AIR ELEMENT | create and manipulate air, including wind, scents/aromas, air pressure, create storms, air temperature, etc |
BANSHEE Charisma | a high-pitched wail or ferocious battle-cry that instills momentary panic, fear, or temporary deafness in an opponent, making them susceptible to attack
- -1 to opponent's next roll
- +1 to your next Strength roll
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BONE SPUR Agility | create bone growths & spikes that can be expelled from the body as projectiles
- Retain your spikes like a porcupine. +1 to your next block action using your body.
- Retain your spikes like a porcupine. Deal 1 health to your opponent if their body touches yours (spikes will be expelled once the effect is triggered).
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CALLOUS Strength | harden skin and muscle. Used to prevent incoming damage or to inflict physical damage when using one's body
- block an action that affects the body physically (does not block mental abilities).
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CLAIRVOYANCE Intellect | see into the past, present, and possible futures; gain knowledge of events beyond normal perception;
- +1 to your next Intellect or Charisma roll
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CLONE Charisma / Strength | create a duplicate of oneself to confuse enemies, to temporarily take damage, or to aid in an attack. Clones must be within sight or sound of their creator
- -1 to opponent's next roll
- +1 to your next Strength roll if the Clone is assisting
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EARTH ELEMENT
| create and manipulate earth, including metals, gem creation, shifting earth between different solid or molten phases, etc; does not include manipulation of plants |
ELECTRIC ELEMENT
| create and manipulate electricity, including lightning, static shocks, magnetism, etc |
EMPATHY Charisma / Intellect | sense and manipulate the emotions of others;
- can be cast on oneself or others to nullify the sensory or emotional effects of any mental spell
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FIRE ELEMENT
| create and manipulate fire, including heat-waves, temperature changes, etc; does not include manipulation of lightning |
HEALING Intellect | allows for the growth of tissue to heal wounds, illness, and ailments; healing spell is the only way a character can regain health during combat
- Heal yourself or another character for 1 health
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HIVE Charisma | summon a horde of flying insects to do one's bidding
- -1 to opponent's next roll (disorientate or distract the enemy)
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HYPNOSIS Charisma | allows the caster to give a SIMPLE mental or verbal command (limited to a few words) that is irresistible to follow; subtle commands often go unnoticed by the victim, but commands that are against the victim's nature will be noticed and short-lived
- command a target not to act. prevents the target from moving or making 1 of their dice-rolls on their next turn
- -1 to opponent's next roll if the command would hinder that action
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ILLUSION Charisma | create illusions that can affect any of the 5 senses, confusing enemies and allowing for covert action, diversions, or surprise attacks
- -1 to opponent's next roll
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INK
| create and manipulate a dark liquid material that can be used in various ways (blinding, slippery, distracting, etc)
- -1 to opponent's next roll
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LIGHT ELEMENT
| create and manipulate light and shadows, create a beam of intense light(heat) or intense darkness (cold); allows for temporary invisibility |
MIMIC
| allows the user to copy a spell from an opponent instead of using one of their own spells. However, each copied spell can only be rolled successfully one time. Use your own stat level when rolling and the stat type will be based on the spell being copied. |
MORPH Strength / Agility | shapeshift into another animal or object; Increases a stat based on form and size (relative to the character's normal size);
- Large form gives +1 to your next 3 Strength rolls, must be non-magic
- Small form gives +1 to your next 3 Agility rolls, must be non-magic
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NECROMANCY Charisma | summon spirits and dead animals to do one's bidding; can be used to gain information, to distract or confuse enemies; spirits seem to have an unnerving effect on even the most hardened of opponents.
- -1 to opponent's next roll (they are unnerved by the ghosts or living-dead!)
- +1 your next intellect roll (the summoned spirit gives you vital information to assist with your action)
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RECLAMATION Intellect | steal an opponent’s magical energy
- -1 to opponent's next roll that uses magic AND +1 to your next roll that uses magic
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SEED
| manipulation of plants; cause plants to grow, die, and move at will; create plant tendrils that can be used in battle to attack, aid, or hinder opponents |
SHEPHERD Charisma | summon an animal or group of small animals to do one's bidding; can be used to gain information, attack, or confuse opponents |
SHIELD Strength | create an energy-shield around the user or a target to temporarily block any attacks or spells directed toward the user/target; shields can also be used as physical objects to step on, bash into things, or carry objects
- blocks the next successful attack/spell directed at the shield or can be used as a dodge
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SHRINK Agility | shrink down to half of one’s normal size, becoming denser and less susceptible to damage or allowing the user to be less noticeable when sneaking or hiding; also makes the user more difficult to hit (since they are a smaller target);
- Absorb a hit without taking damage (used as a dodge)
- +1 your next stealthy action or trespass roll
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SIREN SONG Charisma | allows the caster to use their voice to appear non-threatening and luring; can be used against prey to mimic animal calls, or to mimic the voice of other characters to lure, disorient, or confuse enemies; can be used to comfort, aid in escape, or to attack
- Temporarily stop an opponent from attacking for 1 dice-roll
- -1 to opponent's next two dice-rolls (disoriented)
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SPECTER
| temporarily enter a ghost-like state for up to 5 posts. Character must follow all ghost guidelines while in this state. Cannot be rerolled until the ghost state has ended.
- +1 to any stealth-related activities while in a ghost-like state
- +1 to any roll against another ghost / or character in a ghost-like state
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TELEKINESIS Strength / Agility | move objects with the power of the mind; can be used to throw or push an opponent up to 10 feet, or to move/throw objects at an opponent |
TELEPATHY Charisma | communicate via non-verbal thoughts; be able to read the thoughts of others, when rolled successfully; thoughts must be clearly stated in a post; can be used as an attack by creating a psychic blast, creating a painful, intense mental pain that makes speech and decision making difficult for up to 2 posts
- -1 to opponents Charisma rolls for 2 posts (mentally fatigued or confused)
- Opponent unable to speak for 2 posts (mentally fatigued or confused)
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TELEPORT Agility | bend space-time in order to teleport oneself, others, or objects to another location, up to 15 feet away; generally, there is a ‘shimmer’ of light and a fizzing noise before a teleport completes; teleportation typically takes 1-2 seconds to travel; the caster must be able to see the destination and the target they wish to teleport
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VAMPIRE Intellect | become stronger by consuming or being in contact with blood; only works if the user has come into contact with blood
- +1 health (healed using the blood of a friend or enemy)
- +2 to all dice-rolls for the next 2 posts. Cannot be re-rolled until those 2 posts end.
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VENOM Intellect | create a toxin or pheromone to affect oneself or others; toxins can be released through the air, physical contact, or via saliva/bite; the effect of the toxin is up to the user, but can only last for 1 post; the effect must be clearly stated |
VERITAS Charisma / Intellect | determine truth from lies or grant a higher perception of reality. Does not allow a character to know an exact truth, only that a lie existed.
- +1 Charisma for 2 posts
- +1 Intellect for 2 posts
- See through 1 lie used in a previous post
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VIBRATION Strength / Agility | create earthquake-like vibrations to create shock-waves to injure or disorient enemies; vibrations can be directed in focused beams for precision or spread over a large area
- -1 to opponent's next 2 Agility rolls (unstable ground)
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VOID
| create small inter-dimensional pockets to break down matter; can be used to destabilize the environment or surroundings to cause damage or injury to an opponent (or aid oneself); can create void-balls, which can be hurled at an opponent to cause damage - many describe contact with these void-balls as an immeasurable pain, removing fur, scales, and burning flesh upon contact |
WATER ELEMENT
| create and manipulate water, including ice, fog, cloud formation, water crystals, water temperature, etc |
WEB
| create and manipulate web-like material for various uses, can be sticky or strong to trap enemies, carry items, or cover wounds
- +1 to capture/kidnapping score (restrained by the web)
- -1 to opponent's next Agility roll
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