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Post by NPC on Jan 14, 2023 8:27:36 GMT -6
Move List Every turn in battle, you are able to select -one- move to attack or defend with. There are also many "moves" that have no effect in battle, but you still may want to teach them to your pet anyway. Moves are listed like this: LegendSome moves cannot be countered, others need you to add your creature's Mentality to the damage instead of Strength and some have temporary effects. This is noted under each move with one or more code words as to take up less space. Here you can look up what each code word means: Note: Some moves might have code words and additional text in its description! IndexPhysicalFireWaterEarthWindShadowLightAcidColdElectricalPsychicMoves "Above" Elements Prismatic Light *A multi-hued beam of light is fired at the foe, causing elemental damage of a random type. *Attack this turn has the damage type of a random elemental (non physical) attack. This is counted as a long range attack. The damage type will be determined randomly by the battle monitor. It's damage is equal to the creature's mentality, with no added bonus. ** - 7 Soul-Strike*Strikes the very soul of the opponent, causing non-avoidable damage. *This attack doesn't strike the body -or- the mind. Instead, it strikes right to the soul. It does not have an element, so it is not effected by any kind of resistance or weakness. It does 1 point of damage, regardless of strength, resistance, or any other factors. ** - 8
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Post by NPC on Jan 14, 2023 8:44:04 GMT -6
PHYSICAL Bash [Str]*Slams the foe with a shoulder or other solid part, causing massive damage. *+6 Physical - 3 Beak Break [Str]*Strikes the foe with the blunt edge of a bird-like beak, causing concussive damage. *+3 Physical - 3 Bite [Str]*Attacks the foe with teeth, biting down hard on the opponent. *+3 Physical - 2 Blend-In [Unl] [Lmt #3]*Blends in with the surrounding area, altering one's colors like a chameleon, making it harder for a foe to spot your creature. *User gains +1 to dexterity if your opponent's most recent attack type was the same as your last attack type. This effect is stack-able. Physical - 6 Body Slam [Str]*The creature uses the entire bulk of it's body to crush it's foe. Beware of heavy foes! *Damage bonus equal to the attacker's resistance. Physical - 9 Bone Shift [Cdn #1]*The creature "shifts" it's bones, or re-constructs its body, effectively moving broken or dislocated bones back into place. *Creature regains 3 points of stamina per use. Shadow or Physical - 8 Bound [Tmp #0]*Bounces on it's "toes", leaping into the air to prance away from foes, weaving back and forth as it goes, making the creature harder to hit. *+3 Resistance Physical - 3 Buck [Str]*The creature flails wildly, kicking out its hind legs, attempting to strike the foe with them. *+5 Physical - 3 Charge*The creature runs toward something in an opposing manner - usually ramming the foe directly with the head, or full body. *Runs toward something in an opposing manner, causing foe to have a 50% chance of missing it's next attack. Also, if the creature is already "running", "charge" will also do damage equal to the creature's remaining stamina. Physical - 3 Claw [Str]*Lashes out at the foes with extended claws, raking the foe's flesh. *+2 Physical - 2 Climb*Uses legs or claws to cling to surfaces, scaling up (or down) them. Only non-slick surfaces, such as rock or tree trunk can be climbed. Slick surfaces, such as glass, cannot. *No effect in battle. The user may climb steep surfaces, such as cliffs. Physical - 4 Constrict [Flt] [Nrs] [DoT - G]*The creature wraps their long body, vine, or tentacle around the foe - crushing the very air out of it, until they can no longer breath at all. *Does 3 Damage. If the foe has less Strength than the user, they 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 this prevents the victim from using most physical attacks, although they can still use several elemental or psychic. Physical - 3 Crunch [Str]*Grabs a hold of the foe with great jaws, and bites down hard, not only damaging flesh, but breaking bones. *+6 Physical - 3 Dash [Lmt #1]*Runs quickly, in a small burst of speed, helping prevent the foe from successfully striking you. *Avoids all physical attacks for that turn. A creature with the ability Endurance can use this as many times it would like in a battle. Physical - 3 Dodge [Tmp #0]*Dexterously darts away from the foe, preventing damage by avoiding it altogether. *+3 to Dexterity Physical - 4 Drown [Flt] [DoT - G]*While the creature has the foe already in their grasp it pulls them towards the nearest source of water and drags them under to their watery doom. *This move requires Snatch or Constrict to be in effect -and - can only be used by creatures with Aquatic, Amphibious or otherwise do not need to breathe underwater. This move boosts the damage done each round by Snatch or Constrict with 2, prevents the foe from taking any action at all for the next turn. If they manage to break free, they need to swim back to the surface. Physical - 4 Gash [Str]*Using claws, scythe-like pincers, spurs, or other similar appendages, the creature swipes at its foe in order to cause heavy damage. *+4 Physical - 3 Give Way [Tmp #0] [Lmt #3]*Allows the creature to become almost liquid-like in quality, allowing things to temporarily pass through it's own 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". Physical - 7 Headbutt [Str]*Rams into the opponent, using its head as a weapon. *+3 Physical - 3 Horn Strike [Str]*Uses its horn(s) to attack the foe. *+4 Physical - 2 Hibernate*The creature goes into a deep sleep, revitalizing it's body as it does so. *The user cannot use any move (other than psychic) for 3 turns. During this time, the creature can be attacked. At the end of the 3 turns, if the creature is still above 0 stamina, it's stamina is restored 100%. Hibernation cannot end until the 3 turns are up. Physical - 8 Jump [Flt]*The creature leaps up and then slams into its opponent. Causes the user to leap into the air, and tackle the opponent with their whole body. *Damage done is equal to the user's remaining stamina, no strength is added. Physical - 1 Kick [Str]*The creature swipes at its foe with a leg. *+4 Physical - 2 Lick Wounds*The creature licks its injured parts, helping with the healing process. *Restores 1 point of Stamina Physical - 3 Maul [Lmt #1] [Str] [DoT - B]*The creature mauls the foe with great claws, causing the foe to bleed. *+3 Damage. Does 1 point of damage to opponent every turn afterwards. Physical - 4 Metal Bite [Str]*User channels the elemental power of metal and hardens its jaw, adding Physical and Earth power to its bite. *+2 Physical, +1 Earth Physical and Earth - 4 Nibble [Str]*The creature weakly chews at its opponent. *+0 Physical - 1 Nip [Str]*The creature gives its opponent a sharp nip. *+1 Physical - 1 Peck [Str]*The creature uses its beak to stab at its foe. *+1 Physical - 2 Pinch [Str]*The creature uses its pincers (or fingers) to pinch its foe. *+2 Physical - 1 Play Dead [Tmp #1]*The creature pretends to die and often times uses false injuries to help along the way, making it less appealing of a target to attack. *Causes foe to not be able to attack the user for one turn. Physical - 4 Pounce [Lmt #3]*The creature leaps upon its opponent and attacks. *Causes the user to leap into the air, and tackle the opponent with their whole body. Damage done is equal to the user's remaining stamina. In addition to this damage, the creature may also use a single attack with no strength added. Does double damage if you are currently using the attack "stalk". Physical - 5 Pummel [Str]*Goes all out, attacking the foe in a flurry of fists. *+6 Physical - 3 Punch [Str]*Strikes with a fist to cause damage. *+3 Physical - 2 Regenerate [Lmt #1]*Using the power of the earth or its own physical power, the creature recovers some of its lost energy. With this power, it is even rumored to be able to re-grow limbs! *Heals up to 1/4th the base stamina. Physical or Earth - 7 Rend [Str]*Claws, scythe-like pincers, spurs, or other similar appendages are raked sharply across the foe, causing great damage, tearing away the flesh right down to the bone. *+6 Physical - 3 Scamper [Tmp #1] [Cdn #3]*The creature attempts to scamper away. *+1 Dexterity on the opponent's next turn. Physical - 0 Scratch [Str]*Claws, scythe-like pincers, spurs, or similar appendages are lightly raked across the foe. *+1 Physical - 1 Shred [Str]*Shreds the foe's skin, tendon, muscle of the legs, causing it to limp and slowing it's ability to run away from the predator. *+3 and foe loses 1 dexterity every time this attack is used. Physical - 6 Sickle Claw [Str]*Attacks with a wicked sickle-shaped claw. *+6 Physical - 3 Slap*Smacks the foe with a broad wing or a fin. *+2 Physical - 2 Snatch [DoT - G]*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 is unable to use any attacks that require contact with the ground and most physical attacks altogether, although they can still use several elemental attacks. The foe can escape from a Snatch if they have a greater strength than the creature holding them. The user cannot use any other attack while holding a foe, so using a new attack makes the "snatch" stop. Physical - 3 Snitch*Attempts to steal an item (such as ribbon of telepathy, or amulet of submission) from the foe. *Item stolen is random. Physical - 6 Solidify [Tmp #0] [Lmt #1]*Focusing its physical power, the creature becomes more 'solid' and increases its defense. *Temporarily doubles resistance for one turn. Physical - 5 Steel Block [Tmp #1] [Cdn #1]*The creature uses it's 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 physical (but not elemental or mental) attacks. Physical - 7 Sting [Str]*Stings the foe with a small thorn-like appendage. *+1 Physical - 1 Spur [Str]*Uses the spurs on its legs to strike at the foe. *+6 Physical - 3 Surprise! [Lmt #1]*"Flashes" a part of it's body in a sudden movement, like a frill, display, 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. Physical - 2 Squirm*Wiggles cutely at the foe. *No effect in battle... it just squirms? Physical - 0 Stamp [Str]*Steps upon the opponent forcefully. *+3 Physical - 2 Stalk [Lmt #1]*Hides within the surroundings and tracks the foe while focusing on executing its next attack. *Once in use, the user cannot be attacked until it attacks. Gives the next attack double accuracy. Gives a boost to the attack "pounce". Physical - 3 Struggle*Uses the rest of its strength to attack. This is usually an act of desperation. *Uses remaining stamina to damage foe. Damage is equal to remaining stamina. Can only be used if there's 1/4 stamina or less left Physical - 0 Sweet Scent [Unl] [Lmt #1]*Releases a relaxing aroma. *Lowers opponent's resistance by 2. Earth or Physical - 7 Tail Slap [Str]*Smacks a foe with it's long tail. *+2 Physical - 2 Tail Strike*Whips or slaps the foe with its tail, providing a crushing blow. *Damage equal to 1.5 times your creature's strength. Physical - 3 Thorns*The creature can position itself so that the foe strikes the pointy ends first. This requires of course, the creature to have pointy ends. If this fails during an attack, there is a chance that it will succeed on the opponent's next attack if struck by a physical attack. *+1 Physical - 3 Vice Grip [Flt] [DoT - G]*Grabs the foe in a vice-like grip, both causing it damage and restricting its movement. *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. The grip prevents the victim from using moves and abilities that require the full use of certain limbs such as wings, legs and arms. Moves that are 'psychic' in nature and certain elemental abilities and moves can still be used. Can be "broken" if the opponent in the grip has greater strength. Physical - 3 Wall-Walk*Steep and slick surfaces such as walls, ceilings, and panels of glass are no trouble to walk upon. *No effect in battle. The user may climb steep surfaces, such as walls or ceilings. This includes slick surfaces, such as glass. Physical - 1 Web [Unl]*A web is created, ensnaring the opponent and hindering movement. *Cuts the foe's Dexterity in half. Physical - 3
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Post by NPC on Jan 14, 2023 9:40:34 GMT -6
FIRE Balefire [Flt] [Nrs]*Calls forth the blue fires of the hells, both burning the foes flesh, and freezing it. *5 Fire and 5 Cold Damage Fire and Cold - 8 Blaze [Flt] [Nrs]*Causes a small fire to flare off of the creature's own body - burning any foe nearby. *3 Damage Fire - 4 Breathe Fire [Flt] [Nrs]*Spouts forth a stream of fire from the creature's mouth, causing massive fire damage to the foe. *10 Damage Fire - 7 Cindering Breath [Flt] [Nrs]*Snorts or breathes out a small scorching flame at will, searing the foe. *2 Damage Fire - 4 Coldflame Aura [Flt] [Nrs]*Surrounds one's-self in a shield of blue fires of the hells, both burning the foes flesh, and freezing it, should they get too close. *Deals 3 Cold and 2 Fire Damage IF you are hit NEXT turn with any attack that makes contact with your body. Cold and Fire - 10 Ember [Flt] [Nrs]*Summons an ember to singe the foe. *1 Damage Fire - 2 Explosion [Flt] [Nrs]*The creature expels all of it's "fire energy" in one single attack, causing it's body to be spent. This is usually used as a last minute "panic" on the part of the creature. *The damage of this move is equal to the user's remaining Stamina. After this attack is used, no more fire attacks can be used for the remainder of the battle. This attack will also cause the user to lose 1/2 of it's remaining Stamina. Fire - 10 Fiery Soul [Unl] [Lmt #1]*The creature shines through it's true colors, so to speak. *+1 to all Stats Fire - 10 Fire Burst [Mnt]*The creature sends out a "burst" of fire, causing damage to its foe. *+1 Damage Fire - 4 Fire Shield [Lmt #1] [Flt] [Tmp #3] [Nrs]*The creature surrounds itself in flames, creating a literal "shield of fire". The creature surrounded by the fire shield is temporarily immune to cold damage, and most creatures would not be foolish enough to touch the flames. *Foes that come within' "physical damage" range receive 5 Damage for every turn in that range. The creature using Fire Shield cannot attack while Fire Shield is in effect. Fire - 8 Fire Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Fire - 1 Fire Spout [Flt] [Nrs]*Releases a burst of flame at the opponent. *4 Damage Fire - 5 Flame Bite [Str]*The creature imbues its jaws with the power of fire and then bites the foe. *+2 Damage Fire - 4 Flame Claws [Str]*The creature imbues its claws with the power of fire and then attacks the foe. *+1 Damage Fire - 2 Fury Aspect*The creature prays to god of fire itself, imbuing itself with the power of the flame, making part of it's 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. Fire - 5 Heat Wave [Lmt #1] [Flt] [Tmp #3] [Nrs]*The creature generates a ridiculous amount of body-temperature, causing the air around it to rise greatly - damaging all creatures (friend and foe alike) in the immediate area. *Foes that come within' "physical damage" range receive 2 Damage for every turn in that range. Fire - 5 Hot Breath [Flt] [Nrs]*The creature breathes air so hot that it scalds the flesh. *1 Damage Fire - 2 Immolation [Flt]*Touching the creature's fiery body causes damage to the opponent. *Deals 5 fire damage IF you are hit NEXT turn with a physical attack. Fire - 6 Infernum [Flt] [Nrs]*A burst of heat and fire is released from the creature's body, burning the opponent. *6 Damage Fire - 7 Inner Warmth [Tmp #2]*The creature uses the magically generated warmth of it's inner body to make itself less likely to be harmed by cold attacks. In addition to which, each time Inner Warmth is used, it revitalized itself! *Grants temporary Cold Resistance (see above) and restores 1 Stamina for each turn used. Fire - 4 Lava Burst [Mnt]*The creature sends out a "burst" of fire, causing damage to its foe. *+1 Damage Fire - 4 Lava Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Fire - 1 Lava Spit [Flt] [Nrs]*Fire and earth are spewed from the creature's mouth in the form of a great gloppy ball of lava, causing damage. *4 Fire and 1 Earth Damage Fire and Earth - 6 Provide Warmth [Tmp #5]*The creature can shield another being to protect it from the cold. Both creatures can still be attacked and harmed during this time. During this time of "provide warmth", the protected creature is immune to cold, but the shielder is not (unless it normally is). During the time of "provide warmth", neither the shielder or the protected are able to move or attack. *Gives a single target Cold Immunity. See description above for details. Fire - 4 Smoke*The creature exhales a large amount of smoke, veiling itself, and making it harder to be attacker. Of course, the creature using this cannot see very well either.[/i] *Temporarily causes the user to lose 1/2 it's Dexterity on it's next attack. Also causes the foe to miss it's next attack. Fire - 3 Smoldering Goop [Flt] [Nrs] [DoT - B]*A burning, sticky goo is spat at the foe, sticking to it and causing small burns thereafter. *Deals 3 points of Acid Damage on the first turn, and deals 1 additional point of Fire Damage each turn afterwards. Fire and Acid - 7 Spirit Flame [Mnt]*Uses the fury of one's spirit to graze the foe with "physical" flames. The burn is mental, but they do leave burn-scars, and the pain is all-too real. *+1 to damage Fire - 4
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Post by NPC on Jan 14, 2023 10:05:16 GMT -6
WATER Aqua Mirage*Summons forth a mirage of water - confusing the foe with it's mirror-like appearance. *Causes foe to lose its next turn. Water - 8 Big Bubble [Lmt #1] [Tmp #2]*A large bubble surrounds the creature that uses this move - created out of thin air, or water. This bubble, though beautiful, appears to have un-natural strength, and protects the user until it "pops" on it's 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". Water and Psychic - 6 Blow Bubbles*Sometimes creatures can blow bubbles with snot.. sometimes with spit.. some creatures can blow bubbles 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? *Causes no damage in combat... Causes no effect in combat. Water - 1 Bubble Spray*A flurry of bubbles materializes out of thin air (or water), moving toward the opponent in a hurry - and surrounding them.. 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. Water - 4 Call the Rains [Lmt #1] [Tmp #3]*Uses magic to call forth the rains. The clouds in the sky begin to swell and darken, and a drenching downpour begins. *Has no effect on most creatures in battle - except for creatures with a weakness to water.. if the opponent has a weakness to water, all of it's max stats are temporarily cut in half, until the rain stops. Water - 10 Deluge [Flt]*Summons the forces of water, causing a pillar of it to spring up from below the foe like a great fountain - forcing them into the air, and striking with a force so hard that it stings the flesh, and often causes bruises (if only because of the harsh landing). *10 Damage Water - 7 Douse [Flt]*Either summons forth a small amount of concentrated rain, or squirts it from the mouth - soaking the foe. *1 Damage Water - 2 Fountain Spray [Str]*Releases a burst of water at the opponent. *+4 Damage Water - 5 Healing Drop*The creature produces a single drop of magical healing water, which can heal any one creature that drinks it. *Restores 1 stamina. Water - 4 Hidden Mist [Tmp #1] [Cdn #3]*A strange mist forms around the (friendly) target - making it easy to either disappear from harm's way, or attack from an unseen location.. A very obscuring mist, so thick you feel it could be sliced like butter... but not really. It certainly gives the impression of confusion. *Surrounds a (friendly) target in a thick mist - allowing them to either escape from battle without further harm, OR have a 100% chance to dodge the next attack from the foe (unless the foe has echolocation, etc) - and they themselves get double accuracy for their own next attack - thus disturbing the unnatural fog, and making it disappear. Water - 8 Hydro Jet [Flt] [Nrs]*A weak burst of water is shot at the foe. *2 Damage Water - 4 Hydro Sphere [Flt]*The creature stores up aquatic energy in the form of a swirling ball within' it's mouth or between it's two "hands". Once the energy is finished being stored, it sends forth the sphere - causing it to chase after the foe at high speed until it strikes! *Does nothing on the first turn. On the second turn, the creature has 100% chance to hit with it (assuming the creature is physically able to be hit), causing 10 points of damage. Water - 10 Hydro Shell [Tmp #3] [Lmt #1]*Summons a "wall" or "shell" of a torrent of water, twisting around either themselves or a (friendly) target. This "shell" of forceful water not only helps protect them from damage, but hurts whatever attacks them.. doesn't it hurt, after all - if you get sprayed by a fire-man's hose? Oh yeah... but this looks SO much cooler! *Surrounds self (or friendly target) with a shield of water - temporarily increasing resistance by 5 points, and making the target immune to water and fire damage while the shield lasts. If the foe attempts an attack at the target with a physical attack (such as bite, or claw), the foe takes 1 point of water damage. Water - 6 Ink Jet*The creature "spits out" a large amount of black substance, veiling itself, and making it harder to be attacked.. of course, the creature using this cannot see very well either. *Temporarily causes the user to lose 1/2 it's Dexterity on it's next attack. Also causes the foe to miss its next attack. Water - 3 Intangible Body [Lmt #1] [Tmp #3]*The creature becomes one with the air or water, allowing physical attacks to pass through it harmlessly. *Grants temporary immunity to physical damage. Wind or Water or Psychic - 9 Mist Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Water - 4 Mist Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Water - 1 Sphere of Life [Tmp #3]*The creature materializes a large sphere (or bubble) of air around any target, including itself or it's owner. The sphere cannot be damaged by attacks, nor does it protect the one inside from any harm.. It does however, have a seemingly endless supply of "air", allowing the one(s) inside to breathe, even while deep underwater. *Temporarily grants "underwater breathing". Outside battle it lasts 3 hours. Water - 15 Squirt [Flt]*Squirts (spits) water at the foe. *0 Damage. Water - 1 Tidal Crash [Flt]*Summons forth a great wave of water (must be around water to use this attack), crashing it against the foe. *5 Damage Water - 8 Walk on Water [Tmp #3]*The creature is so in-tune with the element of water, that it can temporarily walk upon it! *Allows the creature to literally walk on water. Outside battle it lasts for 5 minutes. May only be used once per day. Water - 8 Water Breathing [Tmp #3]*Temporarily allows the creature to "breathe" water - preventing it from drowning. *Grants the ability "aquatic". May only be used once per day. Water - 4 Water Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Water - 4 Water Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Water - 1 Wave of Muck [Flt]*A murky, muddy wave of water hits the foe. *5 Water and 5 Earth Damage Water and Earth - 8 Whirlpool [Lmt #1] [DoT - E]*Causes the water below to swirl, trapping all foes inside. *Foe must be IN water to use this attack. Foe is trapped in a whirlpool unless it can escape. Escape is based on Strength (not dexterity). Turn 1 the foe must roll strength (as with an attack) against the number 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, loosing 1/5 of it's remaining stamina. If the user attacks the foe while it's stuck in the whirlpool, it too becomes stuck. The Whirlpool ends after 5 turns. Water - 15
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Post by NPC on Jan 14, 2023 10:58:45 GMT -6
EARTH Arid Bite [Str]*Bites the foe with a stinging bite that absorbs all moisture out of the creature's skin - causing it to dry and crack, and become irritated. *+3 and it does double damage to any "water" creature. Earth - 4 Brew Sandstorm [Tmp #3] [Lmt #1]*Uses magic to call forth the forces of nature into the form of a grand sandstorm. Harsh winds and sand that pierces the skin like needles swirl around the surrounding area - along with a nearly blinding amount of dust. *Creatures with a weakness to earth have all of their max stats temporarily cut in half, until the sandstorm stops.. all other creatures (except those who are immune to earth damage) lose half their accuracy, due to the blinding sand. Earth - 10 Burrow [Lmt #1]*The creature can dig with claws or horns a spectacular, and fairly stable tunnel underground, and hide there - allowing it to "pop out" when desired, and surprise the foe. *Causes the creature to dig a tunnel underground and hide there.. While burrowed underground, it takes 0 damage from electrical attacks, and x4 damage from earth attacks... all other attacks act with 1/4 accuracy... on the turn that the creature leaves it's burrow, it gains +7 dexterity for that turn only... While in the burrow, the burrowing creature cannot attack... burrow can last as many turns as the user desires. Earth - 8 Choking Vines*Uses vines to grab a-hold of the foe, trapping it in place, and slowly strangling the creature with a crushing grip. *+4 to damage on the first turn used - earth... If a successful hit, then the opponent is "trapped" in the hold. For each turn after, the opponent's resistance is reduced to "0", until they free themselves from the hold. Freeing oneself from the hold counts as an action, and can only be done if you have more "strength" than the creature holding you... Holding an opponent does not count as an action. Earth - 7 Crystalline Power [Unl]*The creature taps into the energy of a nearby crystal or gem, granting it mysterious powers. *The Creature gains +1 to a random stat. Earth - 4 Cure*Uses an odd power to remove the effects of poisons, or other such slow-damaging problems - such as stat drains... effectively making you ready for battle again, while leaving your wounds as they are. *Removes all effects of poison, or secondary effects of attacks, such as stat draining... If there is no poison or stat drain, simply restore up to 5 lost stamina. Light or Earth - 6 Cure Poison*Uses an odd power to remove a single poison from it's own body. *Removes a single Acid-Based (damage over time) effect. Earth - 4 Depth's Hold [Tmp #3]*The creature commands plants of the sea to entangle the foe's limbs, limiting its movement. *The foe temporarily loses 2 point of Dexterity. If the creature is already using Drown against the foe, they lose 3 instead. Earth - 3 Dig [Tmp #2]*Uses claws or horns to quickly burrow through the earth, making a temporary (and unstable) hole to hide in. *Grants temporary immunity to wind, electrical, fire, and physical damage. Earth - 3 Earth Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Earth - 4 Earth Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Earth - 1 Earthen Aspect*The creature prays to mother nature itself, imbuing itself with the power of the earth, making part of it's 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. Earth - 5 Earthshake [Mnt]*The creature uses the power of earth magic to force the very ground to tremor, un-stabilizing the foe, and knocking it off their feet. *+2 Damage Earth - 5 Fissure [Flt] [Lmt #1]*The creature uses the power of earth magic to force the very ground to shake so violently, that it splits the very world! It's a small split, but a split non-the-less... Anything that is caught within' it takes severe damage not only from the fall, but also from the jagged rocks and hot earth below. *2 Physical, 1 Fire and 4 Earth Damage Earth - 15 Grounded [Tmp #3]*The creature connects itself to the ground by super-natural powers, grounding itself against electrical attacks. *Gains Immunity to Electrical Attacks and Effects. Earth - 2 Healing Berry [Lmt #1]*Creates a nutritious berry that, once eaten, restores some lost energy. *Heals up to 10 stamina. Earth - 7 Lava Spit [Flt] [Nrs]*Fire and earth are spewn from the creature's mouth in the form of a great gloppy ball of lava, causing damage. *4 Fire and 1 Earth Damage Fire and Earth - 6 Leaf Storm [Flt]*The creature sends forth a flurry of leaves to swirl around and cut at the foe. *4 Damage Earth - 5 Living Seed [Drn]*The creature plants a small seed upon the foe, allowing it's "offspring" to take root, feeding it's parent through semi-magical means. *The foe looses 1 stamina every turn until the end of the battle. The creature gains 1 stamina every turn until the end of the battle. The foe may choose to attack the seed instead of the creature (it has 2 stamina, and 0 in all other stats) if the seed is destroyed, the effects end. Earth - 6 Metal Bite [Str]*User channels the elemental power of metal and hardens its jaw, adding Physical and Earth power to its bite. *+2 Physical, +1 Earth Physical and Earth - 4 Overgrowth [DoT - E]*The creature summons forth a flurry of plants to cover everything in it's path - including the foe. *Causes 1 point of damage every turn until the end of the battle. Earth - 8 Plague of Insects [Flt]*The creature summons forth a horrifying plague of biting insects to surround the foe. *6 Damage Earth - 6 Plant Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Earth - 4 Plant Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage.[/i] *+1 Damage Earth - 1 Pollen Dust [Lmt #3]*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. *Causes opponent to loose 1/4th of it's accuracy for it's next attack. Earth - 4 Rake the Earth [Lmt #1]*The creature strikes the ground with either brute force or claws, sending a shock-wave through the earth - ripping it, and causing fissures to crack and rend into it's surface.. any creature caught in this "rip" would loose it's balance, and fall in, taking massive damage from the fall. *In addition to rolling dexterity to see if the attack hits, flip a coin. If heads, the creature falls in, loses 1 turn, and loses 1/4 it's remaining stamina. If tails, nothing happens. This attack has no effect on creatures that are flying, and cannot be used in the water. Earth - 10 Rapid Bloom*The creature summons forth a flurry of beautiful flowers to sprout from the earth, or itself... These flowers have a sweet scent, and carry healing properties. *All creatures within' the area (including the foe) gains +1 Stamina every turn until their Stamina is "full". May only be used once per day. Earth - 6 Regenerate [Lmt #1]*Using the power of the earth or its own physical power, the creature recovers some of its lost energy... With this power, it is even rumored to be able to re-grow limbs! *Heals up to 1/4th the base stamina. Physical or Earth - 7 Regrowth*Using the power of the earth, the creature recovers its lost energy... With this power, it is even possible to re-grow limbs! *The creature returns to full Stamina, may only be used once per day. Earth - 20 Rock Shield [Unl]*Using the power of the earth, the creature creates a small shield of rocks to defend itself. *The user gains +1 Resistance. Earth - 5 Rock Tomb [Flt] [Lmt #1]*The creature calls forth great stones into thin air! .... Above the foe... Gravity.. Yeah, it works. *10 Damage. The creature is unable to escape the "rock tomb" unless they have 10 or more strength... They can still however, use magical-style attacks (such as breathe fire). Earth - 20 Root*Digs its roots into the soil and absorbs nutrients from the earth to regain energy. *Once used, it cuts the user's dexterity to 0, and the user will regain 2 Stamina every turn... May only be used once per battle... Removing "roots" effects also acts as a move that takes up 1 turn, and on this turn, no Stamina is gained. Earth - 6 Sand Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Earth - 4 Sand Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Earth - 1 Sap [Lmt #1]*Not quite like tree-sap.. but rather.. The creature attaches roots, or some other appendage to the foe, draining it's life-force... If the creature manages to get attached somehow (via binding move, like pinch, or choking vines, etc) - they can literally drain the life right out of you! *Used in Combination with a "gripping move"... 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. Earth - 9 Seed Spit [Str]*The creature spits it's own seeds at high speed at the foe, stinging it. *+1 Damage Earth - 2 Shield of Stone*Using the power of the earth, the creature creates a shield of stone to defend itself. *The user gains +20 in defense for this turn, and the next. Earth - 15 Spore [Lmt #3]*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 opponent to skip it's next turn in battle. Earth or Acid - 4 Summon Wooden Spear [Flt]*A spire of dead-wood or sharp bamboo is summoned forth from the ground, impaling the opponent. *8 Damage. Has NO effect on "plant creatures". Earth - 8 Sweet Scent [Unl] [Lmt #1]*Releases a relaxing aroma. *Lowers opponent's defense by 2. Earth or Physical - 7 Verdant Growth [Lmt #1]*Summons vines and other plant life to tangle around the feet of the opponent, hindering movement. *The opponent loses one turn. If the opponent has less than 20 strength the opponent loses two turns. Earth - 5 Verdant Whisper [Tmp #3] [Lmt #1]*The creature lets loose a small noise no more vocal than empathic, beckoning to his kind to heed the sacred call, and heed the kin shall do. For as long as the whisper rings within their being, the plants shall follow the Whisperer's command. *All plant creatures within a 50 ft. radius immediately cease all activity, fighting included. For the duration of the 'whisper' they are beholden only to the Whisperer and will obey all his or her commands. Earth - 10 Wave of Muck [Flt]*A murky, muddy wave of water hits the foe. *5 Water and 5 Earth Damage Water and Earth - 8 Wooden Spear [Flt]*A wooden spear-like appendage is used to impale the opponent. *6 Damage. Has NO effect on "plant creatures". Earth - 6
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Post by NPC on Jan 14, 2023 11:09:54 GMT -6
WIND Aerial Lift [Tmp #3] [Lmt #1]*The wind swirls around the creature, lifting it high into the air - and allowing it to glide around safely until it once again reaches the ground. *Temporarily grants the Ability "glide" and sends the creature into the air to do so. Wind - 5 Air's Wrath [Lmt #1]*The winds whip around the foe, tossing it around like a rag-doll, throwing it against the ground, or nearest hard object. *Only works against creatures who are Flying (gliding, hovering, or fluttering). Throws foe to the ground (or wall), causing damage equal to 1/2 the foe's own resistance. The foe cannot use any abilities or moves that would cause it to "fly" for the next turn. Wind - 9 Arrow of Wind [Mnt]*The creature can concentrate air into an invisible "arrow", sending it flying towards the foe with a shrill whistle.. Usually - one can see a displacement of "air" as it flies through the air, making a particularly agile creature able to dodge it. *+1 Damage Wind - 4 Clarity [Tmp #0]*The creature gently blows away all "airy" effects - removing smoke, mist, fog, dust, and pollen clouds. *See Description for Details. There are more moves it removes, but it is to the battle-master's opinion on what applies. Wind - 1 Feather Flow [Tmp #2] [Lmt #1]*Sends forth a whirling flurry of feathers, swirling around the creature to help make the creature harder to see - increasing defense. *Increases the user's Defense by 3. Wind - 4 Gale Winds [Mnt]*Summons forth a dark and fierce wind to strike the opponent. *+2 Wind and +3 Shadow Damage Wind and Shadow - 6 Grace [Tmp #3]*The creature uses the element of the wind to make itself particularly graceful, even when on the ground - wind at thy feet, really. *Gives the creature +1 to Dexterity. Wind - 3 Harsh Gust [Flt]*Creates a very strong wind to buffet the opponent, knocking them off their feet, and blasting them backwards. *10 Damage. Wind - 8 Intangible Body [Lmt #1] [Tmp #3]*The creature becomes one with the air or water, allowing physical attacks to pass through it harmlessly. *Grants temporary immunity to physical damage. Wind or Water or Psychic - 9 Phase Out [Lmt #1] [Tmp #2]*The creature 'phases out' of this plane of existence, shimmering and seeming to disappear entirely! What you can't see, can't hurt you... right?... right? *When any attack is made against the creature directly, the attack only has a 20% chance of hitting - IF the dex check was successful... The enemy's chance to dodge also drops by half... Invisibility is rendered completely useless against blind opponents, or opponents that use echolocation. Wind or Phsychic - 15 Pull the Ether [Lmt #1]*The creature pulls on those invisible and intangible strands of ether essence, bending it to it's will. This will allow them to be shielded from damage for a turn, and gain the upper hand. *The opponent has 1/2 accuracy for it's next attack. In addition, on -your- next attack, you may choose whatever element you please.. for example, if you use "bite", you may choose to have it do acid damage instead of physical. Wind - 8 Silence [Tmp #2]*The creature causes all air around it to become completely still.. really, really still. So still in fact that sound does not travel. Creepy, yeah? *All Abilities and Attacks that have to do with sound (roars, howls, sonic blasts, etc) have no effect or damage. Wind - 4 Sparkling Dust*After being hit, a puff of "sparkling dust" puffs into the air, causing all that breath it in (the opponent, for example), to become dizzy, confused, and pacified. *Can only be used in battle, IF hit with a physical attack first... the opponent looses 1 point of dexterity and strength every turn, but gains 2 points of stamina... every turn... The effects have a 25% chance of being removed every turn. Wind - 5 Spectral Bite [Mnt]*The creature springs forth with ethereal energy, biting down on it's foe with sheer force of will. The creature using this bite can be non-physical, and can hurt physical beings with the bite. *+2 Damage Wind - 4 Spook [Lmt #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. Shadow or Wind or Psychic - 4 Tempest Aspect*The creature prays to goddess of wind itself, imbuing itself with the power of the storm, making part of it's body have the "spirit of the tempest". 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 wind damage instead of physical damage. Only works for damaging attacks. Wind - 5 Time Stop*The ability to stop time belongs to wind..? Well - this move is by far one of the most frightening.. For a single moment, the creature can literally stop time itself. I'm sure you can imagine all of the advantages this provides. Scary, yeah? *Causes the world to freeze for one turn (or 30 seconds). The creature using Time Stop is granted an extra turn, so that it may act once during this time. The foe (for this turn) cannot attack. It can use no moves or abilities (really) - and it's dexterity is temporarily 0. May only be used once per week. Wind - 20 Tornado [Flt]*The creature summons down a great tornado, ripping apart everything in it's path. *For the first turn, this attack does nothing. On the second turn, a tornado is summoned, dealing massive damage to ALL creatures on the battlefield. Damage done is random. (10-sided dice, x2). Damage is doubled for creatures currently flying. Can only be used once per day. Wind - 15 Wall of Wind*The creature summons forth a great wall of wind - which can usually be seen by all the dust racing through it - which protects the user from quite an arrangement of attacks. Of course, the foe could just walk through it, if they don't mind a sting or two. *Creates a "wall of wind" between itself and the foe. Grants temporary immunity (both ways) to Wind, Fire, Water attacks and effects. Grants temporary immunity to all attacks that must be performed physically. If either creature steps through the wall - the effect ends (as they're both on the same side). but the creature that stepped through takes 2 wind damage. May only be used once per day. Wind - 10 Whirlwind*The creature summons forth a great whirlwind, causing all creatures in the air to quickly (and fairly gently) spiral down to the earth. This - though not damaging - usually causes all creatures caught in it to become quite dizzy. *All creatures in the air (from flying, gliding, floating, fluttering, etc) including the user are forced to the ground. All creatures grounded in this manner have 1/2 of their dexterity for the next turn. No creatures (at all) can use any ability or move that would allow them to "fly" for the next 5 turns. May only be used once per day. Wind - 8 Wind's Blessing [Tmp #3]*A strong wind picks up behind the creature - forcing it forward in a beneficial way - one could almost fly with this behind them.. Well - you certainly can't take off the ground, but you won't have to worry about dying if you were to run right off a cliff either. *The creature that uses this can select any target, including itself. This is only a beneficial move... It prevents death from falling, and increases the target's Dexterity by 2 points. Wind and Psychic - 4 Wind Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Wind - 4 Wind Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Wind - 1 Wing Buff [Flt]*Flaps wings to create a strong wind that strikes the foe. *Damage is equal to the user's dexterity. Wind - 3 Winter Gust [Mnt]*A chilly wind blows over the opponent. *+3 Damage Wind - 4
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Post by NPC on Jan 14, 2023 12:37:04 GMT -6
SHADOW Bone Shift [Cdn #1]*The creature "shifts" it's bones, or re-constructs its body - effectively moving broken or dislocated bones back into place. *Creature regains 3 points of stamina per use... Shadow or Physical - 8 Breath of the Dead [Flt] [Nrs]*Exhales the chilling breath of the dead upon it's foes, causing their flesh to wither and rot. *3 Shadow and 2 Cold Damage Shadow and Cold - 8 Chilling Aura [Flt] [Nrs]*Only ghosts, one can imagine, would cause such a frightening chill... the hairs on the back of your neck stand up, and your breath turns to fog. Goose-bumps appear all over your skin, and a chilling fear grips your very heart. *Deals 3 Cold and 2 Shadow Damage IF you are hit NEXT turn with any attack that makes contact with your body. Cold and Shadow - 6 Cloak of Shadows [Cdn #1] [Tmp #2]*The creature veils itself in an almost literal cloak of shadows, shielding it from other sinister shadowy attacks. *Temporarily grants Shadow Immunity. Shadow - 3 Curse of Fatigue [Crs] [Unl]*Inflicts the foe with a nasty curse. *-1 to foe's Strength, Resistance, Dexterity, and Mentality. Shadow - 7 Curse of Doom [Crs]*The creature curses the foe with a great doom - promising certain death. With their lives now linked.. who will survive..? *Both foe and 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 foe dies from the Curse (by damage, or death of user), it counts as the foe loosing the battle. The user takes 2 damage every turn. This damage cannot be resisted. The foe takes 1 damage every turn. This damage cannot be resisted. Shadow - 20 Dark Pact [Unl]*The creature makes a pact with the forces of darkness to enhance it's powers. *The user loses 1 point in every stat except Mentality. The user gains 5 points in mentality. Shadow - 5 Darkness [Tmp #3] [Lmt #1]*The shadows consume the area, removing all light - making it nearly impossible (if not completely impossible) to see.. This is either done with magic, mind, or even the presence of strange "anti-bioluminescent" bacteria. *Grants temporary immunity to Light damage and effects, and causes all creatures to have 1/2 of their normal accuracy. Does not effect creatures that are immune to shadow damage (or effects). Shadow - 6 Darkness Drain [Mnt] [Drn]*Uses the power of darkness to sap the very life out of the foe. *+2 Damage Shadow - 4 Demoralizing Cackle [Tmp #2] [Lmt #1] [SnD]*Sets forth the most evil sounding cackle you could ever imagine, striking fear into the hearts of all those who hear it, causing them to freeze in terror. *Causes foe to have 1/2 dexterity. Shadow - 3 Ebil Nom [Str]*The creature attempts to bite with its terrible fangs to suck the life out of its foe.. of course, the creature has no fangs so to speak, or if it does they're rather dull... and the most the ebil nom manages to do is get a lot of "ebil" spit on the foe.... nom nom. *+0 to damage. Restores the user with 1/2 the stamina worth in damage dealt. Shadow - 1 Foxfire [Mnt]*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.. Either way - it gives +4 Damage Shadow or Light - 5 Gale Winds [Mnt]*Summons forth a dark and fierce wind to strike the opponent. *+2 Wind and +3 Shadow Damage Wind and Shadow - 6 Haunt [Crs]*The creature gives a mournful cry, and tears off a part of it's own soul - sending it forth to haunt the enemy. The spirit may distract the foe by whispering terrible things in its ear... or it may strike at the very spirit of the creature - harming it in ways one can only imagine.. or, it may sit quietly, waiting to strike. *On the first turn, the creature howls into the air.. this attack does nothing. On the second turn the effects start. Every turn thereafter, roll a 4-sided die. If a 4 is rolled, the foe looses 1/2 it's dexterity for that turn. If a 1 is rolled, the foe takes 2 shadow damage (this damage cannot be resisted). If a 2 or 3 are rolled, this does nothing. The Haunt goes away at the end of the battle. Haunt can only be used once per day. Shadow - 20 Lifetap*The creatures lives shared - drained of each others' essences and split in two. It's as though somebody stole just a bit of your soul.[/i] *Take both creatures' Remaining Stamina and add them together. Divide that number in half, and distribute the points evenly between the two. If the Stamina total given to a creature is more than it's maximum stamina, it keeps those extra points until they are lost from damage. Shadow - 4 Moonlight [Mnt]*Summons forth a soothing, soft glowing ball of light from the moon - slightly draining the foe of energy upon touch, even if they don't notice because of the "pretty light". *+1 Shadow and +1 Light Damage. Can be resisted by either shadow or light resistance... does not do double damage to weakness. Shadow and Light - 4 Nether Claw [Str] [DoT - B]*Claws with the powers of the nether world, causing a pain that lingers. *+2 Damage. Does 1 point of shadow damage on the next turn as well. Shadow - 4 Nether Sphere [Flt]*The creature stores up dark energy in the form of a swirling ball within its mouth or between its two "hands." Once the energy is finished being stored, it sends forth the sphere - causing it to chase after the foe at high speed until it strikes! *Does nothing on the first turn. On the second turn, the creature has 100% chance to hit with it (assuming the creature is physically able to be hit), causing 10 points of damage. Shadow - 10 Plague [Lmt #1]*The opponent becomes infected with a crippling disease. *Infects the creature with a deadly sickness... The creature effected gets a temporary -1 to ALL of it's stats every turn until the plague is healed - or the creature looses the combat... Cannot be resisted unless the creature is resistant to both acid AND shadow damage. Acid and Shadow - 10 Plague Breath [Lmt #1]*The opponent becomes infected with a crippling disease, but luckily, not a fatal one. *Infects the creature with a deadly sickness... ALL of the creature's stats are "cut in half" (rounded up) for the duration of the battle, or until healed... Cannot be resisted unless the creature is resistant to both acid AND shadow damage. Acid and Shadow - 10 Screech [Lmt #1] [SnD]*The creature lets out a terrifying, loud, irritating, and nearly deafening screech like a banshee... Making everyone that can cover their ears, and perhaps pee themselves if they're weak of heart. *Causes the opponent to skip it's next turn in battle. Shadow - 3 Shackle [Crs] [Unl]*The creature curses the foe with invisible shackles of the spirit - preventing it from living to its full potential. *Foe loses 2 moves or abilities - of the user's choice. Shadow - 10 Shadow Bite [Str]*The creature imbues its jaws with the power of the shadows and then bites its opponent. *+2 Damage Shadow - 4 Shadow Bolt [Flt] [DoT - B]*The creature summons and sends forth a tiny shadowy "arrow" (which strangely resembles a tiny llindorm) to sting the foe - latch on, and bite once more before disappearing back into the void. *Causes 1 point in shadow damage on the first turn. Causes 1 point in shadow damage on the second turn. Shadow - 2 Shadow Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Shadow - 4 Shadow Fury*The creature prays, imbuing itself with the power of the divine shadows, making part of it's body have the "spirit of darkness". 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 shadow damage instead of physical damage. Only works for damaging attacks. Shadow - 5 Shadow Meld [Lmt #1]*The creature "melts into the shadows", in all senses of the phrase. It can hide there, then strike out of any nearby shadow, reforming as it pleases. *IF there are good shadows (such as night), the creature can use the shadows to "teleport" to any location in sight, that is also in shadows... If used, the creature that used it gets a free attack, in addition to it's normal one - on the next turn... Uses Mentality. Shadow - 8 Shadow Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Shadow - 1 Shadow Strike [Mnt]*Strikes the foes shadow, temporarily pinning the foe where it stands. *+1 Damage. Foe loses its next turn. Shadow - 5 Spook [Lmt #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. Shadow or Wind or Psychic - 4 Terror [Tmp #3] [Lmt #1]*Uses the forces of shadow within' a person's 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 run in fear - try to escape. *The foe's mentality is 1 for the duration of the Terror. Creatures with a mentality of 1 cannot be effected by Terror. While Terror is in effect, the creature afflicted with it tries to flee. It cannot perform any aggressive attacks.. but it can perform defensive ones. Shadow - 8 Travel by Moonlight [Lmt #1]*Uses the power of moonlight to warp to any location the creature has been to previously, allowing it a free attack. *IF it is night-time, the creature can use the moonlight to teleport to any location it has been to previously... If used, the creature that used it gets a free attack, in addition to it's normal one - on the next turn... *Uses Mentality. Shadow and Light - 8 Vanish [Lmt #3]*The creature uses the darkness to literally vanish.. an absence of light. This of course, is merely and illusion - as the creature does not become ethereal in this way... It does make it a lot more difficult to attack it however. *Creature "vanishes" from sight. Foe has 1/2 dexterity when attacking. Creature gains +4 dexterity when attacking. Vanish fades when the creature attacks. Shadow - 3 Vengeful Spirit [Lmt #1]*The creature severs the tie between its soul and body, allowing it to roam as an ethereal being but making it unable to get back to its body again... *The creature becomes a spirit with 2 Stamina, 0 Strength, 5 Dexterity, 0 Resistance, 7 Mentality, the ability "Ethereal" and can no longer use anything but Mentality-based moves. 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. Shadow - 20
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Post by NPC on Jan 14, 2023 12:57:01 GMT -6
LIGHT Bathe in Light [Tmp #3] [Lmt #1]*A brilliant light consume the area, removing all shadows. This is either done with magic, mind, or even the presence of strange "bioluminescent" bacteria. *Grants temporary immunity to Shadow damage and effects, and gives all "shadow-oriented" creatures 1/2 accuracy. Does not effect creatures that are immune to light damage (or effects). Light - 6 Bite of the Divine [Str]*The creature bites down upon the foe, "cleansing" evil spirits in the process. *+2 Damage Light - 4 Blessing*The creature asks the light for a blessing to help it win the battle. *Creature gains +1 to all of it's stats. May only be used once per day. Light - 10 Crescent of Light [Flt]*The creature summons forth and throws a crescent blade of brilliant yellow light, slicing through both air and foe in a dazzling display. *2 Damage Light - 2 Cure*Uses an odd power to remove the effects of poisons, or other such slow-damaging problems - such as stat drains... effectively making you ready for battle again, while leaving your wounds as they are. *Removes all effects of poison, or secondary effects of attacks, such as stat draining... If there is no poison or stat drain, simply restore up to 5 lost stamina. Light or Earth - 6 Divine Strength [Lmt #1]*The creature calls upon the holy to enhance it's own powers. *Creature gains +25 stamina for this turn, and the next. Afterword, the Stamina is lost. If the loss in stamina takes the creature to 0 Stamina or less, it looses the battle. Light - 20 Exorcise [Mnt]*Holy power is used to cause damage to the foe. *+5 Damage Light - 6 Flash [Lmt #1]*A brilliant light flashes off of the creature's body in some way, temporarily blinding the opponent. *Opponent loses 2 turns. Light - 4 Foxfire [Mnt]*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.. Either way - it gives +4 Damage Shadow or Light - 5 Heal [Lmt #3]*Using the power of light, the creature recovers a little of its lost energy. *Heals up to 3 stamina. Light - 4 Healing Aura*A soft light emanates from the pet that uses this ability - and any "friendly" pet or person that touches this light feels it's warmth, and is healed. *Heals all "friendly" pets or players within' a distance of 5 feet from pet using this ability by up to 5 stamina - may be used once per day. Light - 8 Holy Fury*The creature prays, imbuing itself with the power of the divine light, making part of it's 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. Light - 5 Holy Light*The creature flashes a great holy light upon itself and the foe, causing both damage, and healing. *The foe (if not a light-based creature) loses 1 Stamina. If used against a light-based foe, it gains 1 Stamina instead of losing it. If used against a shadow-based foe, it loses 3 Stamina. The creature gains 1 Stamina. Weaknesses and Resistances do not apply. Light - 7 Holy Shield [Cdn #1]*Calling upon the power of light, the creature creates a glowing shield of energy that can absorb some damage of any attack thrown at it. *Automatically resists 5 damage of any type. Requires the user to have min. 1 of Mentality Light - 7 Judgement [Str]*The creature judges the foe with the conviction of a zealot, adding the power of light to it's own force of strength. *+4 Damage Light - 5 Laser-beam [Flt] [Nrs]*A piercing beam of light strikes and singes the foe. *5 Damage Light - 5 Light Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Light - 4 Light Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Light - 1 Moonlight [Mnt]*Summons forth a soothing, soft glowing ball of light from the moon - slightly draining the foe of energy upon touch, even if they don't notice because of the "pretty light". *+1 Shadow and Light Damage. Can be resisted by either shadow or light resistance... does not do double damage to weakness. Shadow and Light - 4 Purge*The creature can purge any target (including itself) of all bad effects, except for damage, of course... *Remove all non-damaging effects from any target. Light - 8 Purify*The creature uses the power of the light to cleanse the entire area, and all things in it... The light, of course, is not prejudice - even to enemies. *Remove all secondary effects from the entire area, including all creatures. Light - 20 Rainbow*This is a rather versatile "attack"... The creature can choose one of three options... - Option 1 is that the creature attacks with a beam of prismatic power - (see prismatic light).
- Option 2 is that they will summon a rainbow from the sky, allowing them to travel upon it - taking them out of harm's way from short-ranged attacks, before the rainbow fades.
- Option 3 is that the creature surrounds itself in sparkling pastel light, healing itself with the glorious powers of light that the rainbow has to offer.
*The owner chooses one of three options.. no matter the option chosen, "Rainbow" can only be used once per battle. - Option 1 - Uses the move "Prismatic Light" (see; prismatic light)
- Option 2 - Creature cannot be effected by short-ranged attacks. The exception is if the opponent is capable of flying or gliding, to reach the creature. Likewise, the Creature cannot harm the opponent with short-ranged attacks. Option 2 only lasts for 3 turns.
- Option 3 - Creature regains up to 1/4th of it's total stamina.
Light - 7 Redemption [Unl]*The creature begs the power of the light to redeem it's foe from the evils it is cursed with, aiming to cure it of it's tainted soul. *The foe can no longer use Shadow Attacks or Abilities. Light - 20 Sacrifice*The creature valiantly sacrifices itself to save another... *The creature loses 100% of it's current Stamina, taking it to a total of 0. Another creature (or character) gains 100% of it's maximum Stamina. Light - 20 Salvation*The creature begs the gods for salvation.. you never know what will happen.. *On the NEXT turn, the creature returns to full Stamina. May only be used once per day. Light - 20 Shadow Protection [Cdn #1] [Tmp #2]*The creature uses the power of the light to become immune to the corruption of the Shadows. *Temporarily grants Shadow Immunity. Light - 3 Shield of Light [Lmt #1]*The creature summons forth a shield of golden light, protecting itself from all dangers. *Gives the creature +10 stamina for this turn, and the next. Light - 10 Shimmer [Cdn #5]*A bright light is emitted from the creature's body, temporarily blinding the opponent. *Shimmers with a bright light, causing opponent to only have 1/2 accuracy the next turn. Light - 4 Starlight [Lmt #1]*Sends for a tiny star in the direction of the opponent - having dazzling effects on them. *Opponent loses it's next turn. Opponent is healed by 1/4th of it's stamina. Opponent temporarily loses half of it's strength (rounded up) until the end of the battle. Light - 8 Sun from the Heavens [Lmt #1]*Creature calls forth a beam of light to come down from the heavens, striking the foe by a will of some god. *Attack cannot be avoided. Damage total is equal to half the opponent's maximum stamina. Light - 10 Sun Spot [Flt] [Nrs]*Creates a small but bright flare of light to damage the opponent. *1 Damage. Light - 3 Travel by Moonlight [Lmt #1]*Uses the power of moonlight to warp to any location the creature has been to previously, allowing it a free attack. *IF it is night-time, the creature can use the moonlight to teleport to any location it has been to previously... If used, the creature that used it gets a free attack, in addition to it's normal one - on the next turn... *Uses Mentality. Shadow and Light - 8 Wing of Light [Tmp #3] [Lmt #1]*The creature sprouts celestial wings of pure light and golden energy, allowing it to temporarily fly like a seraph into the sky. *Creature gains the ability "Fly". Light - 15 Wrath [Mnt]*Sends forth a bolt of holy energy, damaging those who oppose the holy ways. *+10 Damage. Only effects "Shadow" and "Acid" creatures. Light - 15
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Post by NPC on Jan 14, 2023 13:13:41 GMT -6
ACID Acid Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Acid - 4 Acid Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Acid - 1 Acid Spit [Flt] [Nrs]*The creature spits a searing acid onto its foe. *5 Damage Acid - 5 Agony [DoT - P]*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 points in resistance and 1 points in dexterity. 2 damage is dealt every turn for the next 3 turns. This effect is stackable. Acid - 10 Corruption [Unl]*The creature sends forth a strange sickness of corruption, twisting the foe's body in un-natural ways.. Luckily, they aren't permanent.. not.. too permanent. *The creature loses 1 point in every stat. The foe also gains a random move - along with the knowledge of how to use it. Acid - 15 Crippling Poison [Str]*Strikes the foe with claws (or other features) that carry a crippling poison - slowing down the foe's reaction time in battle. *+1 Damage. Foe loses 1 point of dexterity every time this attack is used. Acid - 5 Decay [Flt]*The creature sends forth a blight onto the foe, causing it's flesh to decay while it still walks.. This of course, is extremely painful. *4 Damage Acid - 6 Devour [Flt] [Nrs] [DoT - E]*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 it's health left (or has less than four health to begin with)- it may be "swallowed whole"... 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... Does 5 Damage per turn to creature "swallowed" Acid - 4 Emit Fumes [Lmt #1]*A horrid stench is released from the creature, encasing the opponent in a cloud of noxious gas. *Temporarily halves the opponent's stamina for one turn. If this causes the opponent to reach 0 or less Stamina, it does not kill it, rather, it makes them "pass out" and the user automatically wins the match. Acid - 5 Envenom [Str] [DoT - P]*Bites the foe with venomous fangs, dealing damage over time. *+1 Damage and deals 1 points of damage every turn for the next 3 turns. This effect is not stackable. Acid - 4 Euphoric Goop/Vapors [Lmt #1]*Infects foe with sweet-smelling vapors or goop that stimulate a euphoric state of mind, causing the foe to loose interest in fighting. *Foe has a 50% chance of not using any attacks that do damage for the next three turns. Acid - 4 Impediment Goop*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 with 1 point 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. Acid - 8 Infect [DoT - P]*The foe is infected with a strange illness. *Foe looses 4 stamina every turn afterwards until stamina reaches 0... Foe will loose consciousness, but will never die from this attack.. secondary effects, once unconscious are as of yet unknown. Acid - 7 Intoxication*After being hit, the creature intoxicates the foe with an unusual poison. *Can only be used in battle, IF hit with a physical attack first... the opponent looses 1 point of dexterity and resistance every turn, but gains 2 points of strength... every turn... The effects have a 25% chance of being removed every turn. Acid - 5 Lick [Flt]*Licks the foe with a slimy tongue. *0 Damage Acid - 1 Mind Rot*Infects the foe with a sickness, causing it's mind to be "stupefied". *Foe looses 1 mentality for the remainder of the battle. This effect is stack-able. Acid - 5 Plague [Lmt #1] [DoT - P]*The opponent becomes infected with a crippling disease. *Infects the creature with a deadly sickness... The creature effected gets a temporary -1 to ALL of it's stats every turn until the plague is healed - or the creature loses the combat... Cannot be resisted unless the creature is resistant to both acid AND shadow damage. Acid and Shadow - 10 Plague Breath [Lmt #1]*The opponent becomes infected with a crippling disease, but luckily, not a fatal one. *Infects the creature with a deadly sickness... ALL of the creature's stats are "cut in half" (rounded up) for the duration of the battle, or until healed... Cannot be resisted unless the creature is resistant to both acid AND shadow damage. Acid and Shadow - 10 Poison Sting [Str] [DoT - P]*After biting or stinging the foe, the foe becomes injected with a damaging toxin. *+2 Physical Damage. Does 1 point of damage to opponent every turn afterwards. Acid - 2 Poisonous Gas [Lmt #1] [DoT - P]*The creature emits poisonous gas-like fumes, causing all creature that breathe it to be harmed greatly. *All creatures in the battlefield lose 1 stamina every other turn. Acid - 6 Polluted Breath*The creature breathes some of the most toxic and noxious fumes - making one cough and become ill... It also has a very subtle secondary effect - but that's up for debate, right? *Causes the foe to lose 1 point of resistance for the remainder of the battle, each time this attack is used. Acid - 2 Projectile Poison [DoT - P]*Spits poison at a foe, both blinding and poisoning it. *Spits a poison onto the foe, attempting to blind them - does 1 point of damage to opponent every turn afterwards, also cuts dexterity of foe down by 1/4th for the remainder of the battle. Acid - 3 Sleeping Venom*The creature injects a venom into the foe, which causes it to go into a deep slumber. No amount of disturbance, or even pain, can cause the creature to wake from it's slumber. *Foe falls asleep for 2 turns. During the sleep it cannot attack or defend - and it's dexterity is temporarily 0. Sleeping Venom can only be used once on a particular creature, afterwords it builds up an immunity. Acid - 5 Smoldering Goop [Flt] [Nrs] [DoT - B]*A burning, sticky goo is spat at the foe, sticking to it and causing small burns thereafter. *Deals 3 points of Acid Damage on the first turn, and deals 1 additional point of Fire Damage each turn afterwards. Fire and Acid - 7 Spit [Str]*Spits acid at the foe. *+2 Damage Acid - 3 Spore [Lmt #3]*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 opponent to skip it's next turn in battle. Earth or Acid - 4 Sticky Tongue*The creature quickly extents it's super-long tongue in a flash, striking the foe and bringing it to it's own mouth to snap it up. *If the opponent is not within' "physical contact distance", it is now.. This move may be used at the same time as a move that involves one's teeth (such as bite, nip, or crunch), but other than that, bringing the foe close is it's only effect. Acid - 2 Toxic Breath [Flt] [Nrs]*Releases a breath of acidic smog, which surrounds the opponent. *3 Damage Acid - 7 Toxins [DoT - P]*Infects the foe with a deadly and potent toxin. *Infects foe with deadly toxin, sapping away 1/4th of the enemy's total stamina every turn until the creature is unconscious, or the toxin is countered with an anti-toxin. Acid - 7 Venom [DoT - P]*Inflicts the foe with a deadly but slow-acting venom. *Infects foe with deadly venom, sapping away 1/8th of the enemy's total stamina every turn until the creature is unconscious, or the venom is countered with an anti-venom. Acid - 5 Venomous Bite [Str] [DoT - P]*This bite also injects a weak poison into the opponent. *+2 Damage. Does 1 point of damage to opponent every turn afterwards. Acid - 4 Weakness [Unl] [Lmt #1]*Infects the foe with a strange illness that causes it's body to become very weak. *Foe gains Acid Weakness. Acid - 7 Wither [Lmt #1]*A potent acid causes the foe to wither and become weak. *Causes the opponent to wither up, become weak - or perhaps die... The creature gets a temporary -1 to ALL of it's stats. This has triple the effect on "plants". Acid - 8
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Post by NPC on Jan 14, 2023 13:25:09 GMT -6
COLD Balefire [Flt] [Nrs]*Calls forth the blue fires of the hells, both burning the foes flesh, and freezing it. *5 Fire and 5 Cold Damage Fire and Cold - 8 Blizzard [Lmt #1]*Uses magic to call forth the forces of nature into the form of a grand blizzard. Harsh winds and freezing colds swirl around the surrounding area - along with a nearly blinding amount of snow. *Creates a blizzard that lasts for three turns. All creatures trapped in the blizzard take 2 points of damage for every turn that the blizzard is in effect - and have 1/2 accuracy. Any creature with cold resistance has 2 points of damage taken out, but the accuracy remains the same.. Any creature with Cold Immunity is completely unaffected. Cold - 10 Breath of the Dead [Flt] [Nrs]*Exhales the chilling breath of the dead upon it's foes, causing their flesh to wither and rot. *3 Shadow and 2 Cold Damage Shadow and Cold - 8 Breath of Winter [Flt] [Nrs]*Spouts forth a stream of freezing air from the creature's mouth, causing massive cold damage to the foe. *10 Damage Cold - 7 Chill [Tmp #2]*Causes the foe's body temperature to drop, reducing it's reaction time by making it shiver excessively. *Foe loses 2 points in dexterity. Cold - 5 Chilling Aura [Flt] [Nrs]*Only ghosts, one can imagine, would cause such a frightening chill... the hairs on the back of your neck stand up, and your breath turns to fog. Goose-bumps appear all over your skin, and a chilling fear grips your very heart. *Deals 3 Cold and 2 Shadow Damage IF you are hit NEXT turn with any attack that makes contact with your body. Cold and Shadow - 6 Cold Breath [Flt] [Nrs]*Spouts forth a stream of cold air from the creature's mouth, causing cold damage to the foe. *3 Damage Cold - 6 Cold Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Cold - 4 Cold Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Cold - 1 Coldflame Aura [Flt] [Nrs]*Surrounds one's-self in a shield of blue fires of the hells, both burning the foes flesh, and freezing it, should they get too close. *Deals 3 Cold and 2 Fire Damage IF you are hit NEXT turn with any attack that makes contact with your body. Cold and Fire - 10 Freeze [Tmp #3] [Lmt #1]*The creature drops it's body temperature by a ridiculous amount, causing the air around it to chill greatly - damaging all creatures (friend and foe alike) in the immediate area. *Foes that come within' "physical damage" range lose 1/2 their Dexterity for every turn in that range (and this includes for the attack of that very turn!). Bite and Claw are some examples of attacks within' "physical range". Cold - 5 Frost Bite [Str]*The creature imbues its jaws with the power of ice and then bites the foe. *+2 Damage Cold - 4 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. *The creature can temporarily walk on water. Outside of battle it lasts for 5 minutes. May only be used once per day. Cannot be used on salt water. Cold - 5 Frozen Spire [Flt]*A spire of ice is summoned forth from the ground, impaling the opponent. *8 Damage Cold - 8 Hail [Flt] [Nrs] [Lmt #1] [DoT - B]*Summons hail to pelt the foe, stinging it's skin. *Causes 1 Physical Damage every turn for 3 turns. Cold - 6 Ice Mist [Flt] [Nrs]*The creature releases a freezing mist that surrounds its opponent. *1 Damage Cold - 3 Ice Trap [Tmp #3]*The creature uses it's powers to cause ice crystals to form around the foe's feet - freezing them in place. *The Foe's (dodging) Dexterity is reduced to 0. Lasts for 3 turns, or until "melted" or "broken" by other means. Cold - 10 Icicle Beam [Flt] [Nrs]*An ice-cold beam of energy is released at the opponent. *6 Damage Cold - 7 Icy Touch [Str]*Touches the foe with a frosted finger, chilling them to the bone. *+1 Damage Cold - 2 Powder Snow [Cdn #5]*Using the power of ice, the creature summons a snow flurry that hinders the opponent's vision. *Summons a flurry of snow to fall around the battle-field, dimming the vision of the opponent, causing opponent to only have 1/2 accuracy the next turn. Cold - 8 Shield of Ice [Tmp #3]*The foe surrounds itself in a thick crypt of Ice, preventing itself from being harmed.. While it's in the shield however, it can't do very much, now can it..? It certainly can't attack. *While Shield of Ice is active, the creature inside gains Cold Immunity, Physical Immunity, Water Immunity, Earth Immunity, and Wind Immunity. While Shield of Ice is active, the creature inside also gains Fire Weakness. While Shield of Ice is active, the creature inside can make no harmful actions, nor can it move. Shield of ice can be prematurely destroyed by acid dissolving attacks, fire attacks, and (heat-related) light attacks. Cold - 8 Snowball Throw [Str]*A ball of snow is thrown at the foe. *+1 Damage. Cold - 1 Spirit of Winter*The creature gives a mournful cry, and calls upon the "spirit of winter", causing a small ethreal 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 like a woman.. some still say it's just a wisp.. At any rate, the creature seems benevolent, and revitalizes all "friends" in the area. *On the first turn, the creature howls into the air.. this attack does nothing. On the second turn.. Summons a creature (for one turn) that restores the summoner and it's allies of 100% of their Stamina. Restores the foe of 1/2 of it's remaining Stamina. And restores all "cold-aligned creatures" of 100% of their Stamina. After the Stamina is restored, the creature dissappears just as quickly as it came. Cold - 20 Wall of Ice*The creature summons forth a great wall of ice to sprout from the ground, preventing the foe from attacking. In order to reach the creature, the foe must destroy the wall of ice.. but careful! It has jagged edges and spires of icicles sticking out of it! *Creates a "wall of ice" with 20 stamina, 0 Resistance, Cold Immunity, Fire Weakness, and the Ability "Thorny Body". The foe cannot attack the creature until the wall is destroyed. Likewise, the creature cannot attack the foe until the wall is destroyed. May only be used once per day. Cold - 15 Winter Aspect *The creature prays to goddess of winter itself, imbuing itself with the power of the frost, making part of it's body have the "spirit of winter". 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 cold damage instead of physical damage. Only works for damaging attacks. Cold - 5
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Post by NPC on Jan 14, 2023 13:49:47 GMT -6
ELECTRICAL Bio Pulse*The creature sends out a small electrical "pulse" from it's body, temporarily paralyzing the foe.. it is said that many pulses in a row can cause heart failure, so one should approach these creatures with caution. *Paralyses foe, preventing them from any action of the body (but they can still use their mind-related abilities; including many shadow, light, and psychic moves). Every turn, the foe has a 50% chance of recovering from the paralysis. Electrical - 6 Call Lightning [Flt] [Nrs] [Lmt #1]*Uses the power of magic to call a lightning bolt down from the sky to strike the foe. *Deals 10 Electrical Damage directly to the foe if they do not have over 10 dexterity. If your creature has 11 Dexterity and above it is safe from harm. Electrical - 10 Chain Lightning [Flt] [Nrs] [Lmt #1]*The creature uses the power of electricity to send forth a lightning bolt to it's foe, which will "hop" from one creature to the next until there are no creatures left to strike. This includes itself. *Deals 5 Electrical Damage directly to all creatures on the battlefield. Electrical - 15 Echolocation [Cdn #1]*Sends out sonic waves to locate the enemy with beyond accurate accuracy. *Guaranteed Hit on Next turn, regardless of accuracy - and 25% chance to dodge next attack. Electrical - 5 Electric Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Electrical - 4 Electric Charge*The creature concentrates, and starts to store energy for it's next attack. *Causes next electrical attack to do 2x the regular damage. Electrical - 1 Electric Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Electrical - 1 Electrical Bite [Str]*The creature imbues its jaws with the power of electricity and then bites the foe. *+2 Damage Electrical - 4 Ker-zaap! [Flt] [Nrs]*An electrical shock is released from the creature. *5 Damage. Electrical - 5 Levitate [Tmp #3] [Lmt #1]*The creature uses the power of gravity, lifting it high into the air - and allowing it to float around safely until it once again reaches the ground. *Temporarily grants the Ability "float" and sends the creature into the air to do so. Electrical - 5 Magnetic Pull*Pulls all metal-based creatures (such as robots) to itself, causing damage upon collision. *Causes 1 point of damage to both itself, and the foe - if applicable. Electrical - 2 Magnetic Push*Pushes all metal-based creatures (such as robots) away, causing the foe to loose its next attack. *Causes the foe to lose it's next attack - if applicable. Electrical - 2 Ping [Flt] [SnD]*The creature makes a loud pinging sound, damaging the opponent. *1 Damage Electrical - 3 Plasma [Flt]*The creature sends forth a brilliant purple bolt of lightning, striking the foe. *3 Damage Electrical - 4 Reverse Gravity [Tmp #2] [Flt]*Oh god, please no... *Reverses gravity. Has no effect on creatures who can "fly" (or otherwise survive in the air)... At the end of the two turns, the creatures fall - taking damage from it. Causes 10 Physical Damage to all creatures effected by Reverse Gravity, after the Reverse Gravity effect ends. This damage cannot be resisted in any way, not even with resistances or immunities. Electrical - 20 Sky-Splitter Aspect*The creature prays to god of thunder itself, imbuing itself with the power of the spark, making part of it's body have the "spirit of lightning". 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 electrical damage instead of physical damage. Only works for damaging attacks. Electrical - 5 Sonic Blast [Str] [SnD]*Releases a deafening blast of sonic energy at the foe. *+4 Damage Electrical - 4 Sonic Waves [Flt] [SnD]*Sends out sonic waves to crash against the foes body, and damage their hearing. *4 Damage. Electrical - 5 Spark of Life*Zaps the foe with the "spark of life", causing all sorts of weird stuff to happen... in fact, they even grow a new limb!.. Luckily, the new limb falls off after a while.[/i] *Foe grows an extra limb, granting it an additional attack each turn, along with the move "scratch". The limb lasts for 2 turns. When the limb falls off, it hurts a lot - and the foe takes 4 points of 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). Electrical - 15 Static Touch [Flt] [Nrs]*Touches the opponent, releasing a static charge. *2 Damage Electrical - 3 Static Wave [Tmp #2] [Flt] [Nrs] [Lmt #3]*The creature sends out a small wave of static electricity, irritating the foe. *1 Damage. The foe loses 1 point in Dexterity. Electrical - 3 Teleport [Lmt #3] [Cdn #1]*The creature uses strange energies in the air to transport it's own body to wherever it can easily see.. allowing it a single surprise attack. *Grants the creature an extra attack, where the foe has 1/2 the regular dexterity. Electrical - 8 Thunder [Lmt #1] [SnD]*A mighty stomp or flap of wings causes an extremely loud sound, resembling thunder, which frightens the foe. *Causes the foe to skip its next turn. Electrical - 4 Thunder Ball [Flt]*The creature stores up electrical energy in the form of a swirling ball within its mouth or between its two "hands." Once the energy is finished being stored, it sends forth the sphere - causing it to chase after the foe at high speed until it strikes! *Does nothing on the first turn. On the second turn, the attack has 100% chance to hit (assuming the creature is physically able to be hit), causing 10 Damage. Electrical - 10 Thunder Spheres [Tmp #3] [Flt] [Lmt #1]*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 "physical damage" range receive 5 Electrical Damage for every turn in that range. Bite and Claw are some examples of attacks within "physical range". The creature using Thunder Spheres cannot attack with any element other than electrical while Thunder Spheres is in effect. Electrical - 8 Thunderstorm Chaos [Flt]*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 random. (10-sided dice, x2). Damage is doubled for creatures currently flying. Thunderstorm Chaos cannot be dodged or resisted in any way. Can only be used once per day. Electrical - 15 Zap [Flt] [Nrs]*A bolt of electricity is fired at the foe. *4 Damage Electrical - 5
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Post by NPC on Jan 14, 2023 14:09:13 GMT -6
PSYCHIC Big Bubble [Lmt #1] [Tmp #2]*A large bubble surrounds the creature that uses this move - created out of thin air, or water. This bubble, though beautiful, appears to have un-natural strength, and protects the user until it "pops" on it's 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". Water and Psychic - 6 Dead Scream [Flt]*The foe whispers, causing even the dead to feel the chill of death... *Does nothing on the first turn. On the second turn, the attack has 100% chance to hit, causing 10 Damage. Requires a min. of 1 Mentality to be used Psychic - 15 Deceptive Lure*The creature acts "cute", or "attractive", or so delectably "edible and helpless" - bringing the foe foolishly close enough for that (hopefully) fatal first strike. *Can only be used on the first turn of battle, if you go first - cannot be used if you get the second move. Causes the opponent to idiotically draw closer to you, allowing you to make a powerful first strike. This allows you to have a free attack - that free attack does 200% damage if the move has [Str] or [Mnt], but only 150% if the move has [Flt]. Does not affect psychic type creatures, or creatures with the "Danger Sense" ability. Psychic - 4 Dizzy Mind [Mnt]*The creature stares at, and focuses upon the opponent - and strangely, the opponent begins to become disoriented and dizzy, losing balance, and often becoming sick. *+1 Damage. Psychic - 5 Double Image [Lmt #1]*The creature creates a literal "double self", even if it is illusory, it still hurts! *Duplicate the creature, with 1/2 the stats, and 1/4 the remaining Stamina. This allows (basically) the creature to have an extra attack. The Double Image lasts until destroyed, or until 2 turns have passed. Psychic - 20 Ethereal Claw [Mnt]*A non-physical being slices out with it's "claws", raking the soul so hard it hurts the flesh. *+1 Damage. Creature must be "Ethereal" to use this attack. Psychic - 4 Foreshadow [Lmt #1] [Tmp #0]*Using the powers of its mind, the creature 'reads' the opponent's mind in order to dodge its attacks. *The user is immune to all types of attacks. Psychic - 8 Glass Burst [Mnt]*The creature sends out a "burst" of its element, causing damage to its foe. *+1 Damage Psychic - 4 Glass Spear [Str]*The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage. *+1 Damage Psychic - 1 Howl [Unl] [SnD]*The creature releases an intimidating howl, causing the opponent to become nervous. *The opponent's resistance decreases by 1. Psychic - 3 Illusion [Tmp #1]*Creates an illusion that confuses the foe, causing it to have trouble finding its true target. *Foe has 1/2 accuracy - may only be used once per battle for every three points of stamina the user has. Requires a min. 1 of Mentality to use Psychic - 8 Incendiary Illusion [Lmt #1]*The creature appears to explode into flames - setting ablaze the world around it, the "heat" searing the skin of the foe.. of course, it's all just a temporary illusion to scare to foe, but.. it works, right? *The foe loses it's next turn. Psychic - 4 Intangible Body [Lmt #1] [Tmp #3]*The creature becomes one with the air or water, allowing physical attacks to pass through it harmlessly. *Grants temporary immunity to physical damage. Wind or Water or Psychic - 9 Levitate [Tmp #3]*The creature uses extreme psychic powers to raise itself off the ground - but cannot be used to lift anything else off the ground... If the creature is large enough to carry a rider (and has been trained properly), it can do so with this ability. Be careful of wind, as it may not always be in your favor. *Temporarily gives the creature the ability "fly" by non-physical means. The creature does NOT gain the dexterity bonus from "fly". Also temporarily gives the user "Wind Weakness". Psychic - 5 Magic Shield [Lmt #1]*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. The magic shield is destroyed when a spell is reflected. The magic shield will otherwise remain until the end of the battle. Psychic - 6 Mental Barrier*The creature creates a wall of mental energies, which can only be crossed by those of sound mind. *Creates a "Mental Barrier" with 10 Mentality, and is Immune to all forms of damage, with a single exception. If an attack uses Mentality, it can attack the barrier... Every attack in this manner removes Mentality from the barrier, as though Mentality were also it's Stamina. The foe cannot attack the creature until the wall is destroyed. Likewise, the creature cannot attack the foe until the wall is destroyed. May only be used once per day. Psychic - 15 Mental Theft*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. Psychic - 10 Mimic*The creature is able to 'repeat' what is said to it, like a parrot. *No effect in battle - enables creature to "repeat" what it hears. Psychic - 3 Mind Control [Lmt #1]*The creature can literally control a creature, causing it to attack another, or itself for a short period of time. *The creature loses it's next turn. On the lost turn, you may choose one of it's moves or abilities. You may use that move or ability to your liking.. Damaging the foe, or healing yourself. Psychic - 15 Mind Flay [Mnt]*Tears at the foe's mind with psychic energy, causing extreme amounts of pain, but no permanent damage. *+2 Damage. Damage in this way cannot take a foe below 0 Stamina Psychic - 6 Mind Soothe*The creature can enter it's own mind - or the mind of another, to soothe it of all ill effects. *Remove all secondary Shadow, Psychic, or Light effects from a target. Psychic - 4 Mind Tap [Lmt #1]*This move, when used in combination with a move that causes you to physically touch the opponent (usually on the head) can allow you to literally "tap" into their mind, draining them of their thoughts and adding them to your own... This is obviously considered a "morally wrong" thing to do, but that doesn't stop some people or creatures, now does it? *Can only be used after an attack that causes physical contact. Drains 1/2 of the opponent's total mentality, and adds it to the user for the remainder of the battle. Psychic - 10 Nightmares [Flt] [DoT - E]*The creature sends the foe into a literal nightmare when it's still asleep - sending it's mind into a living hell... This can do all sorts of bad things. *Causes 1 point of damage every turn for the next 3 turns. This effect can stack. This effect ends if the foe wakes up. Psychic - 5 Perpetual Gloom [Unl] [Lmt #1]* *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 that the creature feels itself. This causes the opponent to lose 2 points of Dexterity. It’s just not worth making an effort out of the fight any more after all… Psychic - 6 Phase Out [Lmt #1] [Tmp #2]*The creature 'phases out' of this plane of existence, shimmering and seeming to disappear entirely! What you can't see, can't hurt you... right?... right? *When any attack is made against the creature directly, the attack only has a 20% chance of hitting - IF the dex check was successful... The enemy's chance to dodge also drops by half... Invisibility is rendered completely useless against blind opponents, or opponents that use echolocation. Wind or Phsychic - 15 Power Steal [Tmp #2] [Cdn #2]*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. Psychic - Yet to be determined Psychic Distortion [Mnt]*Twists and distorts the opponent's mind. *Attacks the mind directly, harming those with more brawn than brain-power. Adds a damage bonus equal to the opponent's strength to the total damage done. Psychic - 8 Roar [Lmt #1] [SnD]*Releases a mighty roar that frightens and demoralizes the foe. *Causes the opponent to skip it's next turn in battle. Psychic - 3 Sleep [Tmp #3]*Uses psychic powers to put the foe to sleep. *Foe falls asleep (assuming it can sleep). Any damage will wake up the foe. Psychic - 6 Spook [Lmt #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. Shadow or Wind or Psychic - 4 Summon Food Source*Your pet is hungry. It wants food. It thinks of food. The pet's psychic powers are subconsciously activated and food is teleport-ed 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. Psychic - 6 Sweet Song [Lmt #1] [SnD]*Sings a sweet lullaby that lulls the opponent to sleep. *Your pet sings a sweet lullaby, causing the opponent to sleep and skip a turn. Psychic - 5 Telekinesis*Uses the power of the mind to throw a light object at the foe. *Allows user to manipulate objects with the equivalent of 5 strength... The user does not have to be touching the object, but must see it... For example, you can make an object float, if it could be normally moved with 5 strength... When used in battle, this can be used to "throw" physical objects at opponents, dealing 1 Physical Damage. Though, this is a psychic ability, throwing objects with your mind still does physical damage. Requires a min. of 1 Mentality to use Psychic - 5 Telekinetic Powers*Uses the power of the mind to throw an object at the foe. *Allows user to manipulate objects with the mind, and in combat - even allows them to "throw" the objects at an opponent... The user does not have to be touching the object, but must see it. The weight of the object able to be moved is directly equal to the creature's Mentality... and so is the damage dealt... However, the damage is Physical, as the object hitting the opponent is a physical object. Psychic - 10 Torment [Flt] [Nrs]*Torment the foe with psychic energy, causing pain, but no permanent damage. *1 Damage. Damage in this way cannot take a foe below 0 Stamina Psychic - 3 Waking Nightmare [Flt] [DoT - E]*The creature sends the foe into a literal nightmare when it's still awake - sending it's mind into a living hell... This can do all sorts of bad things. *Causes 1 Damage every turn for the next 3 turns. This effect can stack. Psychic - 5 Wind's Blessing [Tmp #3]*A strong wind picks up behind the creature - forcing it forward in a beneficial way - one could almost fly with this behind them.. Well - you certainly can't take off the ground, but you won't have to worry about dying if you were to run right off a cliff either... *The creature that uses this can select any target, including itself. This is only a beneficial move... It prevents death from falling, and increases the target's Dexterity by 2 points. Wind and Psychic - 4
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