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 |
BONE SPUR Dexterity | create bone growths & spikes that can expelled from the body as projectiles |
CALLOUS Constitution | harden skin and muscle to prevent damage or to increase damage on impact |
CLAIRVOYANCE Perception | see into the past, present, and possible futures; gain knowledge of events beyond normal perception; can be used to increase any stat level for 1 post |
CLONE Deception / 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 |
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 | 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 |
FIRE ELEMENT
| create and manipulate fire, including heat-waves, temperature changes, etc; does not include manipulation of lightning |
HEALING Medicine | 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 |
HIVE Charisma | summon a horde of flying insects to do one's bidding |
HYPNOSIS Charisma | allows the caster to give a SIMPLE mental or verbal command to a target 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 |
ILLUSION Charisma / Deception | create illusions that can affect any of the 5 senses, confusing enemies and allowing for covert action, diversions, or surprise attacks |
INK
| create and manipulate a dark liquid material that can be used various ways (blinding, slippery, distracting, etc) |
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 |
MORPH Strenth / Dexterity | shapeshift into another animal or object; Increases a stat based on shifted form; shifting into a large animal will increase Strength stat level by 1 for non-magic attacks; shifting into a small/quick animal will increase Dexterity level by 1 |
NECROMANCY Charisma / Perception | 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 |
RECLAMATION Arcana | must be rolled as Arcana; steal an opponent’s magical energy; when rolled successfully, the opponent's stat level is decreased by 1 on their next roll that uses magic. Meanwhile, the users level will be increased by 1 on their next roll that uses magic. |
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 Constitution | create an energy-shield around the user or a target to temporarily block any attacks or spells directed toward the user/target; blocks the next successful attack/spell directed at the shield or can be used as a dodge; shields can also be used as physical objects to step on, bash into things, or carry objects |
SHRINK Dexterity | 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); when rolled successfully, allows the user to dodge or absorb the next successful hit without taking damage |
SIREN SONG Charisma / Deception | 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 |
SPECTER
| temporarily enter a ghost-like state for up to 2 posts. Character must follow all ghost guidelines while in this state |
TELEKINESIS Strength / Dexterity | 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 |
TELEPORT Dexterity | bend space-time in order to teleport oneself, others, or objects to another location, up to 30 feet away; generally there is a ‘shimmer’ of light and a fizzing noise before a teleport completes; teleportation typically takes 2-4 seconds to travel; the caster must be able to see the destination or target they wish to teleport |
VAMPIRE Medicine | become stronger by consuming or being in contact with blood; when rolled successfully, the caster can injure the other character or heal 1 health or increase their next dice-roll level by 1 for 2 posts; only works if the user has come into contact with blood |
VENOM Medicine | create a toxin 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 / Perception | determine truth from lies, allows the caster to either see through 1 lie used in a previous post or to increase their next Charisma or Deception roll. Does not allow a character to know an exact truth, only that a lie existed. |
VIBRATION Strength / Dexterity | create earthquake like vibrations to create shock-waves to injure or disorientate enemies; vibrations can be directed in focused beams for precision or spread over a large area |
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 |