. Physical - 3
Constrict [Mel] [Flt] [Nrs] [Grp] Wraps a long body, vine, or tentacle around the foe - crushing the very air out of them until they can no longer breathe at all. Does 3 Damage. If the foe has less Strength than the user, they automatically become 'Constricted' and receive 1 additional Damage each round after that for the duration. While Constricted the foe's movement of limbs is limited and prevents them from using attacks with the tags [Str] [Mel], but [Mnt] [Mel], [Mnt] [Rng], and [Str][Rng] attacks always hit without the need for a to-hit roll. This move can be canceled by the foe succeeding in a strength contest. This is done on the foe’s turn for each turn they are under the effects of this move. If they succeed, then on their following turn they can move and attack freely. Learned by: Creatures with long, strong tentacles, vines, or body. Physical - 6
Crunch [Str] [Mel] Crushes the foe with powerful jaws, snapping tendons and splintering bone. +5-8 Learned by: Creatures with strong jaws or fangs and at least 3 strength.
Physical - 3
Dash [Lmt #1] The creature uses a small burst of speed to prevent the foe from successfully landing a hit. Avoids all [Mel] moves used on its opponents’ next turn. A creature with the ability Endurance can use this as many times it would like in a battle. Learned by: Creatures with at least 2 dexterity.
Physical - 3
Dodge [Lmt #1] Dexterously darts away from the foe, weaving back and forth to avoid damage. Avoids all [Rng] moves used on its opponents’ next turn. A creature with the ability Endurance can use this as many times it would like in a battle. Learned by: Creatures with at least 2 dexterity.
Physical - 3
Drown [Flt] [Nrs] [Mel] [Grp] The foe is grabbed and pulled towards the nearest source of water, dragging them under to their watery doom. Can only be used by creatures with the abilities Aquatic, Amphibious or by use of the moves Sphere of Life or Water Breathing. The foe’s next turn is skipped. After that, they can attack as normal but cannot move out of melee range. Deals 2 damage per turn, including the turn this move is used. Damage is not dealt to creatures with the abilities Aquatic and Amphibious, and to creatures under the effects of the moves Sphere of Life or Water Breathing. The foe can break free by succeeding in a strength contest against the user and can move and attack as normal on the turn after the contest. Learned by: Creatures with the Aquatic, Amphibious, Sphere of Life, or Water Breathing.
Physical or Water- 7
Echolocation [Cdn #1] [Rng] [Snd] Sends out sonic waves to locate the enemy with beyond accurate accuracy. The user’s next move is guaranteed to hit without needing a to-hit roll, and the foe’s next move has ¼ accuracy. Learned by: Creatures with Sonar Sense.
Electrical or Physical - 3
Flutter [Tmp #3] [Cdn #2] Despite having wings, the creature is not quite strong enough to fly properly, and instead can only flutter a little bit before landing again. +2 Dexterity while the creature is airborne. Learned by: None. (Creatures with wings but not Flutter or Fly can only Glide.)
Physical - 3
Fly [Per] Whether by use of wings or magic powers, the creature can soar through the air with ease. Most flying creatures don’t know how to fly when they are born though, so it’s up to you to teach them! +3 Dexterity while the creature is airborne. The creature can land at any time they choose, at which point they lose the dexterity bonus. Landing does not take a full turn/replace a move to do. Learned by: None. (Creatures with wings but not Flutter or Fly can only Glide.)
Physical - 5
Gash [Str] [Mel] Using claws, scythe-like pincers, spurs, or other similar appendages, the creature swipes at its foe to deal heavy damage. +3-6 Learned by: Creatures with something sharp to slice with and at least 3 Strength.
Physical - 3
Give Way [Tmp #1] [Lmt #3] Allows the creature to become almost liquid-like, temporarily allowing things to pass harmlessly through its body! This can also, if used correctly, allow the creature to "squeeze" through places that it would not normally fit (like down a drain). Gives the user the ability "Malleable Form". Learned by: None
Physical - 3
Glide [Tmp #2] [Cdn #1] Using small wings or a patagium, the creature is able to glide through the air but is unable to move upwards by flapping. Instead, it drifts gently to the ground. +2 to Dexterity while airborne. Learned by: Creatures with wings or wing-like appendages.
Physical - 3
Headbutt [Str] [Mel] Rams into the opponent, using its head as a weapon. +2-4 Damage Learned by: Any creature with a physical body and a head.
Physical - 3
Hibernate [Lmt #1] Goes into a deep sleep, revitalizing its body as it does so. The user is now asleep. The user cannot use any moves for 3 turns. At the end of the 3 turns, if the creature is still above 0 HP, its HP is restored 100%. Hibernation cannot end until the 3 turns are up - it continues to sleep even if it takes damage. Learned by: None
Physical - 3
Horn Strike [Str] [Mel] Strikes the foe with powerful horn(s). +3-5 Damage Learned by: Creatures with horns and at least 2 Strength.
Physical - 3
Howl [Per] [SnD] [Rng] The creature releases an intimidating howl, causing the opponent to become nervous. The opponent's resistance decreases by 1. Learned by: Any predatory species capable of making loud noises.
Physical - 2
Jump [Flt] [Nrs] [Mel] Leaps up then lands on its opponent. Damage done is equal to the user's remaining HP divided by 5, no strength is added. Learned by: Creatures with strong hind legs.
Physical - 3
Kick [Str] [Mel] Swipes at its foe with its leg. +3-5 Damage Learned by: Creatures with legs and at least 2 Strength.
Physical - 3
Lick Wounds Licks its injured parts, helping with the healing process. Restores 5 points of HP. Learned by: Creatures with a tongue.
Physical - 2
Maul [Lmt #1] [Str] [Mel] [DoT] Mauls the foe with great claws, making them bleed heavily. +2-4 Damage. Does 1 point of damage to the opponent every turn afterwards. Learned by: Creatures with claws made for slicing.
Physical - 5
Nibble [Str] [Mel] Weakly chews at its opponent. +0-1 Damage Learned by: Any physical creature with a mouth.
Physical - 1
Nip [Str] [Mel] Nips at the opponent with sharp teeth or beak. +1-2 Damage Learned by: Any physical creature with a mouth.
Physical - 1
Peck [Str] [Mel] Uses its beak to stab at the foe. +1-3 Damage Learned by: Any physical creature with a beak.
Physical - 2
Pinch [Str] [Mel] Uses its pincers (or fingers) to pinch its foe. +1-3 Damage Learned by: Creatures with fingers or pincers.
Physical - 2
Play Dead [Tmp #1] Pretends to be dead by faking a grievous injury and making itself a less appealing target to attack. The foe cannot use any attacks that would damage or affect the stats of the user on their next turn, but may use attacks that heal themselves, buff their own stats, activate a [Shd] move, etc. Learned by: Any creature. Physical - 2
Pounce [Lmt #1] [Flt] Leaps upon its opponent and attacks. This attack can be used at the same time as another [Mel] move. The damage done is equal to your current HP divided by 5 + the base damage of the other move used. The resulting number is dealt as flat damage. If stalk was used in the previous turn, double the number. Learned by: Quadrupedal creatures capable of leaping and pouncing.
Physical - 9
Pummel [Str] [Mel] Goes all out, attacking the foe in a flurry of fists. +4-8 Damage Learned by: Creatures with fists or other strong appendages and at least 3 Strength.
Physical - 5
Punch [Str] [Mel] Strikes with a fist to cause damage. +2-4 Damage Learned by: Creatures with fists or other strong appendages.
Physical - 3
Regenerate [Lmt #1] Using the power of plant life or its own physical power, the creature recovers some of its lost energy. With this power, it is even rumored to be able to regrow limbs! Heals damage equal to 1/2 of the base HP, not current HP. Learned by: None
Physical or Plant - 4
Rend [Str] [Mel] Claws, scythe-like pincers, spurs, or other similar appendages are raked sharply across the foe, slicing through layers of flesh right down to the bone. +4-8 Damage Learned by: Creatures with strong claws or slicing capabilities with at least 3 Strength.
Physical - 5
Roar [Lmt #1] [SnD] [AoE] Releases a mighty roar that frightens and demoralizes the foe. Causes the opponent to skip its next turn in battle. Learned by: Creatures capable of making a loud sound. Physical - 3
Run [Tmp #1] Runs, trying to escape the opponent’s attacks. Opponent’s accuracy on the next turn is halved. The user’s dexterity is doubled for their next dexterity contest. Grants a bonus to the move “Charge”. Learned by: Any creature that can run.
Physical - 3
Sand Toss [Lmt #2] Suddenly kicks up sand, dust, or other debris into the opponent's face or other delicate spots, making them recoil. Your opponent has 1/2 accuracy on their next turn. Learned by: Creatures with physical bodies.
Physical - 2
Scamper [Tmp #1] Attempts to scamper away. +1 Dexterity Learned by: Any creature.
Physical - 2
Scratch [Str] [Mel] Claws, scythe-like pincers, spurs, or similar appendages are quickly slashed across the foe’s skin. +1-2 Damage Learned by: Creatures with claws or similar.
Physical - 1
Screech [Lmt #1] [SnD] [AoE] The creature lets out a terrifying, loud, irritating, and nearly deafening screech. Everyone that can cover their ears does so, and anyone that can’t flinches violently. Causes the opponent to skip its next turn in battle. Learned by: Creatures capable of making a loud, high pitched sound.
Physical - 3
Self-Aware Appendage [Mel] [Per] If the creature has at least 20 points of HP remaining, it can detach a limb, which then becomes its own creature in the battle. It takes one turn to detach the limb, and starting on the next turn, it will be able to perform moves the creature knows. The limb can only use moves the creature has been trained. Creatures may have (and use) this move more than once, once for each limb.
The limb has its own stats - ¼ of the creature's remaining HP is transferred to the limb, it has ½ of the body's Strength, retains the body's Dexterity without any bonuses (limbs can usually not hover or fly), and has 1 point of Resistance and 0 points of Mentality.
Moves by limb: Forelimb - Any ‘claw’ move that the creature knows, Snitch, Stamp Hind limb/leg - Any ‘claw’ or ‘kick’ move that the creature knows, Stamp Tail - Tail Strike, Tail Slap Wings - Wing Buff, Slap Learned by: None
Physical - 11
Shred [Str] [Mel] [Per] Shreds the foe's leg muscles, forcing it to slow down and limp. Foe loses 1 dexterity every time this attack is used. +2-4 Damage Learned by: Creatures with strong claws or slicing capabilities and at least 3 Strength.
Physical - 3
Sickle Claw [Str] [Mel] Attacks with a wicked sickle-shaped claw. +4-8 Damage Learned by: Creatures with strong claws or slicing capabilities and at least 3 Strength.
Physical - 5
Slap [Str] [Mel] Smacks the foe with a broad wing, fin, or other appendage. +1-3 Damage Learned by: Creatures with an appendage they can slap with.
Physical - 2
Snatch [Mel] [Flt] [Nrs] [Grp] Grabs the foe in its hands or talons and then attempts to carry it away. Deals 2 Damage to the foe each round. The foe can break free by succeeding in a strength contest against the user and can move and attack as normal on the following turn. While snatched the foe's movement of limbs is limited and prevents the use of attacks with the tags [Str] [Mel], but [Mnt] [Mel], [Mnt] [Rng], and [Str][Rng] can still be used. Learned by: Creatures with at least 3 Strength that are bipedal or flying and have hands or talons capable of grabbing a foe.
Physical - 5
Snitch [Mel] Attempts to steal an item (such as ribbon of telepathy, or amulet of submission) from the foe. If this move hits, the effect of that item is neutralized for the rest of the battle. Item stolen is random. Learned by: Creatures with at least 3 cunning.
Physical - 3
Solidify [Tmp #3] [Lmt #1] Tensing its body, the creature becomes more 'solid' and increases its defense. Doubles resistance. Learned by: None
Physical - 5
Spur [Str] [Mel] Uses the spurs on its legs to strike at the foe. +4-8 Damage Learned by: Creatures with leg spurs or spikes.
Physical - 3
Squirm [Mel] Wiggles cutely at the foe. No effect in battle... it just squirms? Learned by: Any creature.
Physical - 0
Steel Block [Tmp #2] [Cdn #1] The creature uses its steel-hard body parts to block the foe's attacks. This is often done by using a "head-plate" as a shield, or curling into a ball to show off solid armor. Temporarily grants immunity to [Mel] attacks. Learned by: None
Physical - 4
Sting [Str] [Mel] Stings the foe with a small thorn-like appendage. +1-2 Damage Learned by: Creatures with stingers, thorns, or spikes.
Physical - 1
Stamp [Str] [Mel] Stomps upon the opponent forcefully. +2-4 Damage Learned by: Creatures with large feet it can stomp with.
Physical - 3
Stalk [Lmt #1] Hides within the surroundings and tracks the foe while focusing on executing its next attack. The next attack the user performs has double accuracy. Gives a boost to the attack "pounce". The user of Stalk cannot be attacked (dealing damage or stat debuffs) between using “Stalk” and using the following attack, though the opponent can still use moves that affect themselves or their environment. Learned by: Creatures with at least 3 Cunning and 2 Dexterity.
Physical - 3
Sticky Tongue [Rng] [Str] The creature extends its super-long tongue in a flash, striking the foe and dragging it to its own mouth to snap it up. This move cancels all [Shd] moves, along with the following: Fly, Flutter, Glide, Levitate, Climb, Wall Walk, Swim. This move can be used in combination with any of the following: Any attack with ‘Bite’ in its name, Crunch, Ebil Nom, Nibble, Nip. The base damage of these moves is reduced to zero, but the creature’s strength is still applied as a bonus and the moves maintain their elemental affinity. Learned by: None
Physical - 2
Struggle [Mel] [Str] Uses the rest of its strength to attack. This is usually an act of desperation. Base damage is equivalent to the remaining HP divided by 5. Can only be used if there's 1/4 HP or less left. Learned by: Any creature.
Physical - 1
Surprise! [Lmt #1] Suddenly flashes a body part such as a frill, fan of tail feathers, throat-sack, or even a Puff Rayzor's famous "puff tail" to surprise and frighten the opponent. Causes the opponent to skip its next turn in battle. Learned by: None
Physical - 3
Sweet Scent [Per] [Lmt #1] [AoE] Releases a relaxing aroma. Lowers opponent's resistance by 2. Learned by: None
Plant or Physical - 3
Swim [Tmp #4] The creature dives into the water and swims.When used with Aquatic or Amphibious, none of the effects stack.
Effects (in Water): Gives Weak Water Resistance, +1 Resistance. Learned by: Any physical creature capable of holding its breath and not sinking.
Physical or Water - 3
Tail Slap [Str] [Mel] Smacks the foe with a strong tail. +1-3 Damage Learned by: Creatures with a strong tail.
Physical - 2
Tail Strike [Mel] [Flt] Whips or slaps the foe with its tail, providing a crushing blow. Damage equal to 1.5 times your creature's strength. Learned by: Creatures with a strong tail and at least 2 Strength.
Physical - 5
Thorns [Tmp #4] The creature can position itself so that the foe strikes the pointy ends first. For the next three turns, [Mel] attacks that this creature uses get a +1 to their base damage. Learned by: Creatures with thorns or spikes.
Physical - 3
Thunder [Lmt #1] [SnD] [Rng] 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. Learned by: Creatures capable of creating a loud sound with their body.
Physical - 3
Vice Grip [Flt] [Nrs] [Grp] [Mel] Grabs the foe in a vice-like grip, causing damage and restricting movement while slowly squeezing the life out of it. Vice Grip can only be used if the attacker's amount of Strength exceeds the victim's amount of Resistance. If that is the case, Vice Grip does 5 Damage on the first round, and 1 additional Damage on each round after that. While Constricted the foe's movement of limbs is limited and prevents the use of attacks with the tags [Str] [Mel], but [Mnt] [Mel], [Mnt] [Rng], and [Str][Rng] attacks always hit without the need for a to-hit roll. The foe can break free by succeeding in a strength contest against the user. Learned by: None
Physical - 5
Wall-Walk [Per] Slick, steep surfaces such as walls, ceilings, smooth metal, and panels of glass are no trouble for this creature to walk upon. Grants +2 dexterity. Learned by: None
Physical - 3
Web [Rng] [Per] [Lmt #1] A web is created and launched, ensnaring the opponent and hindering movement. Cuts the foe's Dexterity in half. Learned by: None
Physical - 4
|
|
|
Post by NPC on Feb 6, 2024 20:21:27 GMT -6
Fire
Balefire [Mnt] [Rng] Calls forth blue fire from the hells that burn and freeze the foe’s flesh simultaneously. +4-6 Fire and +4-6 Cold Damage Learned by: Creatures capable of doing at least 6 [Mnt] Fire damage and 6 Cold [Mnt] damage AND at least 10 elemental damage with a single move. Fire and Cold - 12
Blaze [Flt] [Nrs] [Mel] [Rng] Causes a small fire to flare off of the creature's own body - burning any foe nearby. +2-4 Damage Learned by: Creatures capable of doing at least 4 Fire [Flt] [Nrs] damage. Fire - 3
Breathe Fire [Flt] [Nrs] [Rng] [Lmt #2] Spouts forth a stream of fire from the creature's mouth, causing massive fire damage to the foe. +7-10 Damage Learned by: Creatures capable of doing at least 10 Fire [Flt] [Nrs] damage. Fire - 9
Cindering Breath [Str] [Rng] Snorts or breathes out a small, scorching hot flame that sears the foe. +1-3 Damage Learned by: Creatures capable of doing at least 3 Fire [Str] damage. Fire - 3
Coldflame Aura [Flt] [Nrs] [Tmp#1] Surrounds oneself in a shield of blue hellfire that burns and freezes the foe’s flesh should they get too close. Deals 3 Cold and 2 Fire Damage if your opponent hits you with a [Mel] attack on their next turn. Learned by: None Cold and Fire - 3
Ember [Mnt] [Rng] Summons an ember to singe the foe. +1-2 Damage Learned by: Creatures capable of doing at least 2 Fire [Mnt] damage. Fire - 2
Explosion [Flt] [Nrs] [AoE] [Per] The creature expels all of its “fire energy" in a single last ditch effort. This is usually used as a last minute "panic". This move can only be used when the creature is at or under ½ of its base HP. The damage of this move is equal to the user's remaining HP. After this move is used, the creature is reduced to 0 HP- if the opponent is not also reduced to 0 HP by this move, then the user loses the fight if they were the last creature on their side left standing. Learned by: None Fire - 12
Fiery Soul [Per] [Lmt #1] The creature’s soul awakens to let its true colors shine through. +1 to all Stats Learned by: None Fire - 7
Fire Shield [Lmt #1] [Tmp #3] [Flt] [Nrs] [Shd] Swirling flames surround the creature, creating a literal "shield of fire". The creature enclosed in the fire shield is temporarily immune to cold damage, and most creatures would not be foolish enough to touch the flames. The creature has temporary Cold Immunity. Foes that use [Mel] attacks while the shield is activated will take 5 points of fire damage. The creature using Fire Shield cannot use [Mel] moves while the shield is up, but can use other moves. Learned by: None Fire - 6
Fire Spout [Flt] [Nrs] [Rng] Releases a burst of flame at the opponent. +3-5 Damage Learned by: Creatures capable of doing at least 5 Fire [Flt] [Nrs] damage. Fire - 5
Flame Bite [Str] [Mel] The creature imbues its jaws with the power of fire and then bites the foe. +1-3 Damage Learned by: Creatures capable of learning Bite and doing at least 3 Fire damage. Fire - 3
Fire Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of fire, causing damage to its foe. +2 Damage Learned by: Creatures capable of doing at least 3 Fire damage. Fire - 3
Fire Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +2 Damage Learned by: Creatures capable of doing at least 3 Fire damage. Fire - 3
Flame Claws [Str] [Mel] The creature imbues its claws with the power of fire and then attacks the foe. +1-2 Damage Learned by: Creatures capable of learning Claw and doing at least 2 Fire damage.
Fire - 2
Fury Aspect [Per] The creature prays to the god of fire itself, imbuing itself with the power of flame, making part of its body have the "spirit of fury". When attacking a foe, this does elemental damage, rather than physical. Choose one of your own physical attacks. Until the end of combat, this attack now does fire damage instead of physical damage. Only works for damaging attacks. Learned by: None Fire - 3
Heat Wave [Flt] [Nrs] [Lmt #1] [Tmp #3] [AoE] The creature generates a ridiculous amount of body-temperature, boiling the air around it and damaging all creatures (friend and foe alike) in the immediate area. All creatures within melee range of the user receive 2 Fire Damage for every turn in that range. Learned by: None Fire - 5
Hot Breath [Flt] [Nrs] [Rng] The creature breathes air so hot that it scalds the flesh. +1-2 Damage Learned by: Creatures capable of doing at least 2 Fire [Flt] [Nrs] damage. Fire - 2
Immolation [Flt] [Nrs] [Tmp #1] The creature’s body is wreathed in flames that threaten to roast the foe if they dare come close. Deals 5 fire damage if you are hit next turn with a [Mel] attack. Learned by: None Fire - 3
Infernum [Flt] [Nrs] [AoE] A wave of fire and heat is released from the creature's body, burning the opponent. +5-7 Damage Learned by: Creatures capable of doing at least 7 Fire [Flt] [Nrs] damage. Fire - 6
Inner Warmth [Tmp #2] The creature uses the magically generated warmth of its inner body to revitalize itself and drive off the piercing bite of frost. Grants temporary Cold Resistance for 2 turns. Each time the move is used, it restores 5 HP. (HP is NOT restored for 2 turns straight.) Learned by: None Fire - 3
Lava Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of fire, causing damage to its foe. +1 Fire Damage, +1 Earth Damage Learned by: Creatures capable of doing at least 2 Fire and 2 Earth damage. Fire - 3
Lava Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +1 Fire Damage, +1 Earth Damage Learned by: Creatures capable of doing at least 2 Fire and 2 Earth damage. Fire - 3
Lava Spit [Flt] [Nrs] [Rng] Fire and earth are spewed from the creature's mouth in the form of a great gloppy ball of lava, causing damage. +2-4 Fire and +1-3 Earth Damage Learned by: Creatures capable of doing at least 4 Fire [Flt] [Nrs] and 3 Earth [Flt] [Nrs] damage.
Fire and Earth - 5
Plasma [Mnt] [Rng] The creature sends forth a brilliant purple bolt of lightning, striking the foe. +1-3 Fire Damage, +1-3 Electrical Damage Learned by: Creatures capable of doing at least 3 Fire [Mnt] and 3 Electrical [Mnt] damage. Electrical and Fire - 5
Provide Warmth [Tmp #5] [Rng] The creature uses its command over heat to gently warm an ally and protect them from the cold. Select an ally. While that ally is within melee range of your pet, it has cold resistance and restores +5 HP per turn. Learned by: None Fire - 5
Smoke [AoE] [Tmp #1] The creature exhales a large amount of smoke, veiling itself from the foe’s view. Of course, the creature using this cannot see very well either. Halves the user’s accuracy on their next attack. Also causes the foe to miss its next attack. Canceled By: Blind, Sonar Sense, Tremor Sense, Echolocation, Ping Learned by: None Fire - 2
Smoldering Goop [Flt] [Nrs] [Rng] [DoT] A burning, sticky goo is spat at the foe, sticking to it and causing small burns thereafter. Deals +2-4 points of Acid Damage on the first turn, and deals 1 additional point of Fire Damage each turn afterwards. Learned by: Creatures capable of doing at least 4 [Flt] [Nrs] Acid and 3 [Flt] [Nrs] Fire damage. Fire and Acid - 5
Spirit Flame [Mnt] [Rng] Uses the fury of one's spirit to graze the foe with "physical" flames. Despite the fire being psychologically summoned, it leaves a burn that is all too real. Instead of resistance, the foe’s mentality is used to reduce damage from this attack. +1-2 Fire Damage Learned by: None Fire - 2
|
|
|
Post by NPC on Feb 6, 2024 20:22:42 GMT -6
Water
Aqua Mirage [Rng] [Tmp#1] Summons forth a mirage of water - confusing the foe with its mirror-like appearance. Causes the foe to lose its next turn. Canceled By: Blind, Sonar Sense, Tremor Sense, Echolocation, Ping Learned by: None Water - 3
Big Bubble [Lmt #1] [Tmp #3] [Shd] The creature surrounds itself with a large bubble that is sculpted from water or summoned out of thin air. This bubble, though beautiful, appears to have unnatural strength, and protects the user until it "pops" of its own accord. Prevents all damage and damage over time (but not secondary effects) of all attacks on the user. The user cannot attack, but can use moves/abilities that have non-damaging effects for the duration of "big bubble". Learned by: None Water and Psychic - 5
Blow Bubbles [Rng] Some creatures can blow bubbles with snot, some with spit, some underwater, and some still can blow bubbles in their milk.. Hm... it's not very impressive no matter how you look at it, is it? Does nothing in combat. Learned by: Any creature with a mouth. Water - 0
Bubble Spray [Rng] A flurry of bubbles materializes out of thin air (or water), surrounding the opponent in a cloud of shimmering bubbles. This impairs the vision temporarily, making it more difficult to harm the creature using bubble spray. The opponent's next attack has half the normal accuracy. Canceled By: Blind, Sonar Sense, Tremor Sense, Echolocation, Ping Learned by: None Water - 2
Call the Rains [Lmt #1] [Tmp #4] [AoE] Uses magic to call forth the rains. The clouds in the sky begin to swell and darken, and a drenching downpour begins. Creatures with water weakness get a -2 to all their stats. For the duration of the move, water moves get a +1 to their base damage. Water based creatures get +1 to Dex. Learned by: None Water - 6
Deluge [Rng] [Flt] Creates a pillar of water that springs up from beneath the foe like a great fountain. It forces them into the air, and strikes with a force so hard that it stings the flesh. It even often causes bruises (if only because of the harsh landing). 9-12 Damage Learned by: Creatures capable of doing at least 12 Water [Flt] damage. Water - 12
Douse [Rng] [Flt] [Nrs] Either summons forth a small amount of concentrated rain, or squirts it from the mouth - soaking the foe. 1-2 Damage Learned by: Creatures capable of doing at least 2 [Flt] [Nrs] damage. Water - 2
Drown [Flt] [Nrs] [Mel] [Grp] The foe is grabbed and pulled towards the nearest source of water, dragging them under to their watery doom. Can only be used by creatures with the abilities Aquatic, Amphibious or by use of the moves Sphere of Life or Water Breathing. The foe’s next turn is skipped. After that, they can attack as normal but cannot move out of melee range. Deals 2 damage per turn, including the turn this move is used. Damage is not dealt to creatures with the abilities Aquatic and Amphibious, and to creatures under the effects of the moves Sphere of Life or Water Breathing. The foe can break free by succeeding in a strength contest against the user and can move and attack as normal on the turn after the contest. Learned by: Creatures with the Aquatic, Amphibious, Sphere of Life, or Water Breathing.
Physical or Water- 7
Fountain Spray [Str] [Rng] Releases a burst of water at the opponent. +3-5 Damage Learned by: Creatures capable of doing at least 5 [Str] damage.
Water - 4
Healing Drop [Mel] The creature produces a single drop of magical healing water, which can heal any one creature that drinks it. Restores HP equivalent to ¼ of the creature’s full HP. Learned by: None
Water - 3
Hidden Mist [Tmp #2] [Cdn #3] [AoE] A strange mist forms around the target, making it easy to either disappear from harm's way or attack from an unseen location. The obscuring mist is so thick you feel like it could be sliced like butter... but not really. At the very least, it is disorientating for a foe to get caught in.
Surrounds a 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. If they choose to dodge their foe’s attack, they themselves get double accuracy for their own next attack. When the protected target’s attack is made, the effect ends, regardless of whether it hits.
Canceled By: Blind, Sonar Sense, Tremor Sense, Echolocation, Ping Learned by: None
Water - 3
Hydro Jet [Str]/[Mnt] [Rng] A weak burst of water is shot at the foe. Note: This move is either [Str] or [Mnt], NOT both. Which stat is being used must be stated by the user at the time the move is used, or else the stat used will be randomized. +2-4 Damage Learned by: Creatures capable of doing at least 5 Water damage. Water - 3
Hydro Sphere [Flt] [Rng] The creature stores up aquatic energy in the form of a swirling ball within its mouth or between its two "hands". Once enough energy is built up, it sends forth the sphere, which chases after the foe at high speed until it strikes! Does nothing on the first turn. On the second turn, the attack strikes automatically without a to-hit roll. 9-12 Damage Learned by: None Water - 12
Hydro Shell [Tmp #4] [Lmt #1] [Flt] [Nrs] [Shd] Shapes a torrent of water into a “wall” or “shell”, 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. After all, doesn’t it hurt if you get sprayed by a fireman's hose? Oh yeah, but this looks SO much cooler! Surrounds self (or friendly target) with a shield of water. Target gets +5 to their resistance for the duration of the shield along with water and fire immunity. If the foe attempts to attack with a [Mel] move, they take 3 points of water damage. Learned by: None Water - 9
Ink Jet [Rng] The creature spits out a cloud of an inky substance to veil itself, making it difficult to hit. Causes the foe to miss its next attack. Canceled By: Blind, Sonar Sense, Tremor Sense, Echolocation, Ping Learned by: None Water - 3
Intangible Body [Lmt #1] [Tmp #4] The creature becomes one with the air or water, allowing physical attacks to pass through it harmlessly. Grants temporary immunity to physical damage. Learned by: None Wind or Water or Psychic - 5
Mist Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +1 Water Damage, +1 Wind Damage Learned by: Creatures capable of doing at least 2 Water and 2 Wind damage. Water - 3
Mist Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +1 Water Damage, +1 Wind Damage Learned by: Creatures capable of doing at least 2 Water and 2 Wind damage. Water - 3
Sphere of Life [Tmp #4] [Shd] [Rng] The creature materializes a large sphere (or bubble) of air around any target, including itself or its 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 inside to breathe, even while deep underwater. Temporarily grants "underwater breathing" on the user or on another entity. Outside battle it lasts 3 hours. Learned by: None Water - 3
Squirt [Str] [Rng] Squirts (spits) water at the foe. +0-1 Damage. Learned by: Any creature with a mouth. Water - 1
Swim [Tmp #4] The creature dives into the water and swims.When used with Aquatic or Amphibious, none of the effects stack.
Effects (in Water): Gives Weak Water Resistance, +1 Resistance. Learned by: Any physical creature capable of holding its breath and not sinking. Physical or Water - 3
Tidal Crash [Mnt] [Rng] Summons forth a great wave from a nearby body of water or out of thin air itself, crashing it against the foe. +4-6 Damage Learned by: Creatures capable of doing at least 6 Water [Mnt] damage. Water - 5
Walk on Water [Per] 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. Creature receives +2 to Dexterity while on water. Canceled By: Whirlpool, Drown Learned by: None Water - 3
Water Breathing [Tmp #4] Temporarily allows the creature to "breathe" water - preventing it from drowning. Grants the ability "aquatic". May only be used once per day and lasts an hour outside of battle. Learned by: None Water - 3
Water Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +2 Damage Learned by: Creatures capable of doing at least 3 Water damage. Water - 3
Water Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +2 Damage Learned by: Creatures capable of doing at least 3 Water damage. Water - 3
Wave of Muck [Mnt] [Rng] A murky, muddy wave of water hits the foe. +2-4 Water Damage and +2-4 Earth Damage Learned by: Creatures capable of doing at least 4 Water [Mnt] and 4 Earth [Mnt] damage. Water and Earth - 6
Whirlpool [Lmt #1] [Grp] [AoE] Causes the water below to swirl, trapping all foes inside. Water must be present on the field to use this attack. Foe is trapped in a whirlpool unless it can escape. Escape is based on Strength. Turn 1 the foe must roll a strength contest against a value of 20. Turn 2 = 15. Turn 3 = 10. Turn 4 = 5. Turn 5 = 1. Each turn the foe is stuck in the whirlpool, it slowly drowns, losing 1/5 of its remaining HP for each failed contest. The Whirlpool ends after 5 turns or until the foe wins a strength contest. If the user attacks the foe with a [Mel] attack while it's stuck in the whirlpool, it too becomes stuck. While the foe is in the whirlpool, they can attack with moves that have the [Rng] tag with halved accuracy. Learned by: None Water - 12
|
|
|
Post by NPC on Feb 6, 2024 20:23:08 GMT -6
Earth
Arid Bite [Str] [Mel] Crunches down on the foe with a stinging bite that absorbs all moisture out of the creature's skin - causing it to become irritated, cracked, and dry. +2-4 Damage. If the foe is a water based creature, double total damage done before resistance is applied. Learned by: None Earth - 3
Brew Sandstorm [Tmp #4] [Lmt #1] [AoE] 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 through the surrounding area, blinding all those trapped in it with dust. Creatures with earth weakness have all of their max stats reduced by 2, until the sandstorm stops. All other creatures (except those who have Earth Immunity) have their accuracy halved by the blinding sand. Learned by: None Earth - 6
Burrow [Lmt #1] [Per] The creature can dig with claws or horns to make a spectacular and fairly stable tunnel underground. It then hides there allowing it to later pop out and surprise the foe. Causes the creature to dig a tunnel underground and hide there.
Effects: Cancels [AoE] attacks, +2 Resistance
All other attacks used by the foe have ½ accuracy, rounded up, except for earth moves which have regular accuracy. While in the burrow, the creature can only use [Rng] moves, or moves that only affect the user.
The creature can opt to leave the burrow and end the effects of this move on the same turn as another move, and on that same turn it gets +5 dexterity for the to-hit roll for the move it’s using.
If the opponent uses burrow or dig while the burrow is in effect, both this creature's and the opponent's instance of burrow or dig will be canceled- the creature is dug out of its hole and the fight continues as normal.
Canceled By: Burrow, Dig, Earthshake, Fissure, Rake the Earth Learned by: None Earth - 6
Crystalline Power [Per] The creature taps into the energy of a nearby crystal or gem, granting it mysterious powers. The creature gains +1 to a random stat for the rest of the fight. Roll 1d5: 1 = Stamina, 2 = Strength, 3 = Resistance, 4 = Dexterity, 5 = Mentality. Learned by: None Earth - 2
Cure Poison [Tmp #3] Uses an odd power to remove a single poison from its own body. Removes a single [DoT-P] effect. Cannot be used on an ally. This creature cannot have another DoT-P effect applied for 2 turns after this move is used. Learned by: None Earth - 3
Dig [Tmp #4] Uses claws or horns to quickly burrow through the earth, making a temporary (and unstable) hole to hide in.
Effects: Cancels [AoE] attacks, +1 Resistance
All other attacks have 1/2 accuracy, rounded up. While in the hole, the creature can only use [Rng] moves, or moves that only affect the user.
If the opponent uses burrow or dig while Dig is in effect, both this creature's and the opponent's instance of burrow or dig will be canceled- the creature is dug out of its hole and the fight continues as normal.
Canceled by: Burrow, Dig, Earthshake, Fissure, Rake the Earth Learned by: None Earth - 3
Earthen Aspect [Per] The creature prays to mother nature itself, imbuing itself with the power of the earth, making part of its body have the "spirit of stone". When attacking a foe, this does elemental damage, rather than physical. Choose one of your own (physical) attacks. Until the end of combat, this attack now does earth damage instead of physical damage. Only works for damaging attacks. Learned by: None Earth - 3
Earth Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +2 Damage Learned by: Creatures capable of doing at least 3 Earth damage. Earth - 3
Earthshake [Mnt] [AoE] The creature uses the power of earth magic to force the very ground to tremor, destabilizing the foe and knocking it off its feet. +1-3 Damage Learned by: Creatures capable of doing at least 5 Earth [Mnt] damage. Earth - 3
Earth Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +2 Damage Learned by: Creatures capable of doing at least 3 Earth damage. Earth - 3
Fissure [Flt] [Nrs] [Lmt #1] [Rng] The creature uses the power of earth magic to force shake the ground so violently that it splits the ground apart beneath the feet of its foes! Anything that is caught within it takes severe damage not only from the fall, but also from the jagged rocks and hot earth below. 1-3 Physical, 0-2 Fire and 3-5 Earth Damage Learned by: None Earth - 7
Grounded [Tmp #4] The creature connects itself to the earth by supernatural powers, grounding it against electrical attacks. Gains Electric Immunity. Learned by: None Earth - 3
Lava Spit [Flt] [Nrs] [Rng] Fire and earth are spewed from the creature's mouth in the form of a great gloppy ball of lava, causing damage. +2-4 Fire and 1-3 Earth Damage Learned by: Creatures capable of doing at least 4 Fire [Flt] [Nrs] and 3 Earth [Flt] [Nrs] damage.
Fire and Earth - 5
Metal Bite [Str] [Mel] User channels the elemental power of metal and hardens its jaw, adding Earth power to its bite. +1-3 Earth Learned by: Creatures capable of learning Bite and doing at least 3 Earth damage.
Earth - 3
Rake the Earth [Lmt #1] [AoE]/[Rng] [Str] The creature strikes the ground with either brute force or claws, sending a shockwave through the earth. The ground buckles and rips and fissures crack and rend across the surface. The ground shakes hard enough to trip the creature’s foes into these newly formed holes and cause them to take massive damage from the fall. This move can be used as either an [AoE] or [Rng] move and which one it’s being used as must be stated when activating the move. While performing the to-hit roll, flip a coin. If heads, the creature falls in, loses 1 turn, and is dealt +3-6 Earth damage. If tails, nothing happens. This attack has no effect on creatures that are flying, and cannot be used in the water. Canceled By: Aquatic, Swim, Water Walk, Frost Walk, Fly, Flutter, Glide, Float, Levitate, Aerial Lift, Amphibious (if in water), Wind Avatar Learned by: None
Earth - 4
Rock Shield [Per] [Shd] Using the power of the earth, the creature creates a small shield of rocks to defend itself. The user gains +3 Resistance. Learned by: None
Earth - 5
Rock Tomb [Flt] [Lmt #1] [Grp] [Rng] The creature summons heavy stones out of thin air, dropping them onto their foe. Gravity: It works. The foe must roll 1d20+its strength to escape each turn, with it being unable to escape if it does not meet or exceed 15. While trapped, the creature can only use [Rng] and [AoE] attacks and any attacking creatures have 2x accuracy as the foe cannot move to avoid their attacks. This move cancels: Fly, Flutter, Glide, Levitate, Glide, Climb, Wall-Walk. These moves automatically reactivate when the foe wins the strength contest and escapes the rock tomb. 10 Damage Learned by: None
Earth - 6
Sand Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +1 Earth Damage, +1 Wind Damage Learned by: Creatures capable of doing at least 2 Earth and 2 Wind damage. Earth - 3
Sand Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +1 Earth Damage, +1 Wind Damage Learned by: Creatures capable of doing at least 2 Earth and 2 Wind damage. Earth - 3
Shield of Stone [Tmp #2] [Shd] Using the power of the earth, the creature creates a shield of stone to defend itself. The user gains +10 in resistance for this turn, and the next. Learned by: None Earth - 12
Wave of Muck [Mnt] [Rng] A murky, muddy wave of water hits the foe. +2-4 Water Damage and +2-4 Earth Damage Learned by: Creatures capable of doing at least 4 Water [Mnt] and 4 Earth [Mnt] damage.
Water and Earth - 6
|
|
|
Post by NPC on Feb 6, 2024 20:23:52 GMT -6
Wind
Aerial Lift [Tmp #4] [Lmt #1] The wind swirls around the creature, lifting it high into the air and allowing it to glide around safely until it reaches the ground once again. Temporarily grants the creature +2 to Dexterity and +2 to resistance. Learned by: None Wind - 6
Air's Wrath [Lmt #1] [Mnt] [AoE] Winds whip around the foe, tossing it around like a ragdoll and throwing it against the ground or nearest hard object. The base damage of this move is equivalent to ½ the opponent’s Resistance stat. Only affects creatures using the following: Fly, Flutter, Glide, Aerial Lift, Levitate, Float, Wind Avatar, Wind’s Blessing, Climb, and Wall Walk. If the item on this list is a move, its effects are now canceled. Learned by: None Wind - 5
Arrow of Wind [Mnt] [Rng] The creature can concentrate air into an invisible "arrow", sending it flying towards the foe with a shrill whistle. That sound and a faint shimmering in the air is the only sign it’s there. +1-2 Damage Learned by: Creatures capable of doing at least 2 Wind [Mnt] damage. Wind - 2
Clarity [AoE] The creature gently blows away all "airy" effects - removing smoke, mist, fog, dust, and pollen clouds. Cancels: Smoke, Pollen Dust, Spore, Bubble Spray, Feather Flow, Sparkling Dust, Sweet Scent, and Hidden Mist Learned by: Creatures with strong wings or capable of doing at least 2 [Rng] Wind damage. Wind - 1
Feather Flow [Tmp #3] [Lmt #1] Sends forth a whirling flurry of feathers, swirling around the creature to help make the creature harder to hit, increasing resistance. Increases the user's Resistance by 3. Learned by: Creatures with feathers that are capable of doing at least 2 Wind damage. Wind - 3
Gale Winds [Mnt] [Rng] Summons forth a dark and fierce wind to strike the opponent. +1-3 Wind and +2-4 Shadow Damage Learned by: Creatures capable of doing at least 3 Wind [Mnt] and 5 Shadow [Mnt] damage.
Wind and Shadow - 5
Grace [Per] The creature uses the element of the wind to make itself particularly graceful, even when on the ground. Wind at thy feet, so to speak. Gives the creature +2 to Dexterity. Learned by: None Wind - 3
Harsh Gust [Flt] [Nrs] [Tmp#1] [Rng] [Lmt #2] Creates a very strong wind to buffet the opponent, knocking them off their feet and blasting them backwards. For the next turn, you and your opponent are no longer within melee range of each other, and [Mel] attacks cannot be used. +7-10 Damage. Learned by: Creatures capable of doing at least 10 [Flt] [Nrs] Wind damage. Wind - 9
Intangible Body [Lmt #1] [Tmp #4] The creature becomes one with the air or water, allowing physical attacks to pass through it harmlessly. Grants temporary immunity to physical damage. Learned by: None Wind or Water or Psychic - 5
Phase Out [Lmt #1] [Tmp #3] The creature 'phases out' of this plane of existence, shimmering briefly before appearing to disappear entirely! What you can't see, can't hurt you, right? …Right? Grants the effects of the ability “Invisibility” temporarily. Learned by: None Wind or Psychic - 6
Pull the Ether [Lmt #1] The creature pulls on those invisible and intangible strands of ether essence, bending it to its will. This will allow them to be shielded from damage for a turn, and contort one of its more natural abilities into something… a bit more magical. The opponent has 1/2 accuracy on its next turn. On this creature’s next attack, you may choose whatever element you please and apply it to a physical move of your choice. For example, if you use "bite", you may choose to have it do acid damage instead of physical damage. Learned by: None Wind - 5
Silence [Tmp #3] [AoE] The creature causes all air around it to become completely still. So still in fact, that sound does not travel at all, making the surrounding area eerily silent. Cancels: All [Snd] moves, Sonar Sense. Learned by: None Wind - 3
Sparkling Dust [Rng] [Per] The creature shoots out a cloud of sparkling dust that causes all who breathe it in to become dizzy, confused, and pacified. The creature lobs glitter at the opponent, causing them to lose 2 points of dexterity, 2 points of strength, and is restored by 10 HP. These effects stack with each use of this attack. The opponent can only be healed up to their maximum HP, not over. Learned by: None Wind - 4
Spectral Bite [Mnt] [Mel] The creature springs forth and imbues its jaws with ethereal energy, biting down on its foe with sheer force of will. The creature using this bite can be non-physical, and can hurt physical beings with the bite. +1-3 Damage Learned by: Creatures capable of learning Bite and doing at least 3 Wind damage, OR creatures that have Ethereal or Phase-Out and have teeth. Wind - 3
Spook [Lmt #1] [Tmp#1] [Rng] Disappears suddenly, then suddenly reappears (usually in a puff of smoke), frightening the opponent. Causes the opponent to skip its next turn in battle. Learned by: None Shadow or Wind or Psychic - 3
Tempest Aspect [Per] The creature prays to the goddess of wind itself, imbuing the creature with the power of storms, making part of its body have the "spirit of the tempest". When attacking a foe, this does elemental damage, rather than physical. Choose one of your own physical moves. Until the end of combat, this attack now does wind damage instead of physical damage. Only works for damaging attacks. Learned by: None Wind - 3
Time Stop [Lmt #1] Bearing a frightening amount of power, for a single moment the creature can literally stop time itself before moving through that paralyzed moment to strike their foe. Causes the world to freeze for one turn (or 30 seconds). The creature using Time Stop is granted two extra turns during this time, so it may use two extra moves in addition to this move. All attacks made by the creature during this turn automatically hit without a to-hit roll. All secondary effects such as DoT on all creatures are paused for the duration of this move and [Tmp] and [Cdn] moves will resume their countdowns after this move ends. Learned by: None Wind - 7
Tornado [Flt] [Nrs] [Lmt #1] [AoE] A massive tornado is called down to rip apart everything in its path. For the first turn, this attack does nothing. On the second turn, the tornado is summoned. Damage done is 2d10 and is rolled on a per creature basis. Damage is doubled for creatures using anything from this list: Fly, Flutter, Glide, Aerial Lift, Levitate, Float, Wind Avatar, Wind’s Blessing, Climb, and Wall Walk. Learned by: None Wind - 12
Wall of Wind [Shd] [Flt] [Nrs] [Tmp#4] [Lmt #1] The creature summons forth a great wall of stinging wind and dust that protects the user from quite an arrangement of attacks. Of course, the foe could just walk through it if they can withstand the pain. Grants both the user and its foe temporary immunity to Wind, Fire, Water attacks and effects. Grants both the user and its foe temporary immunity to all [Mel] attacks. Once per turn, before the attack, each creature can choose to step through the wall, which ends all effects. The creature that stepped through takes 2 wind damage. May only be used once per day. Learned by: None Wind - 6
Whirlwind [Tmp#6] [Lmt #1] [AoE] The creature summons forth a great whirlwind, causing all creatures in the air to quickly (and fairly gently) spiral down to the earth. While it's not damaging, this usually makes all creatures caught in it quite dizzy. Cancels the following list: Fly, Flutter, Glide, Aerial Lift, Levitate, Float, Wind Avatar, Wind’s Blessing, Climb, and Wall Walk. All creatures grounded in this manner have 1/2 of their dexterity for their next to-hit roll and for their next turn order dexterity contest. No creatures other than the user of this move can use any of the moves or abilities on the cancel list for the next 5 turns. May only be used once per day. Learned by: Creatures capable of learning Tornado, Harsh Gust, Gale Winds, or Air's Wrath. Wind - 3
Wind's Blessing [Tmp #3] [Rng] A strong wind picks up behind the creature, forcing it forward in a beneficial way. One can’t quite fly with this, but you wouldn’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. Death via falling is prevented and the target's Dexterity is increased by 2 points. Cancels: Reverse Gravity Learned by: None Wind and Psychic - 3
Wind Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +2 Damage Learned by: Creatures capable of doing at least 3 Wind damage.
Wind - 3
Wind Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +2 Damage Learned by: Creatures capable of doing at least 3 Wind damage.
Wind - 3
Wing Buff [Flt] [Nrs] [Rng] Flaps wings to create a strong wind that strikes the foe. Damage is equal to the user's dexterity. Learned by: Creatures with strong wings and at least 2 Strength. Wind - 5
Winter Gust [Mnt] [Rng] A chilly wind blows over the opponent. +1-3 Wind Damage, +1-3 Cold Damage Learned by: Creatures capable of doing at least 3 Wind [Mnt] and 3 Cold [Mnt] damage. Wind and Cold - 5
|
|
|
Post by NPC on Feb 6, 2024 20:24:46 GMT -6
Shadow
Bone Shift [Cdn #1] “Shifts" its bones or re-constructs its body, effectively moving broken or dislocated bones back into place. Creature regains 3 points of stamina (15 HP) per use. Learned by: None Shadow or Physical - 5
Breath of the Dead [Flt] [Nrs] [Rng] Exhales the chilling breath of the dead upon its foes, causing their flesh to wither and rot. 2-4 Shadow and 1-3 Cold Damage Learned by: Creatures capable of doing at least 4 Shadow [Flt] [Nrs] and 3 Cold [Flt] [Nrs] damage. Shadow and Cold - 6
Chilling Aura [Flt] [Nrs] [Tmp #2] One can imagine only ghosts could cause such a frightening chill. The hairs on the back of your neck stand up and your breath turns to fog. Goosebumps appear all over your skin, and a chilling fear grips your heart. Deals 2-4 Cold and 1-3 Shadow Damage if you are hit with any [Mel] attack while this move is active, even if the move does not deal damage. If the attack misses, Chilling Aura deals no damage. Learned by: None Cold and Shadow - 5
Cloak of Shadows [Cdn #1] [Tmp #3] [Shd] The creature veils itself in an almost literal cloak of shadows, shielding it from other sinister shadowy attacks. Temporarily grants Shadow Immunity. Learned by: None Shadow - 3
Curse of Fatigue [Crs] [Per] [Rng] Inflicts the foe with a nasty curse that leaves them feeling sluggish and exhausted. -1 to foe's Strength, Resistance, Dexterity, and Mentality. Learned by: None Shadow - 6
Curse of Doom [Crs] [Rng] [Flt] [Nrs] The creature curses the foe with a great doom, linking the foe’s life force to their own. If one goes down, so will the other. Both the foe and the user are afflicted with "Curse of Doom". If the user dies from the Curse, the foe also dies. If the foe dies, the Curse is lifted from the user. If the user dies via the curse and not damage caused by the foe (this includes DoT effects from moves the foe used and damage dealt from passive effects such as Thorny Body), then the user wins. The user takes 2 damage every turn. The foe takes 1 damage every turn. Learned by: None Shadow - 7
Darkness [Tmp #4] [Lmt #1] [AoE] The shadows consume the area and choke out all light, making it nearly impossible to see. This is either done with magic, the mind, or even the presence of strange "anti-bioluminescent" bacteria. Grants temporary immunity to all damage from light moves and their secondary effects. Also causes all creatures to have halved accuracy. The halved accuracy is canceled by: Blind, Sonar Sense, Tremor Sense, Echolocation, Ping, but the temporary light immunity cannot be canceled. Learned by: None Shadow - 5
Darkness Drain [Mnt] [Rng] Uses the power of darkness to suck the life out of the foe. The user’s HP is restored by ½ of the damage dealt. +1-3 Damage Learned by: None Shadow - 3
Dark Pact [Tmp #3] [Lmt #1] The creature makes a pact with the forces of darkness to enhance its powers. The user loses 1 point in every stat except Mentality. The user gains 5 points in Mentality. When the effects end, the user’s stats return to how they were before this move was activated. Learned by: None Shadow - 4
Dead Scream [Flt] [Rng] 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 strikes automatically with a to-hit roll. +4-6 Psychic Damage, +4-6 Shadow Damage Learned by: None Psychic and Shadow - 9
Demoralizing Cackle [Tmp #3] [Lmt #1] [SnD] [AoE] The creature releases the most wicked cackle you could ever imagine, striking fear into the hearts of all those who hear it and causing them to freeze in terror. Halves the foe’s dexterity. Learned by: Shadow based creatures with at least one other [Snd] move. Shadow - 3
Ebil Nom [Str] [Mel] The creature attempts to bite with its terrible fangs to suck the life out of its foe... Of course, the creature has no fangs to speak of, or if it does they're rather dull. The most this ebil nom manages to do is get a lot of "ebil" spit on the foe.... nom nom nom. +0-1 Damage The user’s HP is restored by ½ of the damage dealt. Learned by: Creatures capable of doing at least 1 Shadow damage that have a mouth. Shadow - 1
Foxfire [Mnt] [Rng] The creature creates a strange green-blue fire to "burn" the opponent in an unnatural way. The user can choose either light or shadow damage. This attack uses that type of damage. +3-5 Damage Learned by: None Shadow or Light - 4
Gale Winds [Mnt] [Rng] Summons forth a dark and fierce wind to strike the opponent. +1-3 Wind and +2-4 Shadow Damage Learned by: Creatures capable of doing at least 3 Wind [Mnt] and 4 Shadow [Mnt] damage. Wind and Shadow - 5
Haunt [Crs] [Per] [Flt] [Nrs] [Lmt #1] The creature gives a mournful cry, and tears off a part of its own soul before 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 to no effect for that turn. On the second turn the effects start. From that turn onwards, roll a 4-sided die before the dexterity context is done. If a 4 is rolled, the foe gets a -3 to dexterity both for the dexterity contest and to-hit rolls, and -3 to mentality for that turn. If a 1 is rolled, the foe takes 1-3 shadow damage. If a 2 or 3 are rolled, nothing happens. Learned by: None Shadow - 6
Lifetap [Rng] The creatures’ lives are combined before being 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 HP and add them together. Divide that number in half, and distribute the points evenly between the two. If the HP total given to a creature is more than its maximum HP, it keeps those extra points until they are lost from damage. Learned by: None Shadow - 4
Moonlight [Mnt] [Rng] Summons forth a soothing, soft glowing ball of light from the moon that draws away the foe’s life force upon touching them, even if they don't notice because of the "pretty light". +1-2 Shadow and +1-2 Light Damage. Learned by: Creatures capable of doing at least 2 Shadow [Mnt] and 2 Light [Mnt] damage. Shadow and Light - 3
Nether Claw [Str] [Mel] Claws with the powers of the nether world, causing a pain that lingers. +1-3 Damage. Does 1 point of shadow damage on the next turn as well ( [Flt] [Nrs] ), even if the foe has shadow resistance or immunity. Learned by: Creatures capable of learning Claw and doing at least 3 Shadow damage. Shadow - 3
Nether Sphere [Flt] [Rng] The creature stores up dark energy in the form of a swirling ball within its mouth or between its two "hands". Once enough energy is built up, it sends forth the sphere, which chases after the foe at high speed until it strikes! Does nothing on the first turn. On the second turn, the attack strikes automatically without a to-hit roll. 9-12 Damage Learned by: None Shadow - 12
Plague [Lmt #1] [Rng] [Per] [DoT] The opponent becomes infected with a crippling disease. The foe infected with the sickness gets a temporary -1 to HP, strength, resistance, dexterity, AND mentality stats every turn until the plague is healed. This cannot bring a creature's stat below 1/4 of its total, except for HP which will continue to be lost. If the foe has both Shadow and Acid Resistance, this move has no effect. If it only has one, the effects continue as normal. Learned by: None Acid and Shadow - 15
Plague Breath [Lmt #1] [Rng] [Per] [Flt] The opponent becomes infected with a crippling disease, but luckily, not a fatal one. Infects the creature with a severe illness. All of the creature's stats are reduced by 2 for the remainder of the battle. If the foe has both Shadow and Acid Resistance, this move has no effect. +4-7 Shadow and +4-7 Acid Damage Learned by: None Acid and Shadow - 12
Shackle [Crs] [Per] [Rng] The creature curses the foe with invisible shackles of the spirit, preventing it from reaching its full potential. The user selects 2 of the foe’s moves. Until the end of the battle, the foe cannot use those moves. Learned by: None Shadow - 7
Shadow Bite [Str] [Mel] The creature imbues its jaws with the power of the shadows and then bites its opponent. +1-3 Damage Learned by: Creatures capable of learning Bite and doing at least 3 Shadow damage.
Shadow - 3
Shadow Bolt [Mnt] [Rng] The creature summons and sends forth a tiny shadowy "arrow" (which strangely resembles a tiny lindorm) to sting the foe. It latches on, and bites once more before disappearing back into the void. Causes +1-2 shadow damage on the first turn. Does 1 point of shadow damage on the next turn as well ( [Flt] [Nrs] ), even if the foe has Shadow Resistance or Immunity. Learned by: Creatures capable of doing at least 3 Shadow [Mnt] damage. Shadow - 2
Shadow Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +2 Damage Learned by: Creatures capable of doing at least 3 Shadow damage. Shadow - 3
Shadow Fury [Per] The creature invokes dark powers, imbuing itself with the power of the divine shadows, making part of its body have the "spirit of darkness". When attacking a foe, this does elemental damage, rather than physical. Choose one of your own Physical moves. Until the end of combat, this attack now does shadow damage instead of physical damage. Only works for damaging attacks. Learned by: None Shadow - 3
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. The creature can use shadows to "teleport" to any location in sight that is also in shadows. If used, the creature that used it gets an extra attack in addition to its usual one on its next turn. Cancels: [Grp] moves. Learned by: None Shadow - 6
Shadow Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +2 Damage Learned by: Creatures capable of doing at least 3 Shadow damage. Shadow - 3
Shadow Strike [Mnt] [Mel] [Rng] [Tmp#1] Strikes the foe's shadow, magically pinning the foe where it stands. Foe loses its next turn. Can be used as a [Mel] or a [Rng] attack, and which tag is used must be stated when the move is activated. +1-2 Damage, does +2-4 damage to creatures using the move Shadow Meld or with the ability Umbral Bond. Learned by: None Shadow - 4
Spook [Lmt #1] [Tmp#1] Disappears suddenly, then suddenly reappears (usually in a puff of smoke), frightening the opponent. Causes the opponent to skip its next turn in battle. Learned by: None Shadow or Wind or Psychic - 3
Terror [Tmp #4] [Lmt #1] [Crs] [Rng] The creature uses its powers over shadows to tug at the darkness within an opponent’s own mind, causing them to be terrified beyond the capacity for rational thought. With the terror in effect, the creature can think of nothing more to do than to try to escape, lashing out in fear.
The foe's mentality is 1 for the duration of the Terror.
The opponent’s owner loses control over their pet, and the foe will instead randomly pick from moves that it has been trained. If the creature was affected by a damaging move on the opponent’s previous turn, then it may randomly select any move. If it did not take any damage, then it cannot select any of its damaging moves, as it will only attack in self defense. Learned by: None Shadow - 8
Travel by Moonlight [Lmt #1] The creature summons the power of moonlight to warp to any location the creature has been to previously, allowing it a free attack. The creature can use the power of moonlight to teleport. If used, the creature that used it gets a free attack, in addition to its normal one on the next turn. If the free attack used is a Light move with any of the following tags: [Flt][Str][Mnt], then it gets +2 to the base damage. Cancels: [Grp] moves. Learned by: None Shadow and Light - 6
Vanish [Lmt #3] The creature uses the darkness to literally vanish into an absence of light. This is merely an illusion, as the creature has not really become ethereal, but simply harder to target as it vanishes from sight. Foe has 1/2 dexterity on to-hit rolls. Creature gains +4 dexterity on to-hit rolls. Vanish fades when the creature uses a damage-dealing attack. Learned by: None Shadow - 5
Vengeful Spirit [Lmt #1] [Per] The creature severs the tie between its body and soul. This allows it to roam as an ethereal being, with the consequence of it not being able to rejoin its body. The creature becomes a spirit with 10 HP, 2 Stamina, 0 Strength, 5 Dexterity, 0 Resistance, 7 Mentality, and the ability "Ethereal". It can no longer use anything but Mentality-based moves. Damage done to the creature’s physical body does not carry over to their spirit form. The creature cannot get back to its body by itself and will have to be revived at the Healer's Temple at the same price as if it was dead. Learned by: None Shadow - 6
|
|
|
Post by NPC on Feb 6, 2024 20:25:29 GMT -6
Light
Bathe in Light [Tmp #4] [Lmt #1] [AoE] A brilliant light consumes the area, burning away all shadows. This is either done with magic, psionic powers, or even the presence of strange "bioluminescent" bacteria. Grants temporary immunity to all damage from shadow moves and their secondary effects. Also causes all creatures, not including the user, to have halved accuracy. The halved accuracy is canceled by: Blind, Sonar Sense, Tremor Sense, Echolocation, Ping, but the temporary shadow immunity cannot be canceled. Learned by: None
Light - 5
Bite of the Divine [Str] [Mel] The creature bites down upon the foe, "cleansing" evil spirits in the process. +1-3 Damage Learned by: Creatures capable of learning Bite and doing at least 3 Light damage.
Light - 3
Blessing [Lmt #1] [Per] The creature asks the light for a blessing to help it win the battle. Creature gains +1 to all of its stats. May only be used once per day. Learned by: None
Light - 7
Crescent of Light [Mnt] [Rng] The creature summons and throws a crescent blade of brilliant yellow light, slicing through both air and foe in a dazzling display. +1-3 Damage Learned by: Creatures capable of doing at least 3 Light [Mnt] damage.
Light - 3
Cure Uses an odd power to remove the effects of poisons, or other such slowly damaging problems such as stat drains. This effectively makes you ready for battle again, while leaving your wounds as they are. Removes either all [DoT- P] effects, or a single secondary effect of an attack. If there are no poison or secondary effects, simply restore up to half of a creature’s total HP. The creature this is used on may be the user or an ally, but the ally must be within melee range for it to work. A to-hit roll is not needed. Learned by: None
Light or Plant - 5
Divine Strength [Lmt #1] [Tmp#2] The creature calls upon the holy to enhance its own powers. Creature gains +25 HP for this turn, and the next. Afterwards, the HP is lost and any damage that spilled over into the creature’s usual HP is kept. If the loss in HP takes the creature to 0 HP or less, it loses the battle. If you take less than 25 damage, then you return to the HP you started with. If you take more than 25 damage, any damage over the 25 will be subtracted from the HP you started with. If this puts you at 0 or less HP, you are knocked out and lose the match as usual. Learned by: None
Light - 7
Exorcise [Mnt] [Rng] Holy power is used to damage the foe from the inside out, targeting their internal corruption. The foe’s mentality stat is used instead of resistance for reducing the damage from this move. +4-6 Damage Learned by: Creatures capable of doing at least 6 Light [Mnt] damage.
Light - 6
Flash [Lmt #1] [Tmp #2] [Rng] A brilliant light flashes off of the creature's body in some way, temporarily spooking and blinding the opponent. Opponent loses 1 turn, and on their following turn their accuracy is halved. Learned by: None
Light - 4
Foxfire [Mnt] [Rng] The creature creates a strange green-blue fire to "burn" the opponent in an unnatural way. The user can choose either light or shadow damage. This attack uses that type of damage. +3-5 Damage Learned by: None
Shadow or Light - 4
Glass Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +1 Light Damage and +1 Psychic Damage Learned by: Creatures capable of doing at least 2 Light and 2 Psychic damage.
Light and Psychic - 3
Glass Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +1 Light Damage and +1 Psychic Damage Learned by: Creatures capable of doing at least 2 Light and 2 Psychic damage.
Light and Psychic - 3
Heal [Lmt #3] [Mel] [Rng] Using the power of light, the creature recovers a little of its lost energy. Heals up to 15 HP on any desired creature. Learned by: Light based creatures capable of healing 15 or more HP in a single turn.
Light - 5
Healing Aura [Lmt #2] A soft light emanates from the creature. Any "friendly" pet or person that touches this light feels its warmth, and is healed. All allied creatures within melee range of the user are healed by 15HP. Learned by: None
Light - 6
Holy Fury [Per] The creature prays to ethereal powers, imbuing itself with the power of the divine light, making part of its body have the "spirit of light". When attacking a foe, this does elemental damage, rather than physical. Choose one of your own (physical) attacks. Until the end of combat, this attack now does light damage instead of physical damage. Only works for damaging attacks. Learned by: None
Light - 3
Holy Light [AoE] [Flt] [Nrs] [Lmt #3] A great holy light blazes down upon friend and foe, its judgment healing the worthy and harming the unworthy. If a creature affected by this is not light based, it is dealt 4-6 light damage. If used on a light-based creature, it gains 4-6 HP instead of losing it. If used against a shadow-based creature, it is dealt 9-12 light damage. The user of this move gains 5 HP. Elemental Weaknesses and Resistances do not apply. Learned by: None
Light - 7
Holy Shield [Cdn #2] [Shd] Calling upon the power of light, the creature creates a glowing shield of energy that can absorb some damage from any attack thrown at it. Automatically resists 5 damage of any type. The shield stays up until 5 damage is taken, at which point the cooldown period begins. Learned by: None
Light - 4
Judgment [Str] [Mel] [Rng] The creature judges the foe with the conviction of a zealot, adding the power of light to its own force of strength. +3-5 Damage
Learned by: Creatures capable of doing at least 5 Light [Str] damage.
Light - 4
Laser-beam [Flt] [Nrs] [Rng] A piercing beam of light strikes and singes the foe. +4-6 Damage Learned by: Creatures capable of doing at least 6 Light [Flt] [Nrs] damage.
Light - 5
Light Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +2 Damage Learned by: Creatures capable of doing at least 3 Light damage.
Light - 3
Light Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +2 Damage Learned by: Creatures capable of doing at least 3 Light damage.
Light - 3
Moonlight [Mnt] [Rng] Summons forth a soothing, soft glowing ball of light from the moon that draws away the foe’s life force upon touching them, even if they don't notice because of the "pretty light". +1-2 Shadow and +1-2 Light Damage. Learned by: Creatures capable of doing at least 2 Shadow [Mnt] and 2 Light [Mnt] damage.
Shadow and Light - 3
Purge [Rng] [Lmt #2] The creature can purge any target (including itself) of all bad effects, except for damage, of course. Removes the following: [Crs] moves, [DoT] effects (but NOT the damage they’ve already dealt), and negative stat changes. Learned by: None
Light - 6
Purify [AoE] [Lmt #1] The creature uses the power of the light to cleanse the entire area, and all things in it. The light doesn’t discriminate however, and even your worst enemies will be bathed in its light. Removes all secondary effects from all creatures. This includes all “negative” effects as well as “positive” ones such as stat buffs and temporary extra HP. Learned by: None
Light - 5
Rainbow [Lmt #1] Just like a rainbow has many colors, this move has many options that the creature can choose between. It can attack its foe with a multicolored beam of prismatic power, dodge out of the way of close attacks by running on a summoned rainbow, or healing itself with a sparkling pastel light. Choose one of the following: Option 1 - Uses the move "Prismatic Light". Option 2 - Creature is immune to [Mel] attacks for [Tmp #3] but cannot use [Mel] attacks for the same length of time. Option 3 - Creature regains ¼ of its total HP. Learned by: None
Light - 6
Redemption [Per] [Rng] The creature begs the power of the light to redeem its foe from the evils it is cursed with, aiming to cure it of its tainted soul. The foe can no longer use Shadow moves. Learned by: None
Light - 7
Salvation [Per] [Lmt #1] The creature begs the gods for salvation, but the consequences for such a miracle can be dire. The creature is restored to full HP, but its mentality is reduced to 0 for the rest of the battle. Learned by: None
Light - 4
Sacrifice [Rng] [Mel] The creature valiantly sacrifices itself to save another. The creature’s HP is reduced to 0. Another creature of your choice has its HP restored to full. Learned by: None
Light - 10
Shadow Protection [Cdn #1] [Tmp #3] The creature uses the power of light to become immune to the corruption of the shadows. Temporarily grants Shadow Immunity. Learned by: None
Light - 3
Shield of Light [Lmt #1] [Shd] [Tmp #2] The creature summons forth a shield of golden light, protecting itself from all dangers. Gives the creature +10 resistance. Learned by: None
Light - 12
Shimmer [Cdn #1] [AoE] A bright light is emitted from the creature's body, temporarily blinding the opponent. Shimmers with a bright light, causing the opponent to only have 1/2 accuracy on their next turn. Learned by: None
Light - 2
Starlight [Lmt #1] [Per] [Rng] The creature shoots a tiny star in the direction of the opponent, dazzling them. Opponent loses its next turn. Opponent is healed by 1/4th of its total HP. Opponent loses half of its strength until the end of the battle. Learned by: None
Light - 4
Sun from the Heavens [Lmt #1] [Flt] [Nrs] [Rng] The creature calls forth a beam of light from the heavens, striking the foe as if by the will of a god. This move automatically hits without the need for a to-hit roll. Damage total is equal to half the opponent's current HP. Learned by: None
Light - 12
Sun Spot [Flt] [Nrs] [Rng] Creates a small but bright flare of light to damage the opponent. +1-2 Damage Learned by: Creatures capable of doing at least 2 Light [Flt] [Nrs] damage. Light - 2
Travel by Moonlight [Lmt #1] The creature summons the power of moonlight to warp to any location the creature has been to previously, allowing it a free attack. The creature can use the power of moonlight to teleport. If used, the creature that used it gets a free attack, in addition to its normal one on the next turn. If the free attack used is a Light move with any of the following tags: [Flt][Str][Mnt], then it gets +2 to the base damage. Cancels: [Grp] moves. Learned by: None Shadow and Light - 6
Wing of Light [Tmp #4] [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 effects of the move “fly”. [Rng] moves used against this creature have halved accuracy for the duration. Learned by: None Light - 7
Wrath [Mnt] [Rng] [Lmt #2] Sends forth a bolt of holy energy, damaging those who oppose their ways. +9-12 Damage Learned by: Creatures capable of doing at least 12 Light [Mnt] damage. Light - 12
|
|
|
Post by NPC on Feb 6, 2024 20:26:04 GMT -6
Acid
Acid Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +2 Damage Learned by: Creatures capable of doing at least 3 Acid damage.
Acid - 3
Acid Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +2 Damage Learned by: Creatures capable of doing at least 3 Acid damage.
Acid - 3
Acid Spit [Flt] [Nrs] [Rng] The creature spits a searing acid onto its foe. +4-6 Damage Learned by: Creatures capable of doing at least 6 Acid [Flt] [Nrs] damage.
Acid - 6
Agony [DoT - P] [Mel] [Rng] [Tmp#3] The creature infects the foe with either a poison or illness which causes it extreme amounts of pain. While in such pain, the creature has a difficult time focusing. The foe loses 1 point in resistance and 1 point in dexterity. 2 damage is dealt every turn for the next 3 turns. The stat change effect stacks, but the poison damage does not. When the DoT effect ends, the stat changes end as well. Learned by: None
Acid - 7
Corruption [Per] [AoE] The creature sends forth a strange corrupting sickness that twists the foe's body in unnatural ways. These changes can be terrifying, but thankfully not permanent. The foe(s) loses 1 point in every stat. The foe(s) also gains a random move - along with the knowledge of how to use it. Roll 1d12 to select an element, then roll 1dx, where x is the number of moves in that element. The foe can then use that move on command for the rest of the battle. Learned by: None
Acid - 6
Crippling Poison [Str] [Mel] [Per] 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 move is used. +1-2 Damage Learned by: None
Acid - 3
Decay [Flt] [Nrs] [Rng] The creature taints the foe with an agonizing blight that rots the foe’s flesh while it still walks. +3-5 Damage Learned by: Creatures capable of doing at least 5 [Flt] [Nrs] Acid damage.
Acid - 5
Devour [Flt] [Nrs] [DoT] [Grp] [Mel] Swallows the foe whole, allowing one's digestive juices to slowly dissolve it in a long and agonizing death. If the opponent has only 1/4 its health left, it may be "swallowed whole". The opponent takes 5 damage per turn that it’s in the creature’s stomach. While this does have a very negative effect on the creature being swallowed, the creature that "devoured" it has a weakness to ALL attacks from the creature within' it's stomach. If 10 damage is dealt to the user of this move by the devoured creature while it is devoured, the devoured creature escapes. Learned by: None
Acid - 4
Envenom [Str] [DoT - P] [Mel] [Tmp #3] Bites the foe with venomous fangs, dealing damage over time. +1-2 Damage and deals 1 point of damage every turn for the next 3 turns. This effect is not stackable. Learned by: Creatures capable of doing at least 2 Acid [Str] damage and at least 1 [DoT- P] damage per turn. Acid - 4
Emit Fumes [Lmt #1] [Tmp#2] [AoE] A horrid stench is released from the creature, encasing the opponent in a cloud of noxious gas. Temporarily halves the opponent's HP. If the opponent reaches 0 HP while this effect is active, the user wins the match. If not, the amount of HP this move caused the creature to lose is restored once 2 turns have passed. Learned by: None
Acid - 4
Euphoric Goop/Vapours [Lmt #1] [Rng] [Tmp#3] Infects foe with sweet-smelling vapors or goop that stimulate a euphoric state of mind, causing the foe to lose interest in fighting. For the next three turns, if the foe attempts to use a move that deals damage, roll 1d2. On a 2, the foe does nothing instead. Learned by: None
Acid - 3
Impediment Goop [Tmp #2] [Per] [Rng] Spews large quantities of slime at the victim, making movement considerably harder and for a while, all physical attacks also have less force behind them. Decreases the foe's dexterity by 1 each time the move is used. In addition, the foe will also have its strength temporarily decreased by 2 points for the next two turns. The effects of this move do not stack. Learned by: None
Acid - 5
Infect [DoT - P] [Rng] [Mel] The foe is infected with a strange illness. Foe loses 3 HP every turn. Foe will lose consciousness upon reaching 0 HP, but will never die from this attack. Learned by: None
Acid - 7
Intoxication [Per] The creature coats itself in an unusual poison that intoxicates the foe upon striking them. This move does nothing upon first use. However, it is activated if the user is hit with a [Mel] move. If you are hit with any [Mel] attack while this move is active, even if the move does not deal damage. If the attack misses, this attack does nothing. When the move is activated, the opponent loses 1 point of dexterity and 2 points of mentality every turn, but gains 2 points of strength and 1 point of resistance every turn. The effects have a 1d4 chance of being removed every turn. This roll is done at the same time as the dexterity contest and is done by a moderator. The results of this roll will be shown at the same time as the resolution of the moves used that turn- you will not be able to see if intoxication is cleared in advance. Learned by: None
Acid - 4
Lick [Mel] [Str] Licks the foe with a slimy tongue. +0-1 Damage Learned by: Any creature with a long tongue.
Acid - 1
Mind Rot [Per] [Mel] [Rng] Infects the foe with a sickness that causes its mind to be "stupefied". Foe loses 1 mentality for the remainder of the battle. This effect is stackable. Learned by: None
Acid or Psychic - 2
Plague [Lmt #1] [Rng] [Per] [DoT] The opponent becomes infected with a crippling disease. The foe infected with the sickness gets a temporary -1 to ALL of its stats every turn until the plague is healed. As a note- this means -1 to all stats including HP. Losing 1 point of stamina does not mean the creature loses 5 HP per turn, it only loses 1. This loss of stats maxes out at 3/4s of the creature’s full stats, except for HP which will continue to be lost. If the foe has both Shadow and Acid Resistance, this move has no effect. Learned by: None Acid and Shadow - 15
Plague Breath [Lmt #1] [Rng] [Per] [Flt] The opponent becomes infected with a crippling disease, but luckily, not a fatal one. Infects the creature with a severe illness. All of the creature's stats are reduced by 2 for the remainder of the battle. If the foe has both Shadow and Acid Resistance, this move has no effect. +4-7 Shadow and +4-7 Acid Damage Learned by: None Acid and Shadow - 12
Poisonous Gas [Lmt #1] [DoT - P] [AoE] The creature emits poisonous gas-like fumes, causing all creatures that breathe it to be harmed greatly. All affected creatures on the battlefield lose 1 HP every turn. Learned by: None Acid - 5
Poison Sting [Str] [Mel] [DoT - P] After biting or stinging the foe, the foe becomes injected with a damaging toxin. +1-3 Damage. Does 1 point of damage to the opponent every turn afterwards. Learned by: Creatures capable of doing at least 3 Acid [Str] damage and at least 1 [DoT- P] damage per turn. Acid - 4
Polluted Breath [Tmp#1] [Rng] [Per] The creature breathes out toxic and noxious fumes, sickening their foe and sending them into a fit of heaving coughs. The foe loses 1 point of dexterity on their next turn only, and loses 1 point of resistance for the remainder of the battle. The loss of resistance can be stacked, the loss of dexterity cannot. Learned by: None Acid - 3
Projectile Poison [DoT - P] [Rng] [Per] Spits poison into the foe’s eyes, blinding and poisoning it. The foe’s dexterity is cut by 1/4th and they take 1 point of acid damage every turn for the rest of the battle. Learned by: Creatures with Spit that are capable of doing at least 1 [DoT - P] damage per turn. Acid - 4
Sleeping Venom [Lmt #1] [Mel] The creature injects a venom into the foe, which causes it to go into a deep slumber. They dream deeply, and no amount of disturbance seems to wake them. The foe is put to sleep as defined in the glossary. Learned by: None
Acid - 4
Smoldering Goop [Flt] [Nrs] [Rng] [DoT] A burning, sticky goo is spat at the foe, sticking to it and causing small burns thereafter. Deals +2-4 points of Acid Damage on the first turn, and deals 1 additional point of Fire Damage each turn afterwards. Learned by: Creatures capable of doing at least 4 [Flt] [Nrs] Acid and 3 [Flt] [Nrs] Fire damage.
Fire and Acid - 5
Spit [Str] [Rng] Spits acid at the foe. Learned by: Creatures capable of doing at least 3 [Str] Acid damage.
+1-3 Damage Acid - 3
Spore [Lmt #3] [AoE] The creature releases a cloud of spores into the air, stinging the eyes and burning the lungs, making it difficult for the foe to strike back. Causes the opponent to skip their next turn in battle. Learned by: None
Plant or Acid - 3
Toxins [DoT - P] [Mel] [Rng] Infects the foe with a deadly and potent toxin. The enemy loses ¼ of their current HP every turn. Learned by: None Acid - 9
Venom [DoT - P] [Mel] [Rng] Inflicts the foe with a deadly but slow-acting venom. Infects foe with deadly venom, sapping away 1/8th of the enemy's total HP every turn. Learned by: None Acid - 5
Weakness [Per] [Lmt #1] [Mel] Infects the foe with a strange illness that causes its body to become very weak. Foe gains Acid Weakness. Learned by: None Acid - 2
Wither [Lmt #1] [Mel] [Rng] [Tmp #5] A potent acid causes the foe to wither and become weak. Causes the opponent to wither up. The creature gets a temporary -1 to all of its stats, except for stamina. This is increased to -3 for plant based creatures. Learned by: None Acid - 7
|
|
|
Post by NPC on Feb 6, 2024 20:26:30 GMT -6
Cold
Balefire [Mnt] [Rng] Calls forth blue fire from the hells that burn and freeze the foe’s flesh simultaneously. +4-6 Fire and +4-6 Cold Damage Learned by: Creatures capable of doing at least 6 [Mnt] Fire damage and 6 Cold [Mnt] damage AND at least 10 elemental damage with a single move. Fire and Cold - 12
Blizzard [Lmt #1] [AoE] [DoT] [Tmp #3] 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 halved accuracy. If any of the affected creatures has cold resistance, they only have halved accuracy and do not take damage. Any creature with Cold Immunity is completely unaffected. Learned by: None
Cold - 6
Breath of the Dead [Flt] [Nrs] [Rng] Exhales the chilling breath of the dead upon its foes, causing their flesh to wither and rot. 2-4 Shadow and 1-3 Cold Damage Learned by: Creatures capable of doing at least 4 Shadow [Flt] [Nrs] and 3 Cold [Flt] [Nrs] damage.
Shadow and Cold - 6
Breath of Winter [Flt] [Nrs] [Rng] [Lmt #2] Spouts a stream of freezing air from the creature's mouth, causing massive cold damage to the foe. +7-10 Damage Learned by: Creatures capable of doing at least 10 [Flt] [Nrs] Cold damage.
Cold - 9
Chill [Tmp #2] [Rng] Causes the foe's body temperature to drop, reducing its reaction time by making it shiver excessively. Foe loses 2 points in dexterity. Learned by: None
Cold - 3
Chilling Aura [Flt] [Nrs] [Tmp #2] One can imagine only ghosts could cause such a frightening chill. The hairs on the back of your neck stand up and your breath turns to fog. Goosebumps appear all over your skin, and a chilling fear grips your heart. Deals 2-4 Cold and 1-3 Shadow Damage if you are hit with any [Mel] attack while this move is active. Learned by: None
Cold and Shadow - 5
Cold Breath [Flt] [Nrs] [Rng] Freezing air streams from the creature's mouth, causing cold damage to the foe. +2-4 Damage Learned by: Creatures capable of doing at least 4 Cold [Flt] [Nrs] damage.
Cold - 3
Cold Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +2 Damage Learned by: Creatures capable of doing at least 3 cold damage.
Cold - 3
Cold Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +2 Damage Learned by: Creatures capable of doing at least 3 cold damage.
Cold - 3
Coldflame Aura [Flt] [Nrs] [Tmp#1] Surrounds oneself in a shield of blue hellfire that burns and freezes the foe’s flesh should they get too close. Deals 3 Cold and 2 Fire Damage if your opponent hits you with a [Mel] attack on their next turn. Learned by: None
Cold and Fire - 3
Freeze [Tmp #4] [Lmt #1] [AoE] The creature supernaturally drops its body temperature by a ridiculous amount, causing the air around it to chill greatly, affecting all creatures in its vicinity. Foes within melee range lose ½ their dexterity and resistance. If a foe leaves melee range, their stats return to normal. Learned by: None
Cold - 6
Frost Bite [Str] [Mel] The creature imbues its jaws with the power of ice and then bites the foe. +1-3 Damage Learned by: Creatures capable of learning Bite and doing at least 3 Cold damage.
Cold - 3
Frost 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, allowing them to walk across surfaces of water. Creature receives +2 to Dexterity while on water. Learned by: None
Cold - 3
Frozen Spire [Mnt] [Rng] A spire of ice is summoned forth from the ground, impaling the opponent. 4-6 Damage Learned by: Creatures capable of doing at least 6 [Mnt] Cold damage.
Cold - 5
Hail [Lmt #1] [DoT] [Tmp #3] [AoE] Summons hail to pelt the foe, stinging its skin. Causes 1 Cold Damage every turn for 3 turns. Learned by: None
Cold - 3
Ice Mist [Mnt] [Rng] The creature releases a freezing mist that surrounds its opponent. +1-2 Damage Learned by: Creatures capable of doing at least 2 [Mnt] Cold damage.
Cold - 2
Ice Trap [Tmp #3] [Lmt #1] [Rng] [Grp] The creature uses its powers to cause ice crystals to form around the foe's feet - freezing them in place. The foe's Dexterity is reduced to 0. Each turn, the foe can roll a strength contest against a value of 10 to attempt to break free. Alternatively, if they use a fire move, they are automatically freed. If neither of these conditions are fulfilled, the trap melts after 3 turns. Canceled by: Flame Body Learned by: None
Cold - 7
Icicle Beam [Flt] [Nrs] [Rng] An ice-cold beam of energy is released at the opponent. +5-7 Damage Learned by: Creatures capable of doing at least 7 [Flt] [Nrs] Cold damage.
Cold - 6
Icy Touch [Str] [Mel] Touches the foe with a frosted finger, chilling them to the bone. +1-2 Damage Learned by: Creatures capable of doing at least 2 [Str] Cold damage.
Cold - 2
Powder Snow [Tmp #4] [Lmt #1] [AoE] 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 and chilling them to the bone. Creatures with cold weakness have all of their max stats reduced by 2 until the snow stops. All other creatures (except those who have Cold Immunity) have their accuracy halved by the blinding snow. Learned by: None
Cold - 6
Shield of Ice [Tmp #4] [Shd] The foe surrounds itself in a thick crypt of Ice, preventing itself from being harmed. The shield does keep it safe, but being frozen in a big block does make it difficult to move. At all times, the creature has fire weakness and the shield is instantly destroyed by fire moves. On the same turn “Shield of Ice” is used (Tmp #1), it blocks all damage no matter what, even if the shield is destroyed in the same turn. On the next turn (Tmp #2), the shield melts slightly- it has Cold Immunity, Physical Immunity, Water Immunity, Earth Immunity, and Wind Immunity. However, the creature can only use moves that affect itself and [Mnt] [Rng] attacks, and the damage from those are reduced by ¼ after Mentality is applied but before the opponent’s resistance is applied. On Tmp #3, the shield melts more- now its immunities are resistances. It can use [Mnt] [Rng], [Flt][Rng], and [AoE] attacks freely. On Tmp #4, the shield is almost gone- the resistances are now only ¼, and the creature can use [Str][Rng] in addition to [Mnt][Rng] and [AoE]. The turn after, the shield melts and the creature is back to normal. Learned by: None
Cold - 6
Snowball Throw [Str] [Rng] A ball of snow is thrown at the foe. +1-2 Damage. Learned by: Creatures capable of doing at least 2 [Str] Cold damage. Cold - 2
Spirit of Winter [AoE] The creature gives a mournful cry, and calls upon the "spirit of winter", causing a small ethereal figure wreathed in a flurry of powdery snow to appear floating in the air like a wisp. Some say it looks like a wolf, others say it looks like a woman... and some say it’s just an illusion. At any rate, the “creature” seems benevolent, and revitalizes all "friends'' in the area. On the first turn, the creature howls into the air, and nothing else happens. On the second turn the wisp appears and restores the summoner and its allies are restored to half of their full HP. The foe is restored for ½ of their remaining HP. All cold based creatures are restored to full HP. After the HP is restored, the wisp fades. Learned by: None
Cold - 5
Wall of Ice [Lmt #1] [Shd] 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 be careful! It has jagged edges and spires of icicles sticking out of it. Creates a "wall of ice" with 15 HP, 0 Resistance, and the ability Ice Body. While the wall of ice is present, both attackers on either side of the wall can only use [Mnt] [Rng] attacks or attacks that only affect themselves until the wall is destroyed. Learned by: None
Cold - 6
Winter Gust [Mnt] [Rng] A chilly wind blows over the opponent. +1-3 Wind Damage, +1-3 Cold Damage Learned by: Creatures capable of doing at least 3 Wind [Mnt] and 3 Cold [Mnt] damage.
Wind and Cold - 5
|
|
|
Post by NPC on Feb 6, 2024 20:27:31 GMT -6
Electrical
Bio Pulse [Mel] [Per] The creature sends out a small electrical pulse from its body, temporarily paralyzing the foe. It has been suggested that many pulses in a row can cause heart failure, so one should approach these creatures with caution. Paralyzes foe, preventing them from using [Str] moves. Every turn, the foe has a 50% chance of recovering from the paralysis. Learned by: None Electrical - 3
Call Lightning [Flt] [Nrs] [Lmt #1] [Rng] Uses the power of magic to call a lightning bolt down from the sky to strike the foe. Instead of a to-hit roll, roll a dexterity contest against a value of 15. If it succeeds, this move deals 9-12 Electrical Damage. Learned by: None Electrical - 12
Chain Lightning [Flt] [Nrs] [Lmt #1] [AoE] The creature uses the power of electricity to send forth a lightning bolt to its foe, which will "hop" from one creature to the next until there are no creatures left to strike- including its allies. Deals +4-6 Electrical Damage to all creatures including allies. Learned by: None Electrical - 7
Electric Charge The creature concentrates and starts to store energy for its next attack. Causes the user’s next electrical move to deal 2x the regular base damage. Learned by: Electric based creatures.
Electrical - 3
Electric Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +2 Damage Learned by: Creatures capable of doing at least 3 Electric damage.
Electrical - 3
Electric Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage.
+2 Damage Learned by: Creatures capable of doing at least 3 Electric damage.
Electrical - 3
Electrical Bite [Str] [Mel] The creature imbues its jaws with the power of electricity and then bites the foe. +1-3 Damage Learned by: Creatures capable of learning Bite and doing at least 3 Electrical damage.
Electrical - 3
Ker-zaap! [Flt] [Nrs] [Rng] The creature releases a sudden electric shock. +4-6 Damage. Learned by: Creatures capable of doing at least 6 Electric [Flt] [Nrs] damage.
Electrical - 6
Levitate [Tmp #3] The creature uses extreme psychic powers to raise itself 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. Temporarily grants the ability “Float”. While Levitate is active, the user has ½ Mentality. Learned by: None Psychic or Electrical - 4
Magnetic Pull [Flt] [Nrs] [Rng] Pulls all metal-based creatures (such as robots) to itself, causing damage upon collision. All creatures listed under the ability “Magnetic Influence” are affected. Causes +1-2 points of damage to both itself and the foe(s). The creature and the foes are now in melee range of each other for their next turn regardless of whether or not they were before. Learned by: None Electrical - 3
Magnetic Push [Rng] Pushes all metal-based creatures (such as robots) away, causing the foes to lose their next attacks. All creatures listed under the ability “Magnetic Influence” are affected. Causes the foe to lose its next turn. The creature and the foes are now not in melee range of each other for their next turn regardless of whether or not they were before. Learned by: None Electrical - 3
Ping [Flt] [Nrs] [Rng] [SnD] The creature makes a loud pinging sound, damaging the opponent. +1-2 Damage Learned by: Creatures capable of doing at least 2 [Nrs] [SnD] damage OR creatures with Echolocation or Sonar Sense. Electrical - 2
Plasma [Mnt] [Rng] The creature sends forth a brilliant purple bolt of lightning, striking the foe. +1-3 Fire Damage, +1-3 Electrical Damage Learned by: Creatures capable of doing at least 3 Electric and 3 Fire [Mnt] damage. Electrical and Fire - 4
Reverse Gravity [Tmp #2] [Flt] [Nrs] [AoE] Oh no, please no... Reverses gravity. Has no effect on creatures using the following: Ethereal, Fly, Flutter, Glide, Aerial Lift, Levitate, Float, Wind Avatar, Wind’s Blessing, Phase Out, Vengeful Spirit, Wing of Light. While floating, creatures can use [Rng] attacks, but not [Mel]. At the end of the two turns, the creatures fall - taking damage from it. After the two turns, the affected creatures take damage equivalent to ⅓ of their total health. This damage cannot be resisted in any way, not even with resistances or immunities. Learned by: None Electrical - 8
Sky-Splitter Aspect [Per] The creature prays to the god of thunder itself, imbuing itself with the power of the spark and making part of its body have the "spirit of lightning". When attacking a foe, this does elemental damage, rather than physical. Choose one of your own Physical moves. Until the end of combat, this attack now does electrical damage instead of physical damage. Only works for damaging attacks. Learned by: None
Electrical - 3
Sonic Waves [Mnt] [Rng] [SnD] Sends out sonic waves to crash against the foe's body and damage their hearing. +3-5 Damage. Learned by: Creatures capable of doing at least 5 [Snd] [Mnt] damage. Electrical - 5
Sonic Blast [Str] [Rng] [SnD] Releases a deafening blast of sonic energy at the foe. +3-5 Damage Learned by: Creatures capable of doing at least 5 [Snd] [Str] damage. Electrical - 5
Spark of Life [Rng] [Tmp #2] [Flt] [Nrs] Zaps the foe with the "spark of life", causing them to grow an entirely new limb in a Frankensteinian fashion. Luckily, the new limb falls off after a while. Foe grows an extra limb, granting it an additional move each turn. The limb that it gains is random and the limb type and moves it can use are listed under the move “Self Aware Appendage”. The move it uses each turn is random and will act exactly as the description of that move entails. (That is, just because this move has the [Flt] [Nrs] tags doesn’t mean that “Stamp” won’t do [Str] [Mel] damage.) The limb lasts for 2 turns. When the limb falls off, it hurts a lot - and the foe takes 4 points of [Flt] [Nrs] damage. Damage taken in this way cannot be resisted in any way. This effect can stack (also granting an extra attack for each new limb). Learned by: None
Electrical - 11
Static Touch [Str] [Mel] Touches the opponent, releasing a static charge. +1-3 Damage Learned by: Creatures capable of doing at least 3 Electrical [Str] damage.
Electrical - 3
Static Wave [Tmp #2] [Flt] [Nrs] [Rng] The creature sends out a small wave of static electricity, irritating the foe. The foe loses 1 point in Dexterity. 1-2 Damage Learned by Creatures capable of doing at least 4 Electrical damage. Electrical - 3
Teleport [Lmt #3] [Cdn #1] The creature uses strange energies in the air to transport its own body to wherever it can easily see.. allowing it a single surprise attack. Cancels [Grp] moves. Another move can be used in conjunction with this move on the same turn, and that move has doubled accuracy for its to-hit roll. Learned by: None
Electrical - 4
Thunderstorm Chaos [Flt] [Nrs] [AoE] [Lmt #1] The creature summons a great and chaotic thunderstorm, causing lightning to strike the ground quickly, randomly, and frequently. For the first turn, this attack does nothing. On the second turn, a thunderstorm is summoned, dealing massive damage to ALL creatures on the battlefield. Damage done is 2d10 and is rolled on a per creature basis. Damage is doubled for creatures currently using the following: Fly, Flutter, Glide, Aerial Lift, Levitate, Float, Wind Avatar, Wind’s Blessing, Wing of Light. Learned by: None
Electrical - 12
Thunder Spheres [Tmp #4] [Flt] [Nrs] [Lmt #1] [Shd] The creature surrounds itself in tiny electrical spheres, creating a literal "shield of electricity". The creature surrounded by the thunder spheres is temporarily immune to electrical damage, and most creatures would not be foolish enough to touch the shield. Foes that come within melee range receive 3 Electrical Damage for every turn in that range. The creature using Thunder Spheres cannot attack with any element other than electrical while Thunder Spheres is in effect. Learned by: None
Electrical - 6
Zap [Flt] [Nrs] [Rng] A bolt of electricity is fired at the foe. +3-5 Damage Learned by: Creatures capable of doing at least 5 Electrical [Flt] [Nrs] damage. Electrical - 5
|
|
|
Post by NPC on Feb 6, 2024 20:28:14 GMT -6
Psychic
Big Bubble [Lmt #1] [Tmp #3] [Shd] The creature surrounds itself with a large bubble that is sculpted from water or summoned out of thin air. This bubble, though beautiful, appears to have unnatural strength, and protects the user until it "pops" of its own accord. Prevents all damage (but not secondary effects) of all attacks on the user. The user cannot attack, but can use moves/abilities that have non-damaging effects for the duration of "big bubble". Learned by: None Water and Psychic - 6
Dead Scream [Flt] [Rng] 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 strikes automatically with a to-hit roll. +4-6 Psychic Damage, +4-6 Shadow Damage Learned by: None
Psychic and Shadow - 9
Dizzy Mind [Mnt] [Rng] 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. The foe’s mentality is used to reduce the damage of this move, not resistance. +1-2 Damage. Learned by: Creatures capable of doing at least 2 Psychic [Mnt] damage with at least 3 Mentality.
Psychic - 2
Double Image [Lmt #1] [Tmp #3]. The creature creates a literal "double self", a mirror image. Even if it's just an echo, it can still hit pretty hard! Creates a duplicate of the creature, with 1/2 the stats, and 1/4 the remaining HP. On the turn following its summoning, the creature acts the same as the original, using the same moves in tandem. A separate to-hit roll is not needed for the duplicate. The Double Image lasts until destroyed (the foe can opt to attack the image and not the original if desired), or until 2 turns have passed. Learned by: None
Psychic - 12
Ethereal Claw [Str] [Mel] A non-physical being slices out with its claws, raking the soul so hard it hurts the flesh. The creature must have the ability “Ethereal” to use this attack. +1-2 Damage Learned by: Ethereal creatures with claws.
Psychic - 2
Foreshadow [Lmt #1] [Tmp #1] Using the powers of its mind, the creature 'reads' the opponent's mind in order to dodge its attacks. The user is immune to the effects of all moves used on their opponent’s next turn. Effects that only affect the foe can still be used, and any effects that last multiple turns (except for [DoT - P]) will take effect when Foreshadow ends. Learned by: None
Psychic - 3
Glass Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +1 Light Damage, +1 Psychic Damage Learned by: Creatures capable of doing at least 2 Light and 2 Psychic damage. Light and Psychic - 3
Glass Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +1 Light Damage, +1 Psychic Damage Learned by: Creatures capable of doing at least 2 Light and 2 Psychic damage. Light and Psychic - 3
Illusion [Tmp #1] [Lmt #x] [Rng] Creates an illusion that confuses the foe, causing it to have trouble finding its true target. The foe’s accuracy is halved on their next turn. May only be used once per battle for every three points of stamina the user has. Learned by: None
Psychic - 2
Incendiary Illusion [Lmt #1] [AoE] The creature appears to explode into flames, setting ablaze the world around it. The "heat" sears the skin of everyone on the field. Of course, it's all just a temporary illusion to scare the enemy, but it works! The foe loses its next turn. Learned by: None
Psychic - 3
Intangible Body [Lmt #1] [Tmp #4] The creature becomes one with the air or water, allowing physical attacks to pass through it harmlessly. Grants temporary immunity to physical damage. Learned by: None
Wind or Water or Psychic - 5
Levitate [Tmp #3] The creature uses extreme psychic powers to raise itself 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. Temporarily grants the ability “Float”. While Levitate is active, the user has ½ Mentality. Learned by: None
Psychic or Electrical- 4
Magic Shield [Lmt #1] [Per] [Shd] The creature summons forth a magical prismatic and shiny semi-transparent shield around it, with the ability to reflect a spell. Will reflect a single spell onto the caster - that is, the effects of it will happen to the caster and not this creature. The magic shield is destroyed when a spell is reflected. The magic shield will otherwise remain until the end of the battle. Learned by: None
Psychic - 5
Mental Barrier [Shd] 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 HP, and is Immune to all forms of damage from the foe, with a single exception. [Str] moves can be used to attack the barrier and lower its HP. The foe and user cannot use damaging moves on each other until the barrier is destroyed. Learned by: None
Psychic - 3
Mental Theft [Rng] [Per] The creature can literally "steal" a move or ability from the foe! Choose a move or ability of the foe's. You gain that move or ability for the remainder of the battle. The foe loses that move or ability for the remainder of the battle. You can do this more than once, but you can only have one "stolen" move/ability at any time. "Stealing" anew replaces your previous stolen move/ability and the discarded move/ability is returned to the foe. Learned by: None
Psychic - 7
Mimic [Flt] [Nrs] The creature is able to 'repeat' what is said to it, like a parrot. The creature does damage equivalent to ½ of the damage this creature last took from a foe’s move. The range matches whether or not that foe’s move was [Rng] or [Mel]. The damage done is Psychic. Learned by: None
Psychic - 4
Mind Control [Lmt #1] [Rng] The creature can literally control a creature, causing it to attack another, or itself for a short period of time. The foe loses their next turn. On your next turn, you may choose one of your foe’s moves or abilities. You may then force them to use that move or ability however you choose. Learned by: None
Psychic - 5
Mind Flay [Mnt] [Rng] [Mel] Tears at the foe's mind with psychic energy, causing extreme amounts of pain, but no permanent damage. The foe’s mentality is used to reduce damage from this move instead of resistance. +1-3 Damage Learned by: Creatures capable of doing at least 3 Psychic [Mnt] damage with at least 3 Mentality. Learned by: None Psychic - 3
Mind Tap [Lmt #1] [Mel] [Per] 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. Can only be used on the turn after this creature uses a [Mel] move. Drains 1/2 of the opponent's total mentality, and adds it to the user for the remainder of the battle. Learned by: None Psychic - 6
Mind Soothe [Per] [Mel] [Rng] The creature can enter its own mind, or the mind of another, to soothe it of all ill effects. Removes a single instance of stat loss from the secondary effect of a move used on this creature. Learned by: None Psychic - 5
Nightmares [Flt] [Nrs] [Rng] [DoT] [Tmp #3] [Lmt #2] The creature casts the foe into a literal nightmare while it's asleep, trapping its mind in a living hell. The foe is now asleep. Causes 1 point of damage every turn for the next 3 turns, but this damage does not wake the foe up. This effect can stack - each use of this move does not increase the amount of time the foe is asleep for, but DOES increase the damage dealt each turn by 1 point. This effect ends if the foe wakes up. Learned by: None Psychic - 6
Perpetual Gloom [Per] [Lmt #1] [Rng] *Sigh* I’d describe this move, but… it’s just… not worth it anymore, ya’ know…? This… this sadness that I’m feeling… I just… can’t do this anymore… The creature uses its powers over the mind to influence the opponent with the same low spirits as the creature. This causes the opponent to lose 2 points of Dexterity. Fighting’s just not worth the effort anymore, you know? Learned by: None Psychic - 3
Phase Out [Lmt #1] [Tmp #3] The creature 'phases out' of this plane of existence, shimmering briefly before appearing to disappear entirely! What you can't see, can't hurt you, right? …Right? Grants the effects of the ability “Invisibility” temporarily. Learned by: None Wind or Psychic - 6
Power Steal [Tmp #3] [Cdn #2] [Mel] [Rng] The creature swaps a foe's strength for its own weakness. Choose from Strength, Dexterity or Resistance. The user and the target switches the chosen stat at its current value, current stat buffs/losses included. Learned by: None Psychic - 6
Psychic Distortion [Mnt] [Rng] The creature uses brain over brawn, twisting and distorting the opponent’s mind to use their own strength against them. Attacks the mind directly, harming those with more brawn than brain power. The base damage of this move is equivalent to the foe’s current strength stat, with the user’s current mentality as the bonus damage. The foe’s mentality is used to reduce damage from this move instead of resistance. Learned by: None Psychic - 5
Sleep [Tmp #3] [Rng] [Lmt #2] [Cdn #2] Uses psychic powers to put the foe to sleep. Foe falls asleep. Learned by: None Psychic - 4
Spook [Lmt #1] [Tmp#1] Disappears suddenly, then suddenly reappears (usually in a puff of smoke), frightening the opponent. Causes the opponent to skip its next turn in battle. Learned by: None Shadow or Wind or Psychic - 3
Summon Food Source [Lmt #2] [Tmp #4] Your pet is hungry. It wants food. It thinks of food. The pet's psychic powers are subconsciously activated and food is teleported from the closest location to the pet. Choose one food source. The creature is able to 'summon' enough of the food source for a meal up to two times a day. It does not like to share however and it needs a loyalty of 15 to you before it will share its food. In battle, a source of food is summoned on the turn this move is used and it stays either on the ground or in water (whichever medium the creature is in). If the creature wants, it can choose to eat from this food source instead of attacking, being healed for 10 HP each turn it chooses to do so. This is only possible while the creature is in melee range. If it is not in melee range, then the opponent can eat from the food source as well. The food is no longer good to eat after 4 turns. Learned by: None Psychic - 3
Sweet Song [Lmt #1] [SnD] [Tmp #1] [Rng] Sings a sweet lullaby that lulls the opponent to sleep. Your pet sings a sweet lullaby, causing the opponent to sleep. The foe follows the normal definition of sleep, but wakes up after 1 turn. Learned by: None Psychic - 3
Telekinesis [Rng] [Flt] [Nrs] Uses the power of the mind to throw a light object at the foe. The creature can lift a number of objects strewn around the battlefield (rocks, rubble, branches, etc.) equal to the user’s mentality stat. These objects are then thrown at the foe and deal base damage equivalent to a range from +1 to -1 of the user’s strength stat. Ex. If the user has a mentality of 6 and a strength of 2, the creature can lift 6 objects and throw them, and each object deals damage of +1-3, with each object being rolled individually. The damage this move deals is physical, not psychic, as the objects being thrown are physical. Learned by: None Psychic - 7
Telekinetic Powers [Rng] [Flt] [Nrs] [Per] Uses the power of the mind to throw an object at the foe. This move has two options for use. Either it can be used as the move “telekinesis”, or it can grant the user or its allies the ability “Float” for the rest of the battle according to that ability’s definition. While floating, the creature can use the damaging version of the move as described under “telekinesis”. After the move is used in a damaging fashion, the creature stops floating and must wait one turn before this move can be used again. Learned by: None Psychic - 9
Torment [Flt] [Nrs] [Rng] Uses psychic powers to torment the foe, causing pain and agony that only exists in their head. +1-2 Damage Learned by: Creatures capable of doing at least 2 Psychic [Nrs] damage. Psychic - 2
Waking Nightmare [DoT] [Rng] [Tmp#3] The creature sends the foe into a nightmare when it's still awake, warping their perception into a living hell. Causes 1 damage every turn for the next 3 turns. This move can be stacked, but only in terms of resetting the timer for how long the damage lasts and NOT the amount of damage dealt. Learned by: None Psychic - 3
Wind's Blessing [Tmp #3] [Rng] A strong wind picks up behind the creature, forcing it forward in a beneficial way. One can’t quite fly with this, but you wouldn’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. Death via falling is prevented and the target's Dexterity is increased by 2 points. Cancels: Reverse Gravity Learned by: None Wind and Psychic - 3
|
|
|
Post by NPC on Feb 6, 2024 20:28:47 GMT -6
Plant
Choking Vines [Rng] [Grp] [Str]/[Mnt] Uses vines to grab ahold of the foe, trapping it in place, and slowly strangling the creature with a crushing grip. +3-5 Plant Damage is done on the first turn of this move. It can be a strength or mentality move, but which stat is being used must be stated upon use of the move. If the to-hit roll is successful, then the opponent is trapped by the vines. For each turn after, the opponent's dexterity is reduced to 0 until they free themselves from the hold. The foe can break free by succeeding in a strength or mentality contest against the user based on which stat the user used to perform this move. Learned by: None Plant - 7
Cure Uses an odd power to remove the effects of poisons or other such slowly damaging problems such as stat drains. This effectively makes you ready for battle again, while leaving your wounds as they are. Removes either all [DoT- P] effects, or a single stat reduction effect of an attack. If there are no poison or secondary effects, simply restore up to half of a creature’s total HP. The creature this is used on may be the user or an ally, but the ally must be within melee range for it to work. A to-hit roll is not needed. Learned by: None Light or Plant - 5
Depth's Hold [Tmp #4] [Grp] [Rng] The creature commands plants of the sea to entangle the foe's limbs, limiting its movement. The foe temporarily loses 2 points of Dexterity. If the creature is already using Drown or Whirlpool against the foe, they lose 3 instead. Even if the foe breaks free of Drown or Whirlpool, the foe will remain at -3 to dexterity. This move can only be used while the creature is in water. Learned by: None Plant and Water - 3
Glade Aspect [Per] The creature connects with the spirit of life around it, imbuing the creature with the power of storms, making part of its body have the "spirit of the glade". When attacking a foe, this does elemental damage, rather than physical. Choose one of your own physical moves. Until the end of combat, this attack now does plant damage instead of physical damage. Only works for damaging attacks. Learned by: None Plant - 3
Healing Berry [Lmt #1] [Mel] Creates a nutritious berry that, once eaten, restores some lost energy. Heals up to 25 HP. Learned by: None Plant - 7
Leaf Storm [Mnt] [AoE] The creature sends forth a flurry of leaves to swirl around and cut at the foe. +3-5 Damage Learned by: Creatures capable of doing at least 7 [Mnt] Plant damage. Plant - 5
Living Seed [Mel]/[Rng] [DoT] The creature plants a small seed upon the foe, allowing its "offspring" to take root and feed its parent through magical means. The seed can be applied as a [Mel] attack or as a [Rng] attack, but the method must be stated by the user when the move is activated. The foe loses 2 HP every turn until the end of the battle. The creature gains 2 HP every turn until the end of the battle. The foe may choose to attack the seed instead of the creature. It has 10 HP, and 0 in all other stats. If the seed is destroyed, the effects end. Canceled by: Corroding Body, Electrical Body, Ethereal, Flame Body, Ice Body, Poisonous Skin Learned by: None Plant - 4
Overgrowth [DoT] [AoE] The creature summons forth a flurry of plants to cover everything in its path - including the foe. Causes 2 point of damage every turn until the end of the battle. Learned by: None Plant - 5
Plant Burst [Mnt] [Mel] [Rng] The creature sends out a "burst" of its element, causing damage to its foe. +2 Damage Learned by: Creatures capable of doing at least 3 Plant damage. Plant - 3
Plant Spear [Str] [Mel] [Rng] The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. +2 Damage Learned by: Creatures capable of doing at least 3 Plant damage. Plant - 3
Plague of Insects [Mnt] [AoE] The creature summons forth a horrifying plague of biting insects to surround the foe. +3-5 Damage Learned by: None Earth - 5
Pollen Dust [Lmt #3] [AoE] Releases a cloud of pollen into the air, making it difficult to clearly see the creature using the "pollen" - after all, they're obscured in a tiny yellowish cloud. Halves the opponent’s accuracy on their next attack. Canceled By: Blind, Sonar Sense, Tremor Sense, Echolocation, Ping Learned by: None Plant - 2
Rapid Bloom [AoE] [Tmp #5] A flurry of flowers sprouts from the ground, or from the creature that summoned them. These flowers have a sweet scent and carry healing properties. All creatures within' the area (including the foe) gains +5 HP every turn. Learned by: None Plant - 5
Regenerate [Lmt #1] Using the power of plant life or its own physical power, the creature recovers some of its lost energy. With this power, it is even rumored to be able to regrow limbs! Heals damage equal to 1/2 of the base HP, not current HP. Learned by: None Physical or Plant - 4
Regrowth [Lmt #1] Using the power of life magic, the creature recovers its lost energy... With this power, it is even possible to regrow limbs! The creature returns to full HP. May only be used once per day. Learned by: None Plant - 7
Root [Per] [Lmt #1] Digs its roots into the soil and absorbs nutrients from the earth to regain energy. Once used, the opponent always moves first in a round, and the user will regain 10 HP every turn. While the creature is rooted, they cannot use [Mel] moves if the foe moves out of range, but can use [Rng] moves at all times. Creature cannot move and attack type is dependent on foe's position.The roots are treated as a separate entity from the creature with 1 point in each stat and 5HP. They can be targeted separately from the creature and once they are removed, this move ends. The creature can opt to remove its own roots during any turn, but that will replace their move for that turn- essentially skipping a turn. Learned by: None Plant - 7
Sap [Lmt #1] [Per] [Mel] The creature attaches roots or some other appendage to the foe to sap away its life-force. If the creature manages to get attached somehow, (via a binding move, like pinch, or choking vines, etc) they can literally drain the life right out of you! This move must be used in combination with a move from the following list: Any [Grp] Move, Pinch, Any attack with ‘Bite’ in its name, Crunch, Ebil Nom, Nibble, Nip, Pinch, Peck, Living Seed When sap is used, 1/4 of the opponent's strength, dexterity, and resistance are added to the creature using "Sap" for the remainder of the battle. These points are removed from the foe for the remainder of the battle. Learned by: None Plant - 9
Seed Spit [Str] [Rng] The creature rapidly spits seeds at the foe with stinging force. +1-2 Damage Learned by: Creatures capable of doing at least 2 Plant [Str] damage. Plant - 2
Spore [Lmt #3] [AoE] The creature releases a cloud of spores into the air, stinging the eyes and burning the lungs, making it difficult for the foe to strike back. Causes the opponent to skip their next turn in battle. Learned by: None Plant or Acid - 3
Summon Wooden Spear [Mnt] [Rng] A spire of dead wood or sharp bamboo is summoned forth from the ground, impaling the opponent. +4-6 Damage Learned by: Creatures capable of doing at least 6 Plant [Mnt] damage. Plant - 6
Sweet Scent [Per] [Lmt #1] [AoE] Releases a relaxing aroma. Lowers opponent's resistance by 2. Learned by: None Plant or Physical - 3
Verdant Growth [Lmt #1] [Rng] [Grp] Summons vines and other plant life to tangle around the feet of the opponent, hindering movement. If the opponent has less than 5 strength, it skips 2 turns. If it has over 5 strength, it skips 1 turn. Learned by: None Plant - 4
Verdant Whisper [Tmp #4] [Lmt #1] [AoE] The creature makes a small noise with extreme empathetic power, beckoning their kind to heed the sacred call. As long as the whisper echoes within their soul, the plants shall follow the Whisperer's command. All plant based creatures within a 50 ft. radius and/or the width of the current battle arena immediately cease all activity, fighting included. For the duration of the 'whisper' they cannot use any moves or abilities. Each turn, they may roll a mentality contest against the user to break free, a battle of the minds for control. Allied plant based creatures may attack freely. Learned by: None Plant - 7
Branch Stab [Str] [Mel] A wooden spear-like appendage is used to impale the opponent. +4-7 Damage Learned by: Creatures capable of doing at least 7 Plant [Str] damage. Plant - 6
|
|