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Ability List: Difference between revisions

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A list of all Abilities. See [[Abilities|this]] page for what their Types mean.
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__FORCETOC__
<span style="font-size: 125%">'''This page is part of the [[Ability]] System, which is part of the [[Proficiency]] System for Combat Roleplay.''' </span><br><hr>
==Passive Abilities==
* To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page.<br>
* To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page.<br>
* To see an indexed list of all Abilities, read the [[Ability List]] Page.
</div>


{| class="wikitable"  
===Passive Techniques===
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{| class="wikitable"
! Ability Name
! Name
! Ability Type
! Type
! Ability Range
! Range
! Ability Description
! Cooldown
! Description
|-
| Aegis Command
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| No Cooldown
| Aegis Command isn’t active until you have a Link attached to an Ally. When it activates, you gain +1 Defense per Linked Ally. Additionally, when you reach Health Stage 1 grant 1 Block Token to a Linked Ally.
|-
| Bardic Harmony
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| No Cooldown
| You may use the Harmonic Tags of Bardic Point Buy Abilities. You may Target Allies with which to Harmonize. Harmonic Tags grant Bardic Point Buy Abilities additional effects based on their use order, with the first Bardic Ability used by you or a Harmonized Ally being labeled the Intro, and the last Bardic Ability used by you or a Harmonized Ally being labeled the Outro. You may use Basic Attacks between Bardic Point Buy Abilities without losing use of Harmonic Tags, but using any Ability that doesn’t activate an Outro, except Passives and Stances, causes interruption and prevents the use of Harmonic Tags until an Intro is restarted.
|-
| Breather
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Thrice per Combat, Twice per Health Stage
| Breather isn’t active until you gain Health, increasing it by +1HP. Additionally, if you reach Health Stage 1, and have not gained any Health, set the Minimum Defense Dice Roll to 7 for the next 3 turns, but prevent Breather from being used again.
|-
| Bruiser Grit
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Bruiser Grit isn’t active until you reach Health Stage 1. When it activates, you gain +5 Attack, decreasing by -1 for every successful Basic Attack you make, until it hits 0. This bonus automatically drops to 0 if you exit Health Stage 1. Additionally, you become Immune to Displacements from Enemies and Status Effects as long as this effect persists.
|-
| Bruiser Disruptor
| Passive Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| No Cooldown
| You always have Bruiser Disruptor. After Displacing an Enemy, if they Impact, you may apply the Snared Status Effect to one Enemy affected by the Displacement.
|-
| Bulwark
| Passive Technique
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| You always block line of sight for enemies within Range. Additionally, when an enemy takes the Move action within Range, you may apply the Snared Status Effect to them without using an Action.
|-
| Cavalry Summon
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes once Ended
| You can use Cavalry Summon without using an Action, but Dismounting requires one. Cavalry Summon confers the following benefits and limitations: You gain +4 Blocks Range to your Move Actions and Movement Abilities for the immediate turn after you use a Movement Ability. If the Mount seats multiple, Allies can ride on the same Mount as you. If sharing a Mount, you only have one Move Action between all Riders, and any Snared or Prone Status Effects are duplicated, as well as any Displacements. If the Snared or Prone Status Effect is removed from one Rider, remove it from the other, as well. If a Displacement is countered or reduced by one Rider, reduce it for the other, as well. If one Rider does not have this Ability, the Mount will be unable to Move an increased Range. Cavalry Summon has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
| Chem Supplier
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
|-
| Cutthroat Quickstab
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| Cutthroat Quickstab isn’t active until you have applied 3 Status Effects, Status Effect Applications are counted per Target. Applying one status to three targets is 3, and two statuses to one target is 1. When it activates, your next Basic Attack only is a guaranteed hit that deals -1HP Damage and inflicts the Brittle Status Effect after the Attack.
|-
| Deadeye Barrage
| Passive Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| You must spend an Action to activate Deadeye Barrage, but may use a Basic Attack without using an Action. While active, you gain +1 Attack per Basic Attack made for the next 3 turns, stacking up to +2. If the 3rd Attack is successful, it deals +1HP Damage, then Deadeye Barrage ends. Additionally, you cannot move for the duration of Deadeye Barrage, unless you cancel it prematurely.
|-
| Deadeye Luckshot
| Passive Technique
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| You always have Deadeye Luckshot. While active, you may roll /dice 1 4, and set the Damage of your next successful Basic Attack to the number rolled. If you roll a 1, set the Damage of your next successful Basic Attack to -1HP and inflict the Brittle Status Effect to the Target. Deadeye Luckshot ends once you make a successful Basic Attack against an Enemy.
|-
| Engineer Fabrication
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Thrice per Combat, but Once per Health Stage
| Engineer Fabrication isn’t active until you spend a turn without Moving beside your Turret, or Moving 2 Blocks with your Turret using Engineering Stance. When it activates without Moving, gain 1 Block Token. When it activates by Moving the full distance, gain 2 Block Tokens.
|-
| Fate’s Wheel
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage
| Fate’s Wheel isn’t active until you make a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll. When it activates, without using your Action, you may re-roll the dice and choose which result to use.
|-
| Fleet Footed
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| Fleet Footed isn’t active until you make a successful Melee Basic Attack against an Enemy, you may Move an additional 4 Blocks after that Attack.
|-
| Flexible Maneuver
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage
| Flexible Maneuver isn’t active until you make an Attack or Defense Dice Roll at the lowest result. When it activates, you can choose to re-roll your Attack Dice Roll if you have taken a Move action on this turn, or choose to re-roll your Defense Dice Roll if you have not taken a Move action on this turn or the turn before.
|-
| Fortify Command
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once Ended, use Command Stance Basic 3 times to reuse
| Target an Ally within range, the next time they are attacked by an Enemy, apply the Warned Status Effect to that Enemy. Whilst Warned, they must choose: before rolling, attack normally, and have the Marked Status Effect applied to them, or attack with -4 Attack.
|-
| Fortitude
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Health Stage
| Fortitude isn’t active until a Status Effect on you is removed or triggered. When it activates, you can choose to add +2 to your next Minimum Attack or Defense Roll.
|-
| Iron Will
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| Iron Will isn’t active until you reach Health Stage 2. When it activates, you can choose to re-roll a failed Defense Dice Roll and must use the new result. If the Defense Dice Roll succeeds, this counts as one use of Iron Will. If the Defense Dice Roll still fails, that usage of Iron Will is refreshed, but cannot be reused for the same attack.
|-
| Medical Buff
| Passive Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Four Times per Combat, Twice per Health Stage
| Medical Buff isn’t active until you successfully heal an Ally with Medical Stance. When it activates, without using your Action, you may grant that Ally +2 Attack or Defense for 3 Dice Rolls. Multiple instances of Medical Buff, even from different sources, do not stack.
|-
| Medical Purging
| Passive Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat
| Medical Purging isn’t active until you succeed on a Roll to heal an Ally through Medical Stance, you may choose to remove one Status Effect from the Target Ally.
|-
| Momentum
| Passive Technique
| {{#simple-tooltip: Self | Self: Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Triggers Twice per Combat, once per Health Stage
| Momentum isn’t active until you make a Basic Attack or use an Ability after Moving more than 5 Blocks. When it activates, you may Target an Ally within Melee Range and increase their next Move or Movement Ability’s range by +4 Blocks. Additionally, you may remove one of the Prone, Snared or Fleeting Status Effects from the Target Ally.
|-
| Overstep
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Target yourself and apply the Vulnerable Status Effect. Additionally, while you have the Vulnerable Status Effect through Overstep, gain +4 Blocks Range on your next 2 Move Actions.
|-
| Paladin Vengeance
| Passive Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Paladin Vengeance’s effects differ based on which Paladin Stance is Active, and is inactive until an Ally within Emote Range would reach 0HP by an Enemy. Blade: Apply the Brittle Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +3 Attack and +3 Minimum Attack. Bow: Apply the Marked Status Effect to the Enemy that reduced them to 0HP, and the next Basic Attack you make against that Enemy gains +2 Attack and +2 Minimum Attack.
|-
|-
| Abyssal Body 1
| Puretek Blessing
| Constant Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Crimson Witch’s appearance changes depending on if they are the Altalar or Kathar variant, which cannot be hidden or overwritten by mutations or abilities, except ones that hide afflictions or specifically mention this Ability. They can safely subsist off blood or regular food, and have significantly delayed aging upon infection. Their racial max-age no longer applies, and they age at a rate of 1/10th, so 10 years would be 1 year for them physically. Characters with this Ability older than 150 years in total still require a 150 Year Old Special Permission. Additionally, when using a Magic Spell from the Crimson Witch Base kit (excluding Arcane Mastery 1), the Crimson Witch’s eyes glow red.
| Twice per Combat, Once per Health Stage
| Puretek Blessing isn’t active until you have a Status Effect applied to you by an Occult Character. When it Activates, you may remove that Status Effect and gain +1 Attack against the Character that applied the Status Effect for your next attack only .
|-
|-
| Abyssal Body 2
| Rage Counter
| Constant Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Crimson Witch can create a single alternate appearance, which can be of any race, sex, and any combination of possible visual traits that race can have. This appearance masks any visual changes from Abyssal Body 1, making them look completely mundane. This appearance must be defined on the Character Application, and once decided upon, cannot be changed. Specific features can be altered by other Abilities, but the appearance defined in this ability is set. They can instantaneously toggle this appearance on and off. The Crimson Witch is immune to any Afflictions.
| Once per Health Stage
| Rage Counter isn’t active until your Melee Basic Attack's Damage would be reduced by an Enemy in any way (except Armor Block Tokens). When it activates, your next successful Melee Basic Attack deals -1HP additional Damage.
|-
|-
| Afflicted Life 1
| Ranger Companion
| Constant Passive
| Passive Technique
| Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| From the moment that the Character is affected by the Affliction, their body ceases to age, and their Racial max-age no longer applies. If the Character is cured, they will age to their appropriate age within 2 weeks. If they are re-infected, their body will age backwards to when it was first affected by the Affliction. If the person has already lived past their Racial Max age, they die at the end of the 2 week period instead. For Characters using this Ability older than 150 years in total, a 150 Year Old Special Permission is required.
| Triggers Once per Health Stage
| Ranger Companion isn’t active until the Marked Status Effect triggers on an Enemy within Emote Range, if Marked is triggered by an attack or Ability by you, gain +2 Defense for your next two Defense Rolls. If Marked is triggered by an Attack or Ability used by an Ally, inflict the Bloody Status Effect on that enemy for 2 turns.
|-
|-
| Age Control 1
| Rebound Pack
| Toggle Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this.}}
| The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.  
| Twice per Combat, Once per Health Stage
| You can only use this when you are Displaced unwillingly. Without using an Action, count the number of blocks Displaced, and increase the range of your next Move Action by that number.
|-
|-
| Allar Biology 1
| Resilience
| Constant Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Als-Allar can, as long as they do not fully ingest the substance and only taste it on their tongue, detect the ingredients of any edible or drinkable substance. This detection is specific and comprehensive, allowing them to know every ingredient used-- but not what they do, and not how much of each. In addition, they do not know the specific nature of ingredients, only their generic name. For example, if Vampire Blood was included, the Als-Allar would only know that there is some Blood inside the concoction, and nothing else.
| Once per Health Stage
| Resilience isn’t active until you make multiple Defense Rolls in succession from different sources, increase your Minimum Defense Roll for the second Attack onward by a number equal to the number of Attacks made against you, +2.
|-
|-
| Allar Biology 2
| Ritualist Gale
| Constant Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Maz-Allar has sharpened Talons, which are as hard as steel, and treated as the equivalent of Steel Daggers. They utilize Unarmed Combat Proficiency. Additionally, the Maz-Allar can activate an enhanced healing factor if they are still alive, allowing them to nearly instantly regenerate a single lost Limb or Organ, as long as it was lost within the past hour. This Ability has a 3 day cooldown.
| No Cooldown
| Ritualist Gale isn’t active until you are targeted with a Ranged Attack. When it activates, you may raise your minimum Defense Roll by a number of your choice between 0 and 5, +2. However, your next Minimum Attack Roll is reduced by the number chosen, this choice is made once per Turn, and remains throughout all subsequent incoming Ranged Attacks until you take your next Action.
|-
|-
| Allar Biology 3
| Shield Cover
| Constant Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Mai-Allar has webbed feet and hands, causing them to be the fastest Underwater Swimmers. They can breathe underwater indefinitely, and can create bubbles of air that allows up to one additional person to breathe safely underwater as long as that person is next to the Mai-Allar. The Mai-Allar can ‘speak’ to other Mai-Allar via a Sonar-Like language that only works Underwater.
| No Cooldown
| Shield Cover isn’t active until you are targeted with a Ranged Attack. When it activates, your minimum Defense Dice Roll is raised by 3+CON. This increase is capped at +7 for Ranger Stance attacks, and +6 for Deadeye Stance Attacks, and +5 for all other Ranged Attacks.
|-
|-
| Altalar Master 1
| Shield Impact
| Trigger Passive
| Passive Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this.}}
| The user may, once per hour instantly Cancel any Ability used by another Altalar that is part of their standard Racial Ability set, while also forcing it to go on a 10 minute cooldown, unless it already had a cooldown that is longer than 10 minutes, in which case that one applies.  
| No Cooldown
| Shield Impact isn’t active until you Displace an enemy, and they Impact. When it activates, if the displacement was less than 6 Blocks, reduce their Defense by -2 for their next two Defense Dice Rolls. If the displacement was 6 Blocks or more, apply the Brittle Status Effect to them instead.  
|-
|-
| Arken Sense 1
| Stalwart
| Toggle Passive
| Passive Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user is able to detect an Arken, Arken Soul, or Arkenspark, if it is present within Emote Distance. This Ability is not constant, and must be activated to sense, but has also no cooldown and is instant.
| Once per Combat.
| Stalwart isn’t active until you take at least 3HP Damage from a single Attack. When it activates, you can gain 1 Block Token but also apply the Weakened Status Effect to yourself for 2 Turns.  
|-
|-
| Armor Flux 1
| Tank Rally
| Trigger Passive
| Passive Technique
| Self
| {{#simple-tooltip: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user has a constant proportional Armor effect. This proportional armor inverts the amount of armor worn by the individual and optimizes mobility and agility. Simpler put, the less armor the user is wearing, the stronger their skin and body becomes. Wearing only a set of pants and shirt is the equivalent of their skin being as strong as Plate Armor, where-as wearing a set of actual Plate-armor causes the body to be as strong as if they were only wearing a set of pants and shirt (though they are of course still wearing armor). The protection effect is only skin deep, and blunt force trauma still translates like normal, as well as Artifacts of any make.
| Once Ended, use Tank Stance Basic 5 times to reuse.
| You must spend an Action to activate Tank Rally, but only when you have 1+ Allies within Range. While active, all Allies within Range gain +2 Attack or +2 Defense for the duration, and +2 to their Minimum Attack or Defense Dice for their first Attack or Defense roll only. Multiple instances of Tank Rally, even from different people, don’t stack with each other. Tank Rally lasts until you have no Allies in range.  
|-
|-
| Battle Dress 1
| Tank Sentry
| Toggle Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user may wear any type of armor regardless of whether it has been adjusted to fit their body, and it will automatically re-adjust to fit their body contours. Additionally, if they are wearing armor that has somehow been damaged or destroyed by Abilities, they may choose to instantly auto-mend every piece of armor worn by them into a pristine state before any damage was applied. This specific part of the Ability can only be used once per day.
| Once per Combat
| Tank Sentry isn’t active until you are Displaced while standing on a block adjacent to an Ally, and end the Displacement on a block with no allies adjacent to you. When it activates, it always grants you 1 Block Token, and +2 Defense for 3 Turns.
|-
|-
| Belliard Horror 1
| Tech Exhaust
| Constant Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character is completely immune to all Puretek uses. Furthermore, the Character is also immune to Exorcism 1, 2, 3 and Primal Cleansing, meaning if they have an Affliction, this Affliction can only be removed in a Sakrosankt.
| Once per Combat.
| Tech Exhaust isn’t active until you have one of the Snared, Fleeting, Confused, or Bloody Status Effects applied to you by an Enemy. When it activates, you can increase the duration of this Status Effect for 5 Turns and it cannot be removed, but set the Minimum of your Attack or Defense Roll to 3 for the duration, gain 1 Block Token, and increase your Move Speed by 4 Blocks.
|-
|-
| Blood Curse 1
| Tech Resist
| Constant Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Firstly, the Character can still consume food and drinks, but achieves no satisfaction from their taste, as it all tastes like ash to them (except enchanted food made by other Vampiric Abilities). Secondly, The Vampire can reproduce with non-Vampires and Vampires alike, however the child will always result in a Vampire Brood of their Bloodline. Thirdly, if the Vampire does not feed within a week, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound. Vampires are unable to feed from other Vampires, and receive no satisfaction from feeding off of animals, except domesticated Sewer Rats, though the taste is revolting and makes the Vampires feel ill.
| Once per Combat.
| Tech Resist isn’t active until you lose a Defense Roll. When activated by a Melee Attack, gain a Block Token, but apply the Bloody Status Effect to yourself, which lasts until the end of your Current Health Stage. When activated by a Ranged Attack, decrease the Damage taken by half rounded up, but apply the Vulnerable Status Effect to yourself.
|-
|-
| Blood Curse 2
| Thick Hide
| Constant Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Firstly, the Character can still consume food and drinks, and achieves satisfaction from the taste, but not sustenance. Secondly, The Vampire can reproduce with non-Vampires and Vampires alike, and can choose to have a normal child or a Vampire Brood of their Bloodline. Thirdly, if the Vampire does not feed within a week, they become physically frail. If they do not feed within two weeks, they become unable to engage in combat. After three weeks, they lose the ability to walk and become bed-bound. Vampires are unable to feed from other Vampires, and receive no satisfaction from feeding off of animals, except domesticated Sewer Rats, though the taste is revolting and makes the Vampires feel ill.
| No Cooldown
| You always have the benefits of wearing Armor without explicitly wearing it, and this does not count as a Block Token gained from an Ability. Additionally, while you have a Block Token, you can only have up to 2 Status Effects, and are immune to any further applications.  
|-
|-
| Blood Dance 1
| Veteran Sentinel
| Trigger Passive
| Passive Technique
| Self
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Each wound drawing blood the Character applies with a weapon can be immediately used to undo an equivalent wound inflicted by that specific Target on the user themselves, as long as the wound was inflicted within the last 30 minutes. If there is no equivalent wound to undo, this Ability does nothing. If the user has no wounds, this Ability also does nothing. This ability has no Cooldown, however each wound inflicted cannot be “saved up”. It must be used in 10 seconds or it expires.
| Once per Combat
| You must spend an Action to activate Veteran Sentinel. While active, you may make Melee Attacks against Enemies that use the Move Action within Melee Range without using your Action, but set the Maximum Dice roll for these Attacks to 10. If an Enemy Moves within Range but outside of Melee Range, apply the Marked Status Effect to them without using an Action. This can only apply once per Target. Once you Move, Veteran Sentinel ends.
|-
|-
| Blood Dance 2
| Vigor
| Trigger Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self: Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character is able to summon a mist of Blood that quickly suctions onto their body, forming Steel plate armor on their chest, head, and forearms colored in crimson blood. This armor can be summoned and un-summoned instantly, and there is no Cooldown to this Ability. If Armor breaking Abilities or Mundane Techniques are used, and a single piece breaks, the whole Ability is Cancelled and put on a 30 minute Cooldown.
| Once per Combat
| Vigor isn’t active until your Basic Attack would be Replaced. When it activates, you become Immune to the next Status Effect placed on you that you are not already Immune to.
|-
|-
| Blood Dance 3
| Wounded Ego
| Trigger Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character is able to summon a mist of Blood that quickly suctions into the shape of a melee weapon of their desire in their hand. This Weapon can be summoned and un-sumoned instantly, and there is no Cooldown to this Ability. The Weapon cannot leave the user's hand, and cannot be handed off to others. If Weapon degrading Abilities or Mundane Techniques are used, and the weapon would break or be destroyed, the whole Ability is Cancelled and put on a 30 minute Cooldown.
| Twice Per Combat, Once per Health Stage
| Wounded Ego isn’t active until you fail an Attack Roll. When it activates, you can choose to add +3 to the final result of your next Attack Roll.  
|-
|-
| Blood Eyes 1
|}
| Constant Passive
 
| Self
===Instant Techniques===
| The Character has normal eyes, though their eye-sockets are somewhat reddened and darkened. When using any Ability from their Bloodline Ability Kit or Vampire Base Kit, their irises become solid red, with a small black pupil. This overrules any other Mutations or effects. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness. If the Player wants the Vampire's eyes to be solid red at all times, this is possible.
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Blood Eyes 2
| Aria of Distorting
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character permanently has reddened and darkened eye-sockets, and irises that are solid red, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 2. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness.
| Twice per Combat, Once per Health Stage
| Target an Enemy within Emote Range and apply the Confused Status Effect to them for 4 Turns. If used as an Intro, alternatively apply the Blinded Status Effect instead of Confused. If used as an Outro for an Aria Bardic Point Buy Ability, Target two Enemies, applying Blinded to one, and Confused to the other.
|-
|-
| Blood Eyes 3
| Aria of Harming
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character permanently has reddened and darkened eye-sockets, and irises that are solid red, with a small black pupil. This overrules any other Mutations or effects unless that effect specifically mentions hiding Blood Eyes 3. Additionally, the Character has Night-Vision, and is able to see through Mundane Darkness, and Ability-Created Darkness.  
| Twice per Combat, Once per Health Stage
| Target an Ally within Emote Range and grant +4 Attack and +2 Minimum Attack for their next Attack Roll only. If used as an Intro, if the Enemy the Ally attacks is at Health Stage 3, apply the Brittle Status Effect to them after the Ally’s Attack. If used as an Outro for an Sonata Bardic Point Buy Ability, apply the Marked Status Effect to the Enemy if the Ally’s Attack is successful, and apply the Brittle Status Effect if it fails. Both Status Applications apply after the Attack, not before.
|-
|-
| Body Mend 1
| Aria of Weakening
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Any body part the Character loses, excluding the Head, is replaced over the course of 2 days by slowly forming substances determined by the source of this Ability. Any scars the character has also glows a color determined by the source of this Ability. The Character can choose to not recover a lost limb, or choose to have non-glowing scars that heal, but once activated, this Ability cannot be reverted. If the Character loses this Ability, the lost body parts will wither away, leaving them unharmed (Unless that body part was mandatory for survival), but without it. Body parts lost before gaining this Ability will re-grow.  
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and inflict -2 Attack or Defense for their next 2 Rolls of the chosen Stat. If used as an Intro, the effect lasts for 3 Rolls instead of 2. If used as an Outro for an Elegy Bardic Point Buy Ability, the first Ally to make a successful Attack against the Target Enemy gains +2 Attack or Defense that lasts for their next 3 Rolls of the chosen Stat.
|-
|-
| Body Mend 2
| Assault Command
| Trigger Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character, as long as their head is still attached to their torso and their heart is still beating, will naturally regrow and heal any lost limbs or organs over the course of 6 days. This time frame is consistent regardless of the degree of damage, and multiple wounds can be healed at the same time. The Character can choose if scars remain when healed. This ability is automatic.
| Once Ended, use Command Stance Basic 3 times to reuse
| Target an Ally within range and allow them to make a Basic Attack against an Enemy without using an Action. Additionally, this attack benefits from your Command Stance automatically.
|-
|-
| Body Morph 1
| Blinding Prayer
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The Character can activate internal body processes to rapidly grow or reduce muscle-mass over the span of several seconds. This allows the Character to change their Body Shape at will, while also granting access to the “Musclegod” Body Shape, a Body Shape that can only be used through this Ability and is not innately available in the Proficiency System. Musclegod is classified as above Strongman, but with such muscle-size that is so large, one would think the person has trouble moving around in an efficient manner. This Ability has no Cooldown and can be used mid-combat.
| Once per Health Stage
| Target an Enemy within Range, inflict -1 Attack or Defense for their next 3 Rolls of the chosen Stat. Additionally, apply the Blinded Status Effect, which ends when the Stat Reduction does.
|-
|-
| Body Morph 2
| Breakthrough
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The Character can self-change Physical Stat in a matter of seconds. Taking the Physical Stat derived from Character Application, the Character can increase or decrease their own Physical Stat by -20 or +20. These changes do not break the Physical Stat Limit for the Character. This Ability can also be used with Body Morph 1 (if available) at the same time for visual telegraphing of the Ability. Additionally, the character can down-scale themselves to any size smaller than their natural height, limited to 5 feet and 8 inches. This Ability has no Cooldown and can be used mid-combat.  
| Once per Combat
| Target any 1 block thick stone or wood wall, gate, or doorway and break a hole through it, applying the Prone Status Effect to all characters on the other side of the wall within Melee Range. Additionally, your next Attack against an Enemy with the Prone Status Effect from Breakthrough does not consume an action.
|-
|-
| Body Scripture 1
| Bruiser Shred
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: 6 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Grants the user the ability to manifest a form of Scripture in any quantity anywhere on their body, which appear like tattoos of glowing lines. Color rules are recorded on the Ability itself. The color will never glow enough to produce light in a dark room.
| Twice per Combat, Once per Health Stage
| Displace yourself 6 Blocks in any horizontal direction then Target an Enemy within Melee Range, apply the Bloody Status Effect until the end of their current Health Stage. Additionally, if you use your Action to use this Ability, you may refund your Action to make a Basic Attack. If you fail the Attack, or the Damage is reduced in any way, apply the Fleeting Status Effect to the Target for 2 Turns.
|-
|-
| Brawn Power 1
| Bruiser Flurry
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user is able to shrug off any Harming effects caused by Any Ability from any Kit except Racial Ability Kits. When such an Ability affects the user, they are Staggered, their attacks and movement interrupted and any Channeling effects disabled, however they take no damage and can resume immediately after. All other effects accompanying these Abilities (such as for example Knockback or Rooting) still apply.
| Twice per Combat, Once per Health Stage.
| You displace all Characters within Range away from you by 6 Blocks and if any Enemies Impact, apply the Brittle Status Effect to up to 2 Enemies affected by the Displacement. Additionally, you gain +1 Defense for each Character Displaced for your next 2 Defense Rolls.
|-
|-
| Brawn Power 2
| Bruiser Slam
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| For every 2 Physical Stat gained from Proficiency Point Investment, the user gains +1 Physical Stat on top. This Boost does not breach Physical Stat Limit. If for some reason this Ability is lost or disabled, the total Physical Stat gained is removed. Additionally, the Character has less physical reactions from Alcohol than normal people would, requiring twice as much Alcohol to get drunk.
| Twice per Combat, Once per Health Stage.
| Displace yourself 10 Blocks in any horizontal direction then Target an Enemy within Melee Range. If the Target has Block Tokens, break one and you gain +2 Attack for your next Attack Roll. If the Target does not have Block Tokens, apply the Fleeting Status Effect and gain +2 Defense for your next Defense Roll instead. Additionally, if there is another Enemy within Melee Range of the Target, apply the Fleeting Status Effect to them for 2 Turns.
|-
|-
| Bunker Down 1
| Bruiser Frenzy
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| If wielding a shield, the Character can choose to “Bunker down”, requiring them in a kneeling position with a shield down in front of them (using a shield if mundane, if not mundane, a shield is not be required). While this stance is upheld, they become immune to any Mundane or Ability based harm effects from a 180 degree angle in front of them (Ability based effects besides damage still apply). There is enough room behind the user for 1 additional person to gain the benefit, with the user counting as an Obstacle. The user of this Ability cannot do anything but talk while bunkering down (they cannot even see past their shield), but the person behind them (if there is one) can move and use Abilities, Weapons, or Items.
| Twice per Combat, Once per Health Stage.
| Target an Enemy within Melee Range and make an Attack against them, rolling twice and selecting the highest result. If both of your rolls would succeed, additionally apply the Brittle Status Effect to the Enemy after the Attack. If both rolls would fail, apply the Vulnerable Status Effect to the Enemy for 2 Turns, and Displace them 6 Blocks away from you, and gain +2 Defense for your next 2 Defense Rolls if they Impact.
|-
|-
| Control Counter 1
| Chaining Throw
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is completely immune to Control Powers (unless specified to circumvent immunity on the Ability itself). This is a toggle state, meaning that the user may choose to be affected by Control Powers, or not.  
| Twice Per Combat, Once per Health Stage
| Target an Enemy within Range and apply the Snared Status Effect to them. Additionally, if they already have the Snared Status Effect, Displace them towards you by 6 blocks. You may only target enemies in Health Stage 3/2 with Chaining Throw.  
|-
|-
| Corvaic Will 1
| Chem Blight
| Trigger Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character has a preemptive strike aura. Any first-of-the-day harming Ability or Mundane attack or Mundane Technique that is used on them (with the exception of the Techniques gained at the full 20 Proficiency Point investment) is intercepted by a flock of Crows that suddenly appears before the attack impacts the user, instead being Countered and doing no damage to the user, and also not imparting any additional effects. This Ability can only trigger once per day.
| Once per Combat
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +2 Defense for their next two Defense Rolls and remove one Status Effect from them of your choosing. If an Enemy was chosen, inflict -2 Defense for their next two Defense Rolls, and apply the Vulnerable Status Effect.
|-
|-
| Crimson Power 1
| Chem Freeze
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Vampire cannot be detected by any Abberant or Vampire Detection Mechanism. Additionally, the Vampire gains a constant +5 Theatre Arts and +5 Dancing Arts Proficiency boost, but any Combat Proficiency Category Profiencies they have are set to 0 while they are not in their Vampiric Form, where their Combat Proficiencies remain as is.  
| Twice per Combat, Once per Health Stage.
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them 1 Block Token, but set the Move Speed of their next Move to 1 Block. If an Enemy was chosen, apply the Snared Status Effect to them and all Characters within 2 Blocks of them. You can only use Chem Freeze on a Target that has one or more Enemies adjacent to them.
|-
|-
| Crimson Power 2
| Chem Hyperfocus
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| For any Character the Vampire uses Blood Feeding 1 on, the Vampire will leave no bite marks, and inflict no pain. The targeted character will, additionally, forget that they were fed on at all and any information that would lead to them recalling that they were fed upon. Additionally, the Vampire’s blood gains an amnesiac effect when fed to others. When a splash of fresh Alais-Blood is force-fed to a victim, they will be unable to recall locations, voices, or faces they saw or heard for the last 24 hours. They can remember the general chain of events that happened to them, and remember what was spoken about, but will be incapable of remembering any identifying features at all. This effect cannot stack, and the blood cannot be stored and saved for later use, it must be fed fresh from the wound.
| Twice per Combat, Once per Health Stage
| You set your Minimum Attack Roll to 4 for your next 3 Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Once Chem Hyperfocus is over, you apply the Prone Status Effect to yourself, and set your Minimum Attack Roll to -5, for your next 3 Attack Rolls. You cannot use Chem Hyperfocus whilst your Minimum Attack Roll is reduced by Chem Hyperfocus.
|-
|-
| Cursed Soul 1
| Chem Ignite
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| While the character has an Affliction that includes this Ability, they are unable to use any Abilities found in Sorcery, Magic, and Faith Manifest. While having this Affliction, no other Affliction can be acquired. Proficiency Points are not refunded for Abilities lost. When the Affliction is removed (and this Ability), all normal use of Abilities is restored, and the Character can be Afflicted again.
| Twice per Combat, Once per Health Stage
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +1 Attack and +1 Minimum Attack for their next two Attack Rolls. If an Enemy was chosen, inflict -1 Attack and -1 Minimum Attack for their next two Attack Rolls.
|-
|-
| Dravinda Gift 1
| Chem Mend
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once every 3 days, the user may call upon Dravinda’s wisdom and the spices of the Avela lands to produce a banquet worth 15 Culinary Arts in Proficiency Points. While under the influence of this Ability, the user will complete the whole dish in a Mundane manner, requiring only the base ingredients, and the knowledge provided by the Ability.
| Twice per Combat, Once per Health Stage.
| Target an Ally within Range on Health Stage 3/2 and heal them +1HP, but reduce their Attack and Defense by 2 for their next 2 Rolls. Additionally, if the Ally does not Move or use Movement Abilities for 2 Turns, heal them an additional +1HP.
|-
|-
| Dravinda Gift 2
| Concussive Blow
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user can toggle a state of Void Spell immunity which prevents them from being affected by one of the following categories of abilities: Void Spell, Any Ability gained from Sorcery from a Void Sorcerer. Activating this toggle after an Ability has landed does not remove its effects, only future Abilities. This toggle has no cooldown, and can be toggled indefinitely. This only affects Abilities used by others, not by Abilities cast by themselves on themselves.
| Twice Per Combat, Once per Health Stage
| Target an Enemy or Ally within Range and break an active Link Ability affecting them of your choice. Additionally, if Target is an Enemy, you apply the Weakened Status Effect to yourself for 2 turns. If the Target has no active Link Ability, apply the Confused Status Effect to the Target Enemy for 3 Turns.
|-
|-
| Empath Sense 1
| Cutthroat Bleed
| Trigger Passive
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The Character is able to absorb all of the pain of the Target person and feel it themselves instead, for as long as Direct Touch is maintained. The target whose pain is being absorbed may not be in combat, otherwise this effect does not work. Additionally, the Character becomes immune to passing out from pain or going into shock.
| Once per Health Stage 2/1 only.
|-
| Target an Enemy within Range, and apply the Bloody Status Effect for 3 Defense rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
| Empath Sense 2
| Trigger Passive
| Emote Distance
| The Character may blank their own emotional state while focusing on a single person within Emote Distance. As long as focus and a stare is maintained, the Character will duplicate the emotions and feelings of the Target and feel them, themselves. For example, extreme grief or joy, or heartache and melancholy. This does not explain why they feel that way, it simply copies the feeling to the user without altering the feelings of the Target.
|-
|-
| Empath Sense 3
| Cutthroat Dodge
| Constant Passive
| Instant Technique
| City Wide
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character has an enduring mood-effect based on the psyche-empathy of the society they exist in. While the Character lives and works in Regalia, they feel a radiant effect on their mood depending on Server Progressions (Forum Progression Posts and in-game Events). If good things happen to Regalia, the Character feels more joy or calmness, and if bad things happen to Regalia, the Character feels more sorrow or anger. These are not strict moodlets, but more like hints and flavor.  
| Once per Health Stage 3/1 only.
| You can only use this when an Enemy would deal Damage to you with a Basic Attack. Without using an Action, reduce the Damage from that Attack by -1HP, and apply the Weakened Status Effect to Self for 2 Turns.
|-
|-
| Empath Sense 4
| Cutthroat Escape
| Constant Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| While the Character is within Emote Distance of corrupted nature or destroyed Flora, they experience a heightened sense of rage and sadness. If the corruption is very profound, it may cause them to go berserk, even attacking allies until they can be drawn or lured away from the corruption, or the corruption is removed. If the Character is affected by Vile Vine 1, they instead go into a permanent berserk state, even attacking allies and unable to reason and speak, until Exorcism 1 is used on them.  
| Once per Health Stage 1 only.  
| Target up to 3 Enemies within Range, and apply the Snared Status Effect. If an Enemy is already Snared, apply the Prone Status Effect instead. Additionally, you may add +4 Blocks Move Speed to your next Move only.
|-
|-
| Empath Sense 5
| Cutthroat Flash
| Constant Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.  
| Once per Combat
| You Target one Enemy within Range and apply the Blinded Status Effect for 3 Turns, which also applies to all characters within 2 blocks of the Target.  
|-
|-
| Empath Sense 6
| Cutthroat Target
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| If any Abilities are used on the Character that would read their emotional state, the Character becomes immediately aware of who is prying into their mind, as long as they are within Emote Distance. Additionally, any such information retrieval is blocked, thus making the Character’s emotional state unreadable, though the user may toggle this on and off at will. The only Ability this does not work on is Empath Sense 2, which always breaks through Empath Sense 6 and is also immune to its detection mechanism.
| Once per Health Stage 3/1 only.
| Target an Enemy within Range, and apply the Marked Status Effect. Additionally, this doesn’t use an Action if you use your action to make a Basic Attack, immediately consuming the Marked Status Effect. If your Attack roll fails, reapply the Marked Status Effect.
|-
|-
| Eye Mutation 1
| Deadeye Doubletap
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The eye of the User is changed in some way, either by changing the eye whites, or the iris, or the pupil. Eye Mutation I cannot be hidden or obscured by any Ability or Mutation except by a higher Eye Mutation (2, 3). Color rules are recorded on the Ability itself.
| Once per combat
| Target an enemy within Range who has just been Revived from KO and perform a doubletap, allowing the target one turn before you instantly KO them after. This does not consume an action, cannot have its target changed, and cannot be intercepted.
|-
|-
| Gate Smash 1
| Deadeye Drillshot
| Trigger Passive
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character can muster all their strength and smash through a metal or wooden gate or door that is locked or barred. This Ability does also work on cell gates in the Regalian Prison. This Ability can be used once per day. And produces a lot of noise, thus requiring the actual Ability usage to be done in announce emote (+h). Because of the size and bulkiness of the Character however, they are also permanently incapable of dodging or side-stepping any Mundane or Ability based Projectile attacks.  
| Twice per Combat, Once per Health Stage.
| Target an Enemy within Range and make a Basic Attack against them that ignores the benefits of Minimum Defense Increases. Additionally, if successful, reduce the Target’s Minimum Defense Roll against your attacks only by -3 for 2 turns.
|-
|-
| Great Force 1
| Deadeye Execute
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| If at any point within 7 blocks of the user heavy objects are falling (for example, a collapsing roof or beam, or a large boulder) the character can brace the falling objects and hold them up long enough for nearby others to escape or not be harmed, and also create an escape for themselves. This Ability cannot be used for any Combat advantage.  
| Once per Combat
| Target an Enemy within Range who is on Health Stage 1, make a Basic Attack against them with +4 added to the Final Result that deals -1HP Damage if it misses.  
|-
|-
| Honed Skill 1
| Deadeye Focus
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
| Twice per Combat, Once per Health Stage.
| Target yourself and remove a Status Effect that isn’t Weakened, apply the Weakened Status Effect to yourself for 2 turns. Additionally, gain +2 Attack for your next attack only.  
|-
|-
| Honed Skill 2
| Deadeye Overwatch
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Choose any Hobby Group Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
| Twice per Combat, on Different Targets
| Target an Enemy within range and apply the Snared Status Effect to yourself and the Target. This does not consume an Action, but cannot be used on Enemies on Health Stage 1.
|-
|-
| Honed Skill 3
| Deadeye Pinshot
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| If the Character has at least 1 Pack from Schooling either Admiral Pack or Command Pack in the Point-Buy Proficiency Section, 3 points are refunded to the Character to be re-used in any other Proficiency Category as Skill Points. This refund can only trigger for one pack, and if this Ability is somehow removed from the owner, the Point refund is undone.  
| Once per Combat.
| Target an Enemy within Range with the Marked Status Effect and make an Attack Roll against them, dealing -3HP Damage on a successful hit, or re-apply the Marked Status on a miss.  
|-
|-
| Honed Skill 4
| Deadeye Quickshot
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can hide messages inside anything they physically produce from the Hobby Group Proficiencies, hiding a message that can only show up under certain conditions (through the technique the information was hidden). If anyone is told these conditions, they can read the message from all the user’s crafts, for the ones this specific technique for hiding messages was applied. Once created, messages cannot be edited or removed.  
| Once per Combat
| Target an enemy within Range and make an Attack, rolling three times and selecting the highest result. Additionally, if two of the Rolls were above 10, apply Marked to the Target, if three of the rolls were above 10, also apply Marked to a second enemy within range. Deadeye Quickshot deals -1HP additional Damage to enemies with the Marked Status Effect.
|-
|-
| Hunt Sense 1
| Elegy of Foreboding
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.  
| Once per Combat
| Target an Enemy within Range and apply the Warned Status Effect, whilst Warned, the next Action the Enemy takes must Target you or one Ally of your choosing. If they Target you or the Ally, inflict -2 to the Minimum of their next 2 Rolls. If they choose not to Target you or the chosen Ally, grant the chosen Ally 1 Block Token. If used as an Intro, choose 2 Enemies instead of 1 to apply the Warned Status Effect to. If used as an Outro for an Elegy Bardic Point Buy Ability, grant the chosen Ally +4 Blocks Range and allow them to ignore Move Reactions for their next Move only.
|-
|-
| Inth Gift 3
| Elegy of Headwind
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 15 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and Displace them a number of Blocks in any direction relevant to their Health Stage: Health Stage 3: 6 Blocks, Health Stage 2: 4 Blocks, Health Stage 1: 2 Blocks. If used as an Intro, apply the Snared Status Effect to the Target at the end of their Displacement. If used as an Outro for an Aria Bardic Point Buy Ability, increase the Displacement Range by +2 Blocks, and apply the Prone Status Effect to them if they Impact.
|-
|-
| Keen Mind 1
| Elegy of Tailwind
| Trigger Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
| Once per Combat
| Target an Ally within Range and grant them +4 Blocks Range for their next Move, additionally, if they end this Move adjacent to an Enemy, apply the Vulnerable Status Effect to that Enemy. If used as an Intro, reduce the Damage the Target Ally would take from Move Reactions by -1HP. If used as an Outro for a Sonata Bardic Point Buy Ability, if the Ally ends this Move adjacent to an Ally and nobody else, heal the Target and the Ally they stop adjacent to +1HP.
|-
|-
| Keen Mind 2
| Endure Command
| Trigger Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character is immune to the Sleight of Hand Pack of Roguery, and will always notice when someone is attempting to Pick-Pocket them. If the Character spots someone, that person cannot use Rogue Gift 5, and Characters with Rogue Gift 4 are always heard by the Character.
| Once Ended, use Command Stance Basic 4 times to Reuse
| Target an ally who has just lost a Defense Dice Roll, for the next 2 times they lose Defense Dice Rolls, reduce the Damage dealt to them by -1HP.
|-
|-
| Magic Sight 1
| Engineer Alarm
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user is able to activate this Ability, causing their eyes to glow an intense solid color. While active, the user is Immune to any Ability or Mundane based Darkness or Blindness. They can even see through blindfolds and Ability-created substances covering their eyes, and if any of these effects was applied before the Ability was Toggled on, the effects are removed. This Ability has no Cooldown and can be Toggled on and off as many times as the user pleases.  
| Twice per Combat, Only on health stages 3/1
| Target an enemy within range, and within Line of Sight of you or your Turret, apply the Silenced or Weakened Status Effect to them for 2 turns. Additionally, you can consume 1 Block Token to increase the duration of the applied Status Effect by 2 turns, and reduce their Attack by -2 for the Duration of the Status Effect.
|-
|-
| Magic Sight 2
| Engineer Emergency
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is able to summon a Magical lantern or candle in their hand that emanates a warm light in a 10x10 block area around them. Any Ability based Darkness that is cast in a wider area will be Nullified (the Darkness is still there, Magic Sight 2 merely temporarily removes the effect in the radius). Beyond the 10x10 radius however, everything remains in Darkness. Additionally, this Ability gives a few optional aesthetics. Users may passively have glowing eyes (that glow less bright than in Magic Sight 1), have a glimmer, or light sparkle on their skin, have sun-ray like tattoos that light up from the hands to the elbows, a sundisk of light projection behind their head, or glowing luminescent blood.  
| Once per Combat
| Target an ally within Range or adjacent to your Turret on Health Stage 1, consume 1 Block token to heal them +2HP. Additionally, you may consume 2 Block Tokens to heal them +3HP instead.
|-
|-
| Magic Sight 3
| Engineer Maintain
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user is Immune to Ability or Mundane based Darkness (not Blindness) and also has Night Vision, giving them perfect sight at night and in dark places. This Ability can be toggled on and off.  
| Twice per Combat, Once per Health Stage
| Target yourself or an Ally adjacent to your Turret, if the Ally has no Block Tokens, give them 1 but apply the Snared Status Effect to them. If used on yourself, grant 2 Block Tokens and the Snared Status Effect and this Ability does not use an Action.
|-
|-
| Mind Wall 1
| Engineer Overheat
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character has Target Illusion immunity, and can perceive that a Target Illusion is being used on them. They may turn on or off this Illusion at will from their perception.  
| No Cooldown
| Target yourself and consume 1 Block Token, your next Basic Attack can be made at Emote Range against an enemy within Line of Sight of you or your Turret, and is made with +1 Attack. If you haven’t had a Block Token for 5 turns consecutively, you can ignore the cost to activate this Ability to overheat your Turret, granting +2 Attack to yourself and up to 3 Allies who are adjacent to it, this lasts until you gain a Block Token.
|-
|-
| Mind Wall 2
| Engineer Reel
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character has Control Power immunity (except Exorcism 1 & 2, and Peace Reign 1), and can perceive that a Control Power is being used on them. They may turn on or off this Control Power at will from their mind.
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and Displace them 4 Blocks towards your Turret, ignoring LOS as long as the Turret would have LOS on the Target. You can spend a Block Token to add +4 Blocks to the Displacement. If the Enemy would Impact, gain 1 Block Token.
|-
|-
| Mind Wall 3
| Escape Artist
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character has the Ability to hijack a Target Illusion being used on them. They can hijack it by changing how it is perceived, and then taking control from the original user, thus denying them the Ability to remove the Illusion or change it. While this occurs, the Ability is classified as Illuviation 1, and the Target whose illusions were hijacked is unable to use any Abilities that create Target Illusions. Additionally, if the Target that the Illusion was hijacked from has Target Illusion immunity, this immunity is broken for the duration during which the Illusion was hijacked. First hijacker always takes precedence.
| Twice per Combat, once per Health Stage
| Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down.
|-
|-
| Mind Wall 4
| Execute Command
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character has the Ability to hijack a Control Power (except Exorcism 1 & 2, and Peace Reign 1) being used on them. They can hijack it by turning the effect from themselves onto the Target who used the Control Power on them. While this occurs, this Ability is classified as a Control Power, and the Target becomes unable to use the Control Power that was used on the Character, while Control Power Immunity is also removed from them if they have it, for the duration of this reflected Control Power. The reflected Control Power follows the exact same rules as the Target using it on the Character would have, if it hadn't been hijacked.
| Once per Combat
| Target an Ally within range and allow them to make a Melee Basic Attack against an Enemy on Health Stage 2/1 without using an Action. Additionally, grant the ally +4 Attack and +4 Minimum Attack for that Attack only. If the Ally fails the Attack via the dice roll, and not through other means, apply the Weakened Status Effect to them for 2 turns.
|-
|-
| Nature Gift 1
| Fancy Footwork
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 1 Block | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| While outside the City, thus nowhere near conventional rental housing, the Character moves “as fast as an Asha” (thus giving the Character Asha Agility). This Ability ceases the moment the Character returns to the urban landscape.
| Once per Combat
| Target an Enemy within 1 Block Range and take the Move action, if possible. Move until you are standing within 1 Block of a different Enemy, and for this Move, you are immune to the first 2 Opportunity Attacks that would Target you. Count the number of Blocks moved, and receive a bonus to your next minimum Attack Roll equal to the number of Blocks (max 6). Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Omniaware 1
| Fortify Command
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user cannot be taken by surprise from behind, below, the sides, above or from far away. If any (Mundane) attack or harming Ability is used on them, a sixth sense will trigger making them aware of an attack that would otherwise take them by surprise. This does not grant additional dodging or avoiding mechanisms or guarantees, so standard Combat Roleplay Logic must still apply to dictate whether or not the user would be able to fairly block or avoid an incoming attack. This Ability purely gives the knowledge of such an incoming attack.
| Once Ended, use Command Stance Basic 5 times to reuse
| Target an Ally within range, the next time they are attacked by an Enemy, apply the Warned Status Effect to that Enemy. Whilst Warned, they must choose: before rolling, attack normally, and have the Marked Status Effect applied to them, or attack with -4 Attack.
|-
|-
| Power Howl 1
| Guided Prayer
| Trigger Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character can unleash a blood curling echoing scream that reverberates in Emote Distance. Anyone who is Channelling an Ability or about to Channel has the Channel forcibly interrupted, regardless of what interruption rules this Ability has. If this Channel Ability has a cooldown shorter than 5 minutes, it is set to a 5 minute cooldown. If longer, the Ability’s own cooldown is used. Additionally, anyone within 2 blocks of the user that was mid-swing with an attack, has their attack Staggered, meaning it automatically misses or is interrupted. This Ability has a 30 minute cooldown.
| Once per Health Stage
| Target yourself and increase the Attack and Minimum Attack of your next Basic Attack by +2. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Primal Horror 1
| Heavy Throw
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This Ability has a number of functions. Firstly, the Character is simply able to walk through Primal Shield 1, ignoring it as a physical barrier. Secondly, Primal Divination 1 does not work on them. Thirdly, Attacks or Abilities made by this Character cannot trigger Primal Defense 1 when used by someone else. Finally, the Character can sense any Dragon Warden, Dragonsoul, or Archblood within Emote Distance, even through walls, to pinpoint accuracy. This Ability and all its effects have no Cooldown.
| Twice per Combat, Once per Health Stage
| Target a Character within Range and Displace them a minimum of 6 blocks and up to 10 in any direction away from you and apply the Prone Status Effect to them on landing. If the Target is an Ally, grant that Ally +3 Defense for their next two Defense Rolls.
|-
|-
| style="width: 10%;" | Primal Sight 1
| Improvised Attack
| style="width: 8%;" | Toggle Passive
| Instant Technique
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user is able to detect a Dragon Soulcore, Dragonsoul, or Dragon Powercore, if it is present within Emote Distance. This Ability is not constant, and must be activated to sense, but has also no cooldown and is instant.
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and roll /dice 1 3. If you roll a 1 or 2, make an Attack at Emote Range with -2 Attack. If you roll a 3, make an Attack at Emote Range with +2 Attack.
|-
|-
| Pure Body 1
| Knockback Sweep
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The Character is immune to Afflictions. Any type of Affliction simply fails to infect them, even if it would come at the end of an Ability. Some Event Characters like Arken may have the Ability to negate this effect. Additionally, the Character is unable to learn or use Sorcery, if a Character gains Pure Body 1 at a later point in time, they lose their Sorcery or Magic and do not get Proficiency refunds.  
| Once per Combat.
| Target one Enemy within Range, Displace them backwards away from you by 10 Blocks. If there are multiple Enemies within Range, you may instead Displace all Characters within Range away from you by 4 Blocks. Additionally, the Character that Impacts with the shortest Block distance traveled, your choice if tied, suffers -1HP Damage.
|-
|-
| Pure Body 2
| Medical Bolster
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The Character is unable to use Magic or Sorcery, with the exception of Ordial Magic. Other Afflictions can still affect the Character however. Some Event Characters like Dragons may have the Ability to negate this effect.
| Twice per Combat, Only during Health Stage 2/1
| Target an Ally within Range and grant them 1 Block Token, whilst they have this Block Token increase that Ally’s Defense by +2. The next time you would take -HP Damage, the Target Ally suffers it instead of you. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack.
|-
|-
| Rogue Gift 1
| Medical Extension
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Should the character fail a dice roll for pickpocketing another character, they may roll a second time. This effect may only apply once per person being pickpocketed per day, but if a different person is targeted each time, it has no upper limit. The failed attempt is simply retconned.  
| Once per Combat
| Target an Ally on Health Stage 1 and grant them an additional Basic Attack use without using an Action when they reach 0HP. Additionally, if the Attack is successful, it deals -3HP Damage, if it is unsuccessful, it deals -1HP Damage.
|-
|-
| Rogue Gift 2
| Medical Rescue
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The Character can, once a day, if attempting an Proficiency or Ability action that requires a roll, dictate in OOC chat with the use of this Ability what the roll outcome would be without rolling. This is in essence a once-a-day luck-of-the-draw where the character has an instant-success on their /dice roll.
| Twice per Combat
| Target an Ally within Range and displace them to a block adjacent to you. Additionally, grant them 1 Block Token and heal them +1HP. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Medical Stance Basic Attack.
|-
|-
| Rogue Gift 3
| Medical Resist
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The Character can, if they have seen any writing from a specific person, perfectly imitate that person’s writing and signature on any piece of writing.
| Twice per Combat
| Target Yourself or an Ally on Health Stage 2/1 who has just lost a Defense Roll, reduce the Damage taken by that Ally by -1HP for the next 2 failed Defense Rolls.
|-
|-
| Rogue Gift 4
| Medical Sweep
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Character, and the character no longer makes noise when attempting to remain silent. Additionally, the character does not produce audible footsteps on any surface.
| Once per Combat, but only after you have used Medic Stance Basic 5 Times
| You move to a non-vertical unoccupied space in Range. This does not provoke Move Reactions, allows you to move through people and heals Allies passed through for +1HP. You can only heal up to 3 Allies using Medical Sweep.
|-
|-
| Rogue Gift 5
| Nimble Bola
| Trigger Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user may, if they are spotted by another character while attempting to hide, re-position to another place within Emote Distance, voiding the initial instance of spotting. This allows them to remain hidden, but can only be done once per RP scene.  
| Once per Combat
| Target an enemy within Range and count the number of blocks between yourselves. If the number of blocks is Even, apply the Prone Status Effect. If the number of blocks is Odd, apply the Snared Status Effect.
|-
|-
| Sariyd Gift 1
| Paladin Armaments
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character is immune to Servile Collar 1, Inth Gift 1, Inth Gift 2, Mind Surge 1, and Mind Surge 2. Additionally, the Character can construct a Clockwork Mem Bank, allowing them to store individual memories into the Mem Bank for safe-keeping, but not backup their whole memory.  
| Use Basic Attacks 3 Times to Reuse
| Target yourself and switch Paladin Stance, if you were in Blade, switch to Bow, and vice-versa. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.  Your first Attack after using Paladin Armaments gains +3 Minimum Attack, and +3 Attack.
|-
|-
| Sariyd Gift 2
| Paladin Bulwark
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This Ability allows the user to read and write in Qasr Script. Qasr Script is a form of hole/dented writing. If the Character is blind, this Ability still works, as Qasr script can be read while blind or blindfolded. Qasr script is not a language, and as such cannot be learned through Linguistics, only this Ability.
| Twice per Combat, during Health Stage 2/1 Only.
| Paladin Bulwark’s effects differ based on which Paladin Stance is Active. Blade: Target up to 3 Enemies in Melee Range and apply the Warned Status Effect. When Warned, they must Choose: If their next Basic Attack does not Target you, reduce the Damage they would deal by half, if their next Basic Attack Targets you, and all three hit, reduce the damage of the 3rd attack by -2. Bow: Target an Ally within 10 Blocks who uses Melee Basic Attacks, Move to a Block adjacent to them without provoking Move Reactions and moving through people. Additionally, grant them +1 Attack for their next 2 Dice Rolls. This counts as a Movement Technique.
|-
|-
| Sariyd Gift 3
| Paladin Cleanse
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user is able to use Sariyd Gift 3 once per day to reset the cooldown on any Ability that is either any number of Sariyd Gift, or Qatil Power Ability. Additionally, anyone with Sariyd Gift 3 has exclusive access to White Core Qatil Power Abilities.
| Twice per Combat, during Health Stage 2/1 Only.
| Paladin Cleanse’s effects differ based on which Paladin Stance is Active. Blade: Target an Ally in Melee Range and apply two of the following effects to them: Remove Defense Reductions, Remove one Status Effect or break one Link Applied to them by an Enemy. Bow: Target an Ally in Emote Range apply one of the following effects: Remove one Status Effect or Break one Link applied to them by an Enemy.
|-
|-
| Sariyd Gift 4
| Paladin Cleave
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user has exceptional sharp and detail-focused eyesight, discovering abnormalities in things and places. Anything produced with Roguery Packs Government Forgery, Guard Forgery, or Art Forgery, is revealed to be a forgery to the user. Additionally, anything produced with Honed Skill 4 has the secret embedded message revealed to the user. Finally, the user is immune to any damage or constraining effects caused by any Region Enchant, such as Home Enchant 1’s burgling trap.  
| Twice per Combat, Once per Health Stage
| Paladin Cleave’s effects differ based on which Paladin Stance is Active. Blade: Apply the Fleeting Status Effect to all Enemies within 2 Blocks, if Fleeting is applied to 2 or more Enemies, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack. Bow: Target an Enemy within 10 Blocks and apply the Fleeting Status Effect. Additionally, inflict -2 Attack for their next 2 Attack Rolls.
|-
|-
| Sariyd Gift 5
| Paladin Repulse
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The Character has access to a Clockwork familiar constructed of any metal alloy that can also be edited and modified further. This familiar may appear spider-like, or a floating head with a small heli-blade, or even a centipede, or a domestic dog, so long as it is never larger than a domestic dog. This Familiar may speak in any language the user speaks, and have a mimic of their personality, or parts of the personality of the owner that the owner does not want to have, offloaded into the familiar. For example, if the owner does not wish to be cowardly, they can offload their cowardice personality trait into the familiar, who will then speak with a lot of cowardice. This familiar cannot fight, but also cannot be destroyed and will simply bunker down to avoid damage. This familiar may carry items, but will drop them the moment it is attacked, and cannot ever leave Emote Range of the user.  
| Twice per Combat, Once per Health Stage.
| Paladin Repulse’s effects differ based on which Paladin Stance is Active. Blade: Displace all Enemies within 4 Blocks backward away from you by 6 Blocks. Additionally, if any Enemies Impact, inflict -2 Defense to them for their next Defense Roll. Bow: Displace an Enemy within Emote Range backward away from you by 10 Blocks. Additionally, if they Impact inflict -2 Defense for their next 2 Defense Rolls.
|-
|-
| Skin Purge 1
| Paladin Smite
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
| Twice per Combat.
| Paladin Smite’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy with a Block Token within 10 Blocks and make a Basic Attack against them at that Range with +3 Attack. Bow: Target two Enemies with Block Tokens within Emote Range, and adjacent to each other, make an Attack Roll against one of them. Additionally, make an Attack Roll against the other with 2 Attack Maximum (dice 12).
|-
|-
| Sorcery Skill 1
| Paladin Veilbane
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.}}
| If the Character has purchased at least 1 [[Sorcery]] Ability, they may gain an additional Sorcery Ability from any Category for free. This Ability can only trigger once, and if this Ability is somehow removed from the owner, the chosen Sorcery Ability is lost.
| Twice per Combat, Once per Health Stage.
| Paladin Veilbane’s effects differ based on which Paladin Stance is Active. Blade: Target an Enemy within 10 blocks and Move to a block adjacent to them without triggering Move Reactions and moving through people, apply the Silenced Status Effect to the Target for 2 Turns. This counts as a Movement Technique. Bow: Target an Enemy within Range and apply the Silenced Status Effect for 3 Turns, if the Target had just used a Power, also apply the Marked Status Effect. Additionally, when you use your Action to use the Blade version of this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Spirit Familiar 1
| Chem Supplier
| Toggle Passive
| Passive Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user must choose an animal from the [[Animals]] Page (barring Magus or Dragon) species. This choice is permanent, and must be mentioned on the Character Application. Once chosen, the user may choose to manifest and remove smaller visual and aesthetic changes to their body from the animal chosen, but never so thoroughly that it mimics a Werebeast, Allar, or Asha. Secondly, they may summon a magical looking familiar of the animal chosen that may never be larger than a domestic cat regardless of original size of the animal, but may also be smaller depending on the preference of the user. This familiar can carry a single object on them, but may never enter combat, and is disabled for 1 hour if hit by any Ability or Attack. If a Magical aesthetic is not desired, a Mundane creature can also appear to the Character in their childhood and stay with them, with this Ability applying to them, with all other rules. The Mundane creature gains a lifespan as long as the user.
| Once per Combat
| Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
|-
|-
| Super Self 4
| Protocol Scout
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip:  Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them) }}
| The Character is immune to any Alchemy, Mundane Techniques or Abilities that would cause a loss or gain, change, exchange or transferral of Proficiency Points or Physical Stat, both positively and negatively.
| Twice per Combat
| Target an Ally within Range, ignoring Line of Sight and consider them always in Range of you and your Abilities and Attacks, regardless of Line of Sight, for your next 2 Turns. Once Protocol Scout Ends, if that Ability is still active, you are no longer considered ‘in Range’ for that Ability (unless you would be normally without Protocol Scout). Protocol Scout does not use your Action.  
|-
|-
| Super Self 5
| Puretek Reload
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character is immune to any Ranged Combat Proficiency Mundane Techniques, with the exception of the Techniques gained at the full 20 Proficiency Point investment. The aesthetics for how these projectiles miss is up to the player, but it is recommended to simply pass through them as if they were a shadow.
| Once per Combat, Only during Health Stage 1
| Target yourself and grant an additional usage of any previously used and currently inactive Puretek, Ranger, or Deadeye Point Buy Ability without using an Action.
|-
|-
| Super Self 6
| Puretek Roulette
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character is immune to hypothermia and cold temperatures, and is completely unaffected by any naturally occurring or Ability based Ice, snow, or frost on themselves or on the ground. Additionally, the user is immune to Element Brand 1.  
| Once per Combat
| Target yourself and roll /dice 1 6, apply an effect based on the number rolled. 1: Do Nothing but refund this Use of Puretek Roulette, 2: Grant yourself +1 Attack for your next two Attack Rolls, 3: Increase your Move by 3 Blocks for your next two Move Actions, 4: Grant yourself 1 Block Token, 5: Reroll your next Defense Roll even if you succeed, 6: Apply the Marked Status Effect to two Enemies in Emote Range.
|-
|-
| Symbiosis 1
| Ranger Cut
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character is able to change the head shape they have as Url within the compliant clades and animal heads held there-in. This Ability does not count as disguise. Even if logic would dictate that an Url who once had a Buffalo-head now has a Deer-head and should thus not be recognizable, they can still be identified as the original appearance. Additionally, the Character can change between normal plantigrade legs and feet with Human skin, or hooves on digitigrade legs with fur up to the knees. They can also choose to keep the fur at the knees, or raise the fur up to the waist. They may also choose to have a cow-like furred tail that is controllable, but not capable of holding things and does not reach to the ground. Finally, the Character may use /trait add Jump2, as Url are able to jump twice as high as all other Races, and is immune to Mutations.
| Thrice per Combat, but only during Health Stage 3/2
| Target a character who is part of a Link but not the original caster, sever one Link affecting them and grant them +2 Attack for their next 2 Attack Rolls. Additionally, if the Target has a Status Effect, apply Marked to the Link Caster.  
|-
|-
| True Path 1
| Ranger Entrapment
| Toggle Passive
| Instant Technique
| Travel Length
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user is able to begin a charge or running speed in a particular direction. Once reaching a particular block, they may activate True Path 1 to scatter their body into a large cloud of non-harmful smaller objects, or flora, or critters, and continue traveling in the same direction as they were running. This allows them to continue moving for up to 10 blocks at sprinting speed, allowing them to pass through any hole, crack or opening. This can be to for example, float through a guard formation, a door, a wall of spikes, etc. After traveling 10 blocks, the character re-manifests, this Ability cannot be ended early, unless met with a solid wall without openings. This Ability has a 15 minute cooldown.
| Once per Combat
| Target a Character within Range and apply the Snared Status Effect to them. Additionally, apply the Snared Status Effect to all Enemies within Melee Range of the Target, and deal -1HP Damage to any Enemies who already had the Snared Status Effect. Ranger Entrapment does not Stack.
|-
|-
| Vampire Master 1
| Ranger Fan
| Toggle Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is immune to any Abilities used on them by Vampires that is part of their Vampiric Base and Bloodline kit. This is a toggle state, meaning that the user may choose to be affected, or not, but they cannot target specific Abilities and are either blanket immune or not immune.  
| Once per Combat
| Target two Enemies in front of you within Range, Displace them away from you by 6 blocks. Additionally, if any of the Targets Impact, apply the Fleeting Status Effect to them.
|-
|-
| Vampiric Familiar 1
| Ranger Shower
| Toggle Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Vampire gains a Vampiric Familiar that they can summon, which must be either a: Bat, a Gargoyle, or corrupted Bird of Prey. This Familiar must be the size of a household cat, and can fly. The Vampiric Familiar must remain on the Vampire at all times, except when sent out for a single task. The task can be retrieving a single free small object (i.e. not being carried on a person, held, or tied down), or using a Single Ability on a person with the range of “Direct Touch.” (Excluding Servile Collar 1 & 2 and Blood Feeding 1) The Ability will then be cast through the Familiar, who must still be able to touch the Target. The Familiar will disappear and cannot be re-summoned for 30 minutes if hit by any Ability or Attack. The Familiar can be un-summoned and re-summoned, but if the Familiar is un-summoned, it cannot be re-summoned for 10 minutes. This Familiar cannot leave Emote Distance of the Vampire. This Familiar is immune to Spirit Curse 1.  
| Once per Combat
| Target an Enemy within Range and make an Attack Roll against them, if successful, make an Attack Roll against a different Enemy within Melee Range of the Target. If both Attacks are successful, apply the Vulnerable Status Effect to both Enemies in addition to the Damage. If only the first Attack is successful, it deals -3HP Damage. You must have at least 3 Enemies within Range to use Ranger Shower.
|-
|-
| Vampiric Familiar 2
| Ranger Tag
| Toggle Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Emote | Emote: Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character has a permanent Vampiric Familiar called the Bloodfalcon, a Falcon with bat ears, bat wings and a long tail that appears like squid arms with blood sucking mouths at the ends. The Bloodfalcon is purely aesthetic, as soon as Combat begins, it flies high up in the air and won’t come down until Combat is over. The Bloodfalcon cannot perform any tasks, or leave the user. It can only play with the user or others in Emote Distance, or perch on the user’s shoulder and make aesthetic gestures or noises. The Bloodfalcon can be summoned or un-summoned at will. This Familiar is immune to Spirit Curse 1.
| Four Times per Combat, but Twice per Health Stage
| Target an enemy within Range and apply the Marked Status Effect to them. Additionally, if any Ally within 3 blocks of the target enemy has the Marked Status Effect, remove it and apply it to a second Enemy within range.
|-
|-
| Varlord Will 1
| Ranger Viper
| Constant Passive
| Instant Technique
| Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Vampire can gain more bat-like anatomical features in their Vampiric Form, and additionally can choose to have functional claws in their Vampiric Form on their original hands only. These claws are as hard as steel, and are treated equivalently as if they were steel daggers. Additionally, the Vampire can open Dorkarth Moratoriums, which only characters with this Ability can access.
| Twice per Combat, but only Once per Health Stage
| Target an Enemy within Range and make a Basic Attack against them with +2 Attack and +2 to the Minimum Dice Roll. Additionally, you may make this Attack using an Ally’s Line of Sight for targeting.
|-
|-
| Vintar Born 1
| Reflecting Strike
| Toggle Passive
| Instant Technique
| Event Venue
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This Ability activates only during and at Server-Announced Events (player or Staff hosted, but announced by Staff / recorded on the calendar). While active, all other Vampires (even of other Bloodlines) including the Character themselves have all their Vampiric appearances hidden with an illusion (such as Blood Eyes 1 & 2), and become undetectable by Aberrant or Vampire Detection Mechanisms. The Ability remains active while the Character is at the Event Venue, and up to 5 minutes after final conclusion of the Event. Target Illusion immunity does not grant immunity to this Ability. This Ability can be used once per day
| Once Per Combat
| Target an Enemy within Range and make a Basic Attack at Emote Range, if the attack is successful, target another Enemy within two blocks of the first and make a Basic Attack against that Enemy. If only the first Attack is successful, it deals -2HP Damage and inflicts -1 Defense on the Target for their next Defense Roll. If both Attacks are successful, they each deal -1HP Damage.
|-
|-
| Vintar Born 2
| Ritualist Expulsion
| Toggle Passive
| Instant Technique
| Player Region
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This Ability activates only when the Character is inside their own Player Region, Noble Estate, or Clandestine Base. While inside, all the Character’s Vampiric appearances are hidden (such as Blood Eyes 1 & 2), and the Character becomes undetectable by Aberrant or Vampire Detection Mechanisms. The Character may also bestow this effect to one additional Vampire (of any Bloodline) but can only switch this to another person after the first has left the building. This Ability deactivates as soon as either the Character or the enchanted guest leave exactly the region+10 blocks (the region includes any attached gardens). Target Illusion immunity does not grant immunity to this Ability. This ability has no Cooldown.
| Twice per Combat, Once per Health Stage.
| Target an Enemy within Range with a Status Effect, and make a Basic Attack with +1 Attack. After the attack, Displace them backwards away from you by 6 Blocks. Additionally, if they Impact, deal -1HP Damage to them.
|-
|-
| Wall Climb 1
| Ritualist Hunt
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall.
| Twice per Combat, Once per Health Stage
| Target yourself and gain +4 Move Speed to your next Move Action taken. Additionally, for every Opportunity Attack an Enemy takes against you, you gain +2 to Defense against that Opportunity Attack. If the Enemy’s Opportunity Attack hits you, you get to make an Opportunity Attack back with +2 Attack for that roll only.
|-
|-
| Wall Climb 2
| Ritualist Mirage
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability includes a falling-damage mitigation, meaning that regardless of height, the character does not receive falling damage, and can jump from a suspended position halfway up the wall.
| Once per Health Stage
| Target an Enemy within Range and apply the Confused Status Effect to them which lasts for 5 Turns, or until you make a Basic Attack against them, whichever comes first. Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Wall Climb 3
| Ritualist Roots
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is able to near-instantly scale a vertical wall or barricade as long as it has a landing position at the top that is reasonably horizontal, thus allowing them to hop over walls and fortifications. This requires the user to be standing at the base of the vertical wall and be thrown up, landing safely at the top. This Ability can be used four times every 12 hours. This Ability can also be used to safely travel down a wall, but it does also take a charge each time downwards travel is used.  
| Once per Combat
| Target an Enemy within Range and apply the Prone Status Effect. While the Enemy has the Prone Status Effect from Ritualist Roots, you gain +2 Attack against them. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Wall Climb 4
| Ritualist Slaughter
| Toggle Passive
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user can climb up, down, or sideways (but not diagonally) on any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall. Channel Abilities cannot be utilized while Climbing with Wall Climb 4.  
| Once per Health Stage
| Target an Enemy within Range and roll for an Attack Emote twice. If one roll would hit, deal -2HP Damage. If both rolls would hit, deal -2HP Damage and apply the Brittle Status Effect after the Attack Emote. If both rolls would miss, apply the Bloody Status Effect to the Target Enemy for their next two Defense Dice Rolls.
|-
|-
| Weapon Song 1
| Shattering Strike
| Toggle Passive
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user may activate Weapon Song 1 on any Melee Weapon that they are wielding in combat, causing it to levitate in the air, and allowing them to control it as if they were wielding it, except further removed from the actual weapon. This must be their own weapon, and not a weapon they’ve taken or stolen from another. The only thing this does, is create distance between the opponent and the user, thus allowing them more time to respond to moves the opponent makes. The weapon can still be parried and even knocked out of the user’s hand, as it is only displaced. The distance can however be anywhere in Emote Distance, as long as where it is levitating is within view.  
| Twice Per Combat, Once per Health Stage
| Target an enemy within Range and apply the Brittle Status Effect. Additionally, Shattering Strike does not use your Action but can only be used after making a Basic Attack.
|-
|-
|}
| Shield Bunker
 
| Instant Technique
==Control Powers==
| {{#simple-tooltip:Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
{| class="wikitable"
| Once Per Combat
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| Target yourself and reduce the Block distance of all Displacements by -4 (never to 0, minimum 2), but your Moves and all Movement Abilities used on you and by you are capped at 4 Blocks for the duration. Shield Bunker lasts until you reach Health Stage 1, and can be ended early.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| style="width: 10%;" | Emotion Sense 1
| Shield Phalanx
| style="width: 8%;" | Control Power
| Instant Technique
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: 1 Block | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can summon a hologram of the target’s current greatest desire in front of them to show them their inner desire, the target does not need to be willing, but only the target and the user can see the hologram. This hologram must be unmoving and see-through, but can reflect for example a Character sitting on a throne, an object they desire, the death of another person, etc. The desire is based on the Character’s ambitions and hopes, not necessarily their in-the moment wants. If the target has at least 10 Theatre Arts, this Ability does not work on them.
| Once Per Combat
| You create a defensive zone within Range, ignoring LOS, and increasing your and allies’ Defense by +1, and their minimum Defense Roll by +1. If another ally within range has Shield Phalanx, they can activate it without using their Action in response, which can chain to allies further down the line from you. For each person using Shield Phalanx in a chain, increase the bonuses by +1, but never more than +5. Shield Phalanx lasts for the rest of your current Health Stage.  
|-
|-
| Memory Sense 1
| Shield Rumble
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can, while putting their hand anywhere on the target’s body (shoulder, holding hand, on top of head, etc.), and if the target is willing or restrained, transmit the target’s memory they are recalling into an animated wall-painting that will display that memory from the target’s memory and through the target’s eyes on the wall, without any sound, but in perfect color and shape. If the target does not fully remember parts of it, these areas will be vague or blurry. Fake or implanted memories will appear as if they are real memories, but the target cannot fake it themselves. This Ability has no cooldown, but is broken as soon as the user breaks hand-contact. The target can also cause a different memory to appear by recalling a different memory altogether.
| Twice Per Combat, but once per Health Stage.  
| You slam your shield, which Displaces all Characters within Range backwards and away from you by 4 Blocks. Additionally, if at least 2 enemies Impact, you gain 1 Block Token.  
|-
|-
| Pain Sense 1
| Shield Taunt
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user can, while putting their hand anywhere on another person (does not need to be willing) apply a Target Curse. While this Target Curse is active, if the target experiences either emotional or physical pain or anguish, the user will telepathically know they are in pain from any distance, but not know where they are. This Target Curse is indefinite, until removed through Exorcism 1, or by will of the user (who can do it even beyond Emote Distance), or by having the user apply it to a new person. Only one Pain Sense can be active at all times.
| Once per Health Stage.
| Target up to 3 enemies within Range, and apply the Warned Status Effect to them. While Warned, they must choose: Target you with an Attack or an Ability, or have the Marked Status Effect applied to them. Warned is removed after either choice. Additionally, set the minimum of your Defense Dice Rolls to 4 against anyone who has the Warned Status Effect. Shield Taunt lasts until all Warned Status Effects applied by Shield Taunt have been removed.  
|-
|-
| Exorcism 1
| Shrug Off
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it. }}
| The user can perform the cleansing ritual on any person, lasting 5 minutes, causing any Target Curse or Target Illusion that is actively affecting them to disappear. Once cleansed, a target cannot be re-cleansed for another 10 minutes. This process is painless, but the target may still be confused or hostile. The target leaving Emote Distance cancels this Power.  
| Once per Health Stage
| Target yourself and remove a Status Effect of your choice, but apply a -2 Attack to your next two Attack Rolls. Additionally, if you use your Action to use this Ability, you may refund your Action to immediately make a Basic Attack.
|-
|-
| Exorcism 2
| Smokescreen
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can perform the cleansing ritual on any person, as long as they are restrained, lasting 5 minutes, causing any Possession or Control Power that is actively affecting them to disappear. Once cleansed, a target cannot be re-cleansed for another 24 hours. This process is painless, but the target may still be confused or hostile. The target becoming unrestrained cancels this Power.  
| Once per Combat
| Target yourself and become untargetable by Abilities used outside of this Range for the next 3 turns. Additionally, any Basic Attacks targeting you outside of this Range have -4 to the Final Result.
|-
|-
| Exorcism 3
| Sonata of Justice
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The User can instantly Cancel any single Target Curse, Target Illusion, or Magic Spell currently affecting someone by touching them. This Ability only Cancels the most recently used Ability. Additionally, the Target cannot be affected by the same Target Curse, Target Illusion, or Magic Spell again for the next minute. This Ability cannot be used on Self. This Ability can only be used once every 10 minutes.
| Once per Health Stage
| Target an Ally within Range and grant them +2 Attack or Defense to their next 3 Rolls of the chosen Stat. If used as an Intro, this lasts for 4 Rolls instead. If used as an Outro for an Elegy Bardic Point Buy Ability, whilst the Ally has this Stat Increase, grant them +2 Blocks Range for all Move Actions they make, and the first time they Impact because of an Enemy, heal them +1HP.
|-
|-
|Servile Collar 1
| Sonata of Purity
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can target either a willing or fully restrained unwilling person to apply a Control Power on them. Once applied, the target goes catatonic, their eyes become solid milky white, and they are no longer conscious of their surroundings. The user then has 10 minutes to give instructions to the Servile, after which the Servile must attempt to complete the instructions immediately (if the instructions are not completed, this Ability goes on Cooldown and ends). Serviles can be given multiple stages leading up to the final command (such as, for example go there, disguise as this, then stab this person), but cannot be given multiple commands (such as, stab this person, fake this document, and burn this house down). Once the Servile is either restrained, knocked unconscious, has Exorcism 2 applied to them, completes the objective, or cannot complete the objective within 24 hours, the Control Power is removed. Either way the Control Power ends, the Servile has no memory of the instructions given or any of their actions taken after instructions to before the removal of its effects. All the while the Control Power is active, the Target is catatonic but still functions like a zombie, they will continue to go about trying to complete their mission but look as if they are in a daze, their eyes milky white and will not speak or respond to any prompting. Serviles will move around obstacles and will defend themselves, and cannot be instructed to harm themselves. The Servile can never be instructed to speak or reveal things, it can only do things. This Ability has a 48 hour Cooldown.
| Twice per Combat
| Target yourself or an Ally within Range and remove 1 Status Effect of your choice from the Target. If used as an Intro, increase this Ability’s Range to 10 Blocks. If used as an Outro for an Aria Bardic Point Buy Ability, when you use this on an Ally, additionally Target the Enemy within Emote Range that applied the removed Status Effect and apply the Marked Status Effect if the Target Enemy is on Health Stage 3/2, and apply the Bloody Status Effect if the Target Enemy is on Health Stage 1, which lasts until they leave Health Stage 1.
|-
|-
| Servile Collar 2
| Sonata of Sanctuary
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can target either a willing or fully restrained unwilling person to apply a Control Power on them, as long as the target is not a Vampire. Note, while this Ability is not an express consent Ability, this Ability does not work if the Player targeted does not want to roleplay out the function of this Ability. Once applied, the Vampire produces a Blood-Mimic that manifests out of shadows and Blood next to them, that is an identical copy of the person targeted, except that they have red irises and dark-gray sclera (other Vampire-colored aesthetics may apply, ask in a ticket for more). The Mimic's red eyes and dark-grey sclera cannot, under any circumstances or abilities, be hidden or obfuscated. This Blood-Mimic has the same Memories, Proficiencies, Skills, and Abilities, as the original Target, and cannot be altered or afflicted. (I.E. They stay exactly the same as the character when copied, and cannot be infected or taught different things). Their personality however is untethered to conscience, and they must obey the commands of the Vampire that made them. There is no such thing as Kill Perms for Blood-Mimics, anyone can strike to kill, and the Vampire that created the Blood-Mimic can destroy them at any time. The Mimic can only be removed by being killed. This Ability has no Cooldown. Due to gameplay fairness, the Blood-Mimic can never reveal incriminating memories or any knowledge that the Vampire does not already have, despite having all the same memories as the victim, and being under the command of the Vampire. The Blood Mimic can only be played by the player of the character copied, unless that player gives express consent for another person to play it. Only one Blood Mimic can exist of the same person at any given time, but, a single Vampire can create multiple Blood Mimics.  
| Once per Combat
| Target an Ally within Range on Health Stage 1 and grant them 1 Block Token. If used as an Intro, Target an Ally on Health Stage 2/1 instead. If used as an Outro for a Sonata Bardic Point Buy Ability, additionally heal yourself and the Target Ally +1HP.
|-
|-
| Shrewd Insight 1
| Tangle Strike
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
| Once per Combat
| Target an Enemy within Range and apply the Warned Status Effect to them for 2 Turns. While Warned: Remain within 5 Blocks of you, or willingly leave it and have the Fleeting Status Effect applied, and suffer -2 Attack for 3 turns. Multiple instances of Tangle Strike do not stack.
|-
|-
| Battle Sense 1
| Tank Sanctuary
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user may activate this Control Power on anyone in range, attaching to them like a Mobile Channel. While it is maintained, the user may choose one of the target’s Melee Combat Proficiencies and increase it by +5 Proficiency Points that may break the Cap for Proficiency. The user may only move at walking speed, must have the target within viewing distance, and the user may also not be attacked themselves. Knocking over or otherwise removing the focus from the user on the target cancels the effect. Additionally, the user gains the Constant Passive Omniaware 1 while this Ability remains active. While Battle Sense 1 is active, the user may not use other Abilities.
| Once per Combat
| Tank Sanctuary isn’t active until you take Damage from using Tank Stance’s Basic Attack 5 times. When it activates, you can choose to use it to reduce the Damage taken by yourself and Allies within Range by -1HP for 3 Turns.
|-
|-
| Inth Gift 1
| Tank Shove
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user may target any person within Emote Distance to mark them with this Control Power, and any number of individuals may be marked. For those marked, if the user or the target leaves Emote Distance, the target(s) will forget the appearance, name and the sound of the voice of the user. They will still remember the conversation and what was said, but they will only remember a blur of a figure for the user, a warped voice, or their name.  
| Once per Health Stage 3/1 only.
| Target an enemy within Range, and Displace them in a straight line away from you by 10 Blocks. If the target Impacts, apply the Marked Status Effect. Additionally, set your Move speed to 4 Blocks for this turn only, or, if you already Moved, reduce the Move speed of your next Move to 4 Blocks.  
|-
|-
| Inth Gift 2
| Tank Slam
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user may, with Direct Touch and once per 48 hours, absorb a person’s entire memory of the last 24 hours and congeal them into a Memory Pearl. This Memory Pearl will appear in the user’s hand, and has to be put into a Memory Pearl pouch somewhere on the person. This Memory Pearl pouch is immune to being pickpocketed, but must always be on the user at all times. Inside are all Memory Pearls, which they will be able to recognize belonging to who. If any of these Memory Pearls are crushed, from anywhere, the memories that were taken will return to the target. If the Memory Pearl also goes beyond 2 blocks away from the user, it will break by itself.
| Once per Combat
| You apply the Snared Status Effect to all enemies within Range. Additionally, apply the Fleeting Status Effect to one enemy within Range of your choice.
|-
|-
| Peace Reign 1
| Tech Auto
| Control Power
| Instant Technique
| Event Venue
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user may choose to, at any Event Venue either from a hosted event as found on the Calendar, or for a social gathering in their own home, apply a Control Power to diffuse anger in a character and soothe their frustration or anger if they experience it during the social gathering or event, while still on the venue. The effect is indefinite, causing the target to be more calmed, and will endure even if they leave, but will not prevent it from triggering again in the future. This has no cooldown, and may be applied to as many targets as desired, but only during the event/gathering and on venue/in home.
| Twice per Combat, Once per Health Stage
| Target yourself and reduce the Damage you deal with attacks by -1HP, grant yourself +5 to the Minimum of your next 3 rolls. If two of these rolls are successful, apply the Bloody Status Effect to an enemy within Emote Range for 2 turns. Additionally, if your Basic Attack is Replaced by something else when you use this Ability, instead of reducing the Damage you deal, increase the Damage you take from incoming Attacks by -1HP.
|-
|-
| Mind Surge 1
| Tech Shelter
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability allows the user to target any Character without Control Power Immunity to transmit a strong desire to the subject. This Ability does not force them to comply, it merely gives them a strong urge to do what the Character is suggesting they do. The target is unaware that they are being Emotion Surged, and the Character using this Ability also gives off no telltale signs that they are using an Ability. This Ability can only be used to encourage a Target to do something, it cannot make them change their beliefs or alter things they consider truth. This Ability has no Cooldown, but players are expected not to spam it to every person. <span style="color:red">'''It is not permitted to engage in unprompted Romance-RP Emotion Surging without discussion with the Target beforehand.'''</span>
| Twice per Combat
| Target an Ally within Range that has just taken -1HP Damage, reduce that Damage to 0 but decrease their Attack by -2 for the next 2 rolls.
|-
|-
| Mind Surge 2
| Theft
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: 1 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability allows the user to change another target’s feelings about another person. For example, the Target may love their sibling, but the user may use Perception Surge to convince them that instead they hate this person, or they may convince someone who despises another person to like them instead. This Ability fabricates a fake event in the mind of the Target that would have made them change their mind. After use, this effect remains in the target as Possession, and as such can be removed by Exorcism mechanics and Abilities. The effect can also be broken when the Target has been undeniably convinced that the event in their mind did in fact not happen, but remain unaware of it otherwise. This Ability can only target other Characters, and cannot be used by the user to make other Characters like or dislike them. The targeted person must also be known by name for the user. This Ability can be used once per day. Control Power Immunity makes the Target immune to the effects of this Ability.
| Twice per Combat, Once per Health Stage
| Target an enemy within Range and roll /dice 1 5. If you roll a 1, and the enemy has a Block Token, remove the Block Token and grant it to yourself, and if the enemy has no Block Token, treat this as rolling a 4. If you roll a 2, choose an Ability that is “Twice or Thrice per Combat” and refresh one of its uses. If you roll a 3, you and the Enemy gain the benefit of a 2 roll. If you roll a 4, reduce the enemy’s next Move action by -3 Blocks, and increase your next Move action by +3 Blocks. If you roll a 5, remove any Attack and Defense Stat increases the enemy has for the next 3 turns, and grant them to yourself for the next 3 turns (they are re-applied when this Ability ends).  
|-
|-
| Mind Surge 3
| Venomous Strikes
| Control Power
| Instant Technique
| Emote Distance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This Ability allows the user to decipher the “ideal partner” appearance of a Target person as long as they are within Emote Distance. They may then store this as a “Template” in their memory for future use, and will be perfectly able to recall this Template if needed. If the Character has Flux Shift 1 and Flux Shift 2 as Abilities, they are also able to perfectly mimic this Template by using these Abilities, immediately, or any time later. It is best to request Template descriptions in Direct Messaging. If a player is refusing to cooperate, or states their Template is a specific other Character, contact Lore Staff.  
| Once per Combat.
| Target yourself and modify your Attack for the next 4 turns. Whenever you deal Damage to an enemy, you can reduce the Damage by any amount (even to 0), and then reduce the enemy’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until you Damage the affected enemy without reducing the Damage, until this Ability ends, or until you are KO’d. The same enemy can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes.
|-
|-
| Mind Surge 4
| Veteran Solitude
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability allows the user to, through Direct Touch, apply a Control Power that creates a bi-directional telepathic communication link. This Ability remains active indefinitely, unless some form of Exorcism or Possession removal mechanic or Ability is used on the target, or the user breaks the communication link voluntarily. The user is also able to mute the Target from speaking back, thus subjecting them only to their telepathic communication. This Telepathic communication can be done from any distance, but both players must be Online for it to be used. After the link is broken, this Ability cannot be used for another 24 hours. Any Target can only have one active Mind Surge 4 on them, and anyone who has access to the Ability Mind Surge 4 also cannot be the Target of Mind Surge 4 from someone else. A maximum of one Telepathic link can be active at any time.  
| Twice per Combat
| Count the number of Allies and Enemies, and apply a different effect of Veteran Solitude depending on the difference between the counted numbers. 0: Target 1 Enemy within Range and set your Minimum Attack or Defense Roll against them to 5, and grant the Enemy the opposite. 1-2: Grant yourself 1 Block Token, and apply the Marked Status Effect to one Enemy within Range. 3-4: Remove up to two Status Effects from yourself and apply 1 Status Effect of your choosing to an Enemy within Range, 5+: Target 3 Enemies in Range, inflict -3 Attack and Defense to all three for their next 3 Rolls.
|-
|-
| Mind Surge 5
| Veteran Swiftstrike
| Control Power
| Instant Technique
| Self
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is completely immune to Mind Surge 1, 2, 3, and 4. It also gives them Immunity to Puppet Control 1.  
| Twice per Combat, Once per Health Stage
| Target all Enemies within Range and displace them backward away from you by 4 Blocks. Additionally, target one Enemy displaced by this Ability and move to an unoccupied space adjacent to them without provoking Move Reactions. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| World Shift 1
| Veteran Tri-Slash
| Control Power
| Instant Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user is able to Song-bend any unliving materials (dead wood, stone, metal, glass, bone, etc) into other shapes or a desired shape. This involves the act of singing, and then using one’s hands to bend the material as if it is made of a clay-like substance. This can never result in sharp edges or strong surface that Metallurgy can produce, and is only decorative. Objects cannot decrease or increase in size, and this Ability does not allow the Song-bending of objects that consist of many smaller objects, such as a wall consisting of hundreds of bricks, but does allow the Song-bending of a single wooden pillar in a palisade wall.  
| Once per Health Stage, only on Health Stage 3/2
| Target an Enemy within Range and make a Basic Attack against them rolling /dice 1 19, ignoring all current bonuses and penalties, rolling three times and using the Highest Result. If 2 of the Rolls were above 15 without post-roll additions, this attack deals -3HP Damage. If 3 of the Rolls were above 15 without post-roll additions, this attack deals -4HP Damage and applies the Prone Status Effect to the target, and this Attack’s Damage cannot be reduced or ignored in any way.
|-
|-
| Mind Shield 1
| Warding Prayer
| Control Power
| Instant Technique
| Self
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is able to enchant any piece of jewelry with the Mind Shield 1 Enchant which only works if worn by the user. If the wearer is being targeted by any Target Illusion Ability or Object Illusion, the jewelry starts loudly ringing, while also making the user immune to the Illusion for 10 minutes, after which the jewelry must recharge for 12 hours before it can work again. It is important to note that the Illusion itself is not Countered or Cancelled, it is only made unperceivable by the user, meaning if the Illusion lasts longer than 10 minutes, it will start affecting them.  
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range, the next time they take the Move Action, or the next time an Enemy adjacent to the Target takes the Move Action, apply the Snared and Fleeting Status Effect to the Target.
|-
|-
| Blood Feeding 1
| Weapon Throw
| Control Power
| Instant Technique
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes.}}
| The Character can extend their Vampiric teeth and sink anywhere on a target’s body to begin drinking blood. While drinking, the victim is paralyzed and unable to react, but is still aware and can still speak. A full drink takes up to 10 minutes. As soon as the Character releases the Target, they have lingering paralysis for 30 seconds before the effect is removed. This Ability cannot be used during combat or to initiate combat, and the target may also not be restrained by other means during the feeding. This Ability has a 30 second cooldown after feeding is complete. If the Target has Control Power Immunity, they are only immune to the Paralysis effect, and can still be fed on.
| Thrice Per Combat, Once per Health Stage
| Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack.  
|-
|-
| Blood Feeding 2
| Control Power
| Self
| When Blood Feeding 1 is used by another Vampire within Emote Distance, the Character gains full satisfaction and fed-status from that feeding, if it was completed, as if the Character used Blood Feeding 1 themselves. This Ability ignores immunity to Control Powers.
|-
|}
|}


==Primal Powers==
===Counter Techniques===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
|-
| Bruiser Parry
| Counter Technique
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat, Once per Health Stage.
| You can only use this when an Enemy makes a successful Ranged Attack against you or an Ally within Range, reduce the Damage taken from that Attack by -1HP. Additionally, apply the Brittle Status Effect to the Enemy within Emote Range that attacked you, and Displace yourself up to 6 Blocks in any direction.
|-
| Bruiser Riposte
| Counter Technique
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage.
| You can only use this when an Enemy makes a successful Melee Attack against you, without using an Action, reduce the Damage taken from that Attack by -1HP. Additionally, deal -1HP Damage to the Enemy that attacked you and Displace them 6 Blocks towards you.
|-
| Chem Bang
| Counter Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat
| You can only use this when an Enemy in Range would use a Movement Ability, reduce the range of that Movement Ability by 7 Blocks. Additionally, if the Enemy was Mounted, they cannot gain increased Move Range for 2 Moves after this effect.
|-
| Chem Purge
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| You can only use Chem Purge when you have a Status Effect applied by an Enemy, remove all Status Effects. Additionally, set your Maximum Defense Roll to 6 (cannot be raised) for a number of Defense Rolls equal to the number of Status Effects removed. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| style="width: 10%;" | Primal Realm 1
| Close Save
| style="width: 8%;" | Primal Power
| Counter Technique
| style="width: 8%;" | Direct Touch
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Allows the user to transport themselves or one additional person while holding hands into the Conclave Realm, an alternate dimension. This requires a 10 Second Channel while holding the hand of the person. If they are knocked over or attacked, the Channel is cancelled. This Realm follows the same rules as normal reality, and wounds are transferred between them. Anyone can leave the Conclave Realm through the return portal, which transports them to the Dragon Temple. The teleport to the Conclave Realm is /tp PrimalRealm. It is not permitted to wander around OOC in the Conclave Realm.
| Once per Combat
| You can only use this when an ally is targeted by a Basic Attack or an Ability that does -HP damage. Instead of the ally taking Damage, you become the Target and take Damage equal to half the original Damage, rounded up. Close Save only works if you can be a valid Target for the Attack/Ability. Multiple instances of Close Save, even from different people, don’t stack with each other.
|-
|-
| Primal Specter 1
| Cutthroat Mirror
| Primal Power
| Counter Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Instead of being killed, the user’s physical form disintegrates to a visible ghost. This ghost cannot interact with the world besides speaking and hovering around. After 2 hours, the ghost re-materializes its body. After the body has rematerialized, the user cannot use any Abilities for 22 hours. The Character can still be killed by Disease, Artifacts, or old age.
| Twice Per Combat, but once per Health Stage.
| You can only use this when an Enemy applies a Status Effect to you. When gaining a Status Effect, apply the Warned Status Effect to the Enemy who targeted you. They must choose to either suffer the same Status Effect for the same duration or suffer -2 Attack for their next 3 Attack Dice Rolls. Cutthroat Mirror does not use an Action.
|-
|-
| Primal Shield 1
| Dirty Fighter
| Primal Power
| Counter Technique
| Emote Distance
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.}}
| The user can summon a Primal Shield the size of 3x3x3 (box, pyramid or dome), at target location within range, capable of containing up to 9 people closely pressed together. This shield blocks all Exist, Void, or Ordial Abilities (including Mundane objects affected by Abilities) from passing through to the people inside. Any person walking through the shield from the outside (not inside), breaks it, including the user themselves. This shield can be held up indefinitely, but breaks if leaving Emote Distance, or by will from the user. After the shield is broken through any means, this Ability is on a 2 minute cooldown.
| Once per Combat
| You can only use this when an enemy is within Range. Apply the Confused Status Effect to them for 2 turns. Additionally, if the target is within 2 Blocks of you, apply a -2 Defense Reduction for their next two Defense Rolls. Multiple instances of Dirty Fighter, even from different people, don’t stack with each other.
|-
|-
| Primal Reversal 1
| Engineer Reinforce
| Primal Power
| Counter Technique
| Emote Distance
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| While within Emote Distance of a target, the user can revert only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target (or self), as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours. This Ability can be used on self.
| Twice per Combat, Once per Health Stage
| You can only use this when an enemy would Displace an Ally adjacent to your Turret, reduce the distance the Ally is displaced by -4 Blocks. Additionally, you can consume 1 Block Token to apply the Marked and Snared Status Effects to whomever displaced that Ally.
|-
|-
| Primal Reversal 2
| Feeble Prayer
| Primal Power
| Counter Technique
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| While within Direct Touch, the user can heal wounds on a target through a Primal Power that counts as a Immobile Channel. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self.
| Twice per Combat, Once per Health Stage
| You can only use this when an Enemy Targets you with a Technique. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Weakened Status Effect for 2 Turns to the Enemy that used the Technique on you.
|-
|-
| Primal Divination 1
| Hushed Prayer
| Primal Power
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| The user can, once per day, summon the location of a target, and keep that in mind so they can proceed in their direction. This divination will not give an exact location, but will give a rough distance and direction where the target is, and count the person as Tracked for just a second (in case they have Tracking Immunity, which will Counter this Ability). In order to divine someone, the user can only target Characters with Primal Powers (Primal oriented Abilities), and they must have seen that person within Emote Distance at least once. The target can still move after being divined, and the location will not update. This Ability can be used once per day, but does not telegraph its usage either on the user or target.
| Twice per Combat, Once per Health Stage
| You can only use this when an Enemy Targets you with a Power. Reduce the Duration, Damage, and Displacement Distance of that Power on you by half rounded up. Additionally, apply the Silenced Status Effect for 2 Turns to the Enemy that used the Power on you.
|-
|-
| Primal Defense 1
| Interception
| Primal Power
| Counter Technique
| Emote Distance
| {{#simple-tooltip: 3+Defense Stat | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can, if any Dragon Intendant, Dragon Benefactor, or the Matron of the Glass Spire is within Emote Distance, and they are being attacked or targeted by a (Mundane) attack or harming Ability, instantly leap towards them and intercept the (Mundane) attack or harming Ability. If the Ability has an Area of Effect or some sort of splash damage, the target also becomes immune to this radius damage, all of it transferring to the user instead. This Ability can only target one person per day, however after the first use on that person, this Ability can be reused up to 4 times within a 24 hour timespan on that person only, before it is reset and can be used on anyone again.
| Twice per Combat, Once per Health Stage
|}
| You can only use this when an Ally within Range is targeted by a Basic Attack. This forces you to be the Target instead. Additionally, if you take damage, gain Defense for your next two Defense Rolls equal to double the damage you took.
 
==Void Spells==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| style="width: 10%;" | Morrlond Gift 1
| Kneeling Prayer
| style="width: 8%;" | Void Spell
| Counter Technique
| style="width: 8%;" | Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can use this Ability to cause their eyes to turn ink black, with ink streaks running from their eye sockets. While Morrlond’s Gift 1 is active, the Character has night vision, thus being able to see in low-light situations, while also being immune to any Ability or Mundane based Darkness or Blindness effects. This Ability acts like a Toggle Passive, meaning it can be enabled and disabled, with a 10 second cooldown after being disabled. Activating Morrlond’s Gift after Darkness or Blindness has been applied does not remove it. Morrlond’s Gift 1, 2 and 3 may be active at the same time.
| Twice per Combat
| You can only use this when an Enemy would Damage you with a Basic Attack. Reduce the Damage you would take by -1HP. Additionally, apply the Prone Status Effect to yourself, and you may only remove it by spending your Action, or using an Ability that removes Status Effects.
|-
|-
| Morrlond Gift 2
| Magebane Strike
| Void Spell
| Counter Technique
| Self
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can use this Ability to transform themselves, giving them webbed feet and fingers, as well as gills in their neck (also giving the ability to speak normally underwater), while hair is replaced by fins, with fins also appearing on arms and legs. While Morrlond’s Gift 2 is active, the user can breathe underwater, and swim equally as fast as Mai-Allar underwater. This Ability can be maintained indefinitely, but after cancelling it, has a 24 hour cooldown. Morrlond Gift 1, 2 and 3 may be active at the same time.
| Twice per Combat, but only Once per Health Stage
| You can only use this when an Enemy uses an Instant or Movement Power within Range. If used in reaction to an Enemy’s Instant Power, apply the Silenced Status Effect to them for 2 turns. If used in reaction to an Enemy’s Movement Power, grant yourself +4 Move Speed for your next Move.
|-
|-
| Morrlond Gift 3
| Paladin Guard
| Void Spell
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user may summon a melee weapon from any body of water (including a hip-flask). This weapon will materialize and still appear like rapidly flowing water, but be as tough as steel, even under water. The user may choose to make the weapon pass through certain people and not through others. This weapon may not leave the user’s hand, or be handed off to others. After the weapon has been Countered or un-summoned, it has a 10 second cooldown. If no open body of water is nearby, the user may as a last resort cut open their own hand and summon a weapon from their blood, otherwise it does not work. Morrlond Gift 1, 2 and 3 may be active at the same time.
| Twice per Combat, during Health Stage 3/2 Only.
| Paladin Guard’s effects differ based on which Paladin Stance is Active. Blade: You can only use this when you would take Damage from a Ranged Basic Attack, reduce the Damage you would take by -1HP, and make a Basic Attack against an Enemy in Melee Range that deals -1HP Damage if it hits. Bow: You can only use this when an Ally within Emote Range would be Targeted for a Basic Attack, obscure their Line of Sight and prevent them from being Targeted for 1 Turn, but allow the Attacker to change Targets afterward. Additionally, choose one Enemy adjacent to Target Ally, Target them and apply the Blinded Status for 2 turns.
|-
|-
|}
| Puretek Evade
 
| Counter Technique
==Exist Spells==
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
{| class="wikitable"
| Once per Combat
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| You can only use this ability when you are targeted for a Basic Attack by an Occult Enemy within range. You automatically succeed in the Defense Roll for that attack, and Displace yourself up to 10 blocks away from the enemy in a cardinal direction. Additionally, at the end of the displacement, apply the Vulnerable Status Effect to yourself.
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| style="width: 10%;" | Dravinda Gift 3
| Puretek Sanction
| style="width: 8%;" | Exist Spell
| Counter Technique
| style="width: 8%;" | Self
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can summon a fire-lash (a whip that appears like normal fire but in the shape of a long lash) from their hand that has a range of 4 blocks. This fire-lash causes painful reddened spots when hit on bare skin, and makes metal armor heated and uncomfortable to wear, but does not cause permanent damage, or have the ability to ignite anything. The weapon derives Proficiency from the highest Melee Combat Proficiency had by the user. The weapon may be rolled up and attached to the hip, or unsummoned, it has indefinite use. Unsummoning however, sets it on a 10 second cooldown. Additionally, the user may throw the lash on the floor in front of them, causing a 1 block deep and 3 block wide wall of fire to erupt for 1 minute that cannot be passed through without setting the person on fire. If this ground-throw is used, the fire-lash cannot be re-summoned for 24 hours.  
| Once per Combat
| You can only use this when an Occult Enemy targets you or an Ally with a Power, apply the Warned Status Effect to that Enemy. Whilst Warned, if the Target uses a Power in their next Action, inflict -2HP Damage to them, if they do not, apply the Silenced Status Effect for 2 turns. Multiple instances of Puretek Sanction do not stack.
|-
|-
| Sollerian Mist 1
| Puretek Wrath
| Exist Spell
| Counter Technique
| 10x10 Blocks
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes.}}
| The user can deploy a low-hanging Sollerian Mist field in a 10 by 10 block area around their casting position. This mist is about knee high, and will not obscure vision, but gently dance around the movements of those inside of it. It does not affect others at all, however any Solvaan Altalar that is inside the Mist moves at the speed of an Asha, thus having the greatest running speed only matched by those just as fast as Asha, and not being weighed down by any armor worn. While Sollerian Mist 1 is active in a 10x10 area after being cast, it cannot be re-cast until the last Mist dissipates in an area of 100x100 around the casting point. Additionally, this Ability can only be used once per day. The mist will remain for 1 hour, except if there are no Solvaan Altalar within Emote Distance of it, in which case it instantly dissipates.
| Twice per Combat, Once per Health Stage
|-
| You can only use this when an Occult Enemy Damages you with a Basic Attack, apply the Vulnerable Status Effect to them and decrease their next Move by 4 Blocks.
|}
 
==Mythic Shifts==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| style="width: 10%;" | Slizzar Shift 1
| Sharp Reflexes
| style="width: 8%;" | Mythic Shift
| Counter Technique
| style="width: 8%;" | Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Slizzar has no legs, and a lower body in the shape of a snake tail that is 3 times as long as their body. With the snake tail, the Slizzar can at most run at jogging speed, but can swim faster than all races, except Mai-Allar. They can form pseudo-gills, allowing them to breathe underwater for up to 48 hours. They can un-fuse the snake-tail to gain humanoid legs to run, but can no longer swim at high speeds. This change can occur instantaneously, unless the Slizzar is being pursued. They can adjust various visual features in this form, but can never change the colors they were born with. Slizzar can also manifest some of their aesthetics in other Mythic Shifts, such as their Snake-like Lower Body, as well as patches of scales, Slizzar Eyes, and Hair.
| Twice per Combat
| You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll.
|-
|-
| Flux Shift 1
| Shield Reversal
| Mythic Shift
| Counter Technique
| Self
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| This Ability allows the user to seamlessly mimic the features of any Race, changing their own appearance to exactly match any Race, or even combine various visual aspects of races in a combination. This Ability cannot be used to create a copy of another person visually, they will always look off or distinguishably different from the original. This Ability has no Cooldown.
| Once per Combat, but only during Health Stage 2/1.
| You can only use this when an enemy uses a Movement Ability and ends their Move within Range. Once their Ability has resolved, Displace them 8 Blocks in any direction, except the direction they just came from.  
|-
|-
| Flux Shift 2
| Shield Snare
| Mythic Shift
| Counter Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| This Ability allows the user to change all visual aspects about themselves besides Race. This Includes: Sex-Coding, Hair Color, Eye Color, Skin Color, Body Shape, Body Fat, Body Height, Age Appearance. Hair Length, Hair Texture, Skin Markings, Tattoos, Scars, and Face Shape. Any of these changes occur instantaneously and seamlessly. This Ability has no Cooldown. <span style="color:red">'''This Ability cannot be used to appear younger than 18 years old, and can only be used at the age of 18 and onwards.'''</span>
| Once per Health Stage.
| You can only use this when an enemy would hit you with a Ranged Attack. If Ranger Stance or any other type of Ranged Attack, reduce the Damage to 0, if Deadeye Stance, reduce by -1HP. Additionally, Target an enemy within Range, and choose: Displace them away from you by 4 Blocks, or make a Ranged Attack that only deals -1HP if it hits.
|-
|-
| Flux Shift 3
| Steady Body
| Mythic Shift
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This Ability allows the user to create a perfect imitation of a target person, down to voice and even missing limbs. In order for this Ability to work, the user must be able to see the target within Emote Distance. This leaves the change in effect for 1 hour, after which it expires. If instead the user goes to an Event venue for a Calender-marked Event, the Ability will remain active for as long as the Event lasts and the user is at the Event. 5 minutes after leaving, the Ability will cease and they will return to normal. It is not possible to Mythic Shift or Racial Shift out of Flux Shift 3, after use, it cannot be removed in any way besides letting it time out. This Ability can only be used once per day.
| Twice per Combat, but once per Health Stage 3/2
| You can only use this when an Enemy would Displace you. Reduce that displacement by 8 Blocks. Any additional effects of the Ability that would have Displaced you still happen. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Flux Shift 4
| Substitute
| Mythic Shift
| Counter Technique
| Self
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability allows the user to visually mimic any quantity of Mutations on their own body without actually acquiring these Mutations, or being infected with any Planar Essence that would manifest these Mutations. They can also be removed seamlessly and instantaneously. This Ability has no Cooldown.
| Once per Health Stage, only during Health Stage 2/1.
| You can only use this when an enemy targets you with an Instant Technique. Target an Ally within Range to become the Target instead, additionally Displace yourself to a block Adjacent the Target Ally and grant them immunity to the next Displacement targeting them.  
|-
|-
| Flux Shift 5
| Tank Block
| Mythic Shift
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
| Once per Health Stage.
| You can only use this when an enemy hits you with a Melee Attack. Reduce the Damage by -1HP, without using your Action. Multiple instances of Tank Block, even from different sources, don’t stack with each other.  
|-
|-
| Flux Shift 6
| Tank Hero
| Mythic Shift
| Counter Technique
| Self
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is able to change their Body Shape, Body Fat, Sex and Body Hair (including top hair and facial hair: color, texture, shape and consistency) at any point, seamlessly and instantaneously.  
| Once per Health Stage, only during Health Stage 3/2.
| You can only use this when an Ally within Range is Targeted by an Ability. You become the Target of the Ability instead, unless this would cause that Ability to do nothing. If the Enemy is within Range of Tank Hero, apply the Fleeting Status Effect to them. If they’re outside of the Range, instead apply the Marked Status Effect.  
|-
|-
| Flux Shift 7
| Tank Watch
| Mythic Shift
| Counter Technique
| Self
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is able to shift races on themselves. Unlike Flux Shift 1 however, there is no flexibility to change individual aspects. Flux Shift 7 simply translates the exact person as they look in their original race, to whatever race they have chosen, with all visual features that make them recognizable translating over to the new race’s equivalent features. Even if logic would dictate that a race shift from Ailor to Url would become unrecognizable, they still are. Their voice also remains the same.
| Twice Per Combat, but once per Health Stage.  
| You can only use this when an Enemy uses a Movement Ability that Targets you, or an Ally within Range. Reduce the distance moved by -6 Blocks, and apply the Prone Status Effect to them at the end of their Move. Tank Watch does not use your Action.  
|-
|-
| Super Self 1
| Technique Parry
| Mythic Shift
| Counter Technique
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Upon being physically harmed by any Mundane Attack or Ability, or upon hitting another person with any of these, the Character triggers a battle-state. When battle-state is activated, anyone within 2 blocks of the person is knocked over, while the person’s appearance may change with a wide variety of non-identity altering aesthetics including but not limited to: steaming skin, flaming eyes, electrified hair, increased vascularity, darkening of the eyes and sockets, shreddings skin, colored glow, and other visuals of rage and battle. While Super Self is active, the Character gains +5 Physical Stat.
| Once per Combat
|-
| You can only use this when you would be affected by an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy, ignore all effects from that ability on yourself, including refunded Basic Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
| Super Self 2
| Mythic Shift
| Self
| The user can use Super Self 2 to instantly shift or move their feet or legs or ankles by either contorting, phasing, ghosting or re-shaping in such a way that any Rooting, Trapping or Snaring that is applied on them is instantly cancelled the moment it hits (all other effects of those Abilities or Mundane Techniques still apply). This Ability does not affect Abilities that apply Disabling effects to specific limbs or Paralysis.  
|-
|-
| Super Self 3
| Veteran Antimagi
| Mythic Shift
| Counter Technique
| Self
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can use Super Self 3 to instantly filter (or prevent themselves from breathing/ingesting) and nullify any Gas, Toxin, or ingested Alchemical Substance, making them immune to it. This Ability only affects Ability-Created Gases that have a tangible visual effect. This process is automatic, meaning they cannot pick and choose, except in the case of drinking Alcohol.
| Once per Combat
| Before you have used Veteran Antimagi, you gain +1 Attack. You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy, without using an Action, target them and apply the Silenced Status Effect for 3 turns. When the Silenced Status Effect ends, set your Minimum Attack Roll against the Target to 5 for your next Attack.
|-
|-
| Vampiric Form 1
| Veteran Impurity
| Mythic Shift
| Counter Technique
| Self
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The Character is able to Mythic Shift into their Vampiric Form. While in Vampiric Form, the Character has access to all Abilities from the Abilities from their Bloodline Ability Kit. Shifting in and out of Vampiric Form is instant, cannot be Cancelled or Countered, and the player may design the Vampiric Form, with some ground rules. For the Ground Rules, refer to the Bloodline page, which will have an outline on the limitations and design choices for Vampiric Form. This Ability has no Cooldown.
| Once per Combat
| Before you have used Veteran Impurity, you gain +1 Defense. You can only use this when an Enemy within Range uses an Ability from Puretek Point Buy, without using an Action, target them and apply the Weakened Status Effect for 3 turns. When the Weakened Status Effect ends, inflict -2 Attack or Defense to them for their next 2 Rolls.
|-
|-
| Vampiric Form 2
| Veteran Parry
| Mythic Shift
| Counter Technique
| Self
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability grants the exact same functions as Vampiric Form 1, thus allowing the Character to transform into a Vampiric Form, additionally, the Character is also able to use all of their Abilities from their Bloodline Ability Kit while outside of Vampiric Form, which is not possible for Vampiric Form 1. This Ability has no Cooldown.
| Twice per Combat
| You can only use this when an Enemy within Range uses a Basic Attack or a Technique, Target them and apply different effects depending on what was used. Basic Attack: Increase your Minimum Defense by +3 for your next 2 Rolls, Technique: Inflict the Fleeting Status Effect to the Target Enemy.
|-
|-
|}
|}


==Enchant Abilities==
===Movement Techniques===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| Cavalry Buck
! Ability Name
| Movement Technique
! Ability Type
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
! Ability Range
| Once per Combat
! Ability Description
| Target an Enemy within Range and displace them backward away from you by 4 Blocks, additionally apply the Prone Status Effect.
|-
|-
| style="width: 10%;" | Home Enchant 1
| Cavalry Charge
| style="width: 8%;" | Region Enchant
| Movement Technique
| style="width: 8%;" | Player Region
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is able to use Home Enchant 1 inside any Player Region such as Rental House Region or Clandestine Base, to rapidly grow plants and flowers inside the boundaries of this base, creating the perfect environment also to grow any plant in any environment within the confines of this place. Additionally, aesthetic sounds of such an environment would follow, for example, many flowers and plants from a savannah would cause cricket sounds to be heard, while jungle trees evoke the songs of paradise birds. Finally, if the door or front gate of such a Region with Home Enchant 1 is knocked down, broken, or burned down, and the user of this Enchant is present, they may instantly regrow the door or gateway with roots and vines, but only once per 24 hours. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region should be filled with lots of plants and flowers.  
| Once per Combat
| You and any other Riders move to an unoccupied block within Range without provoking Move Reactions and Moving through people. Additionally, apply the Prone Status Effect to up to 2 Enemies passed through with this Ability, and if there is an Enemy within Melee Range of the block you move to. When you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Home Enchant 2
| Cavalry Ram
| Region Enchant
| Movement Technique
| Player Region
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is able to Home Enchant 2 inside any Player Region such as Rental House Region or Clandestine Base, to shield it from certain actions. While this Region Enchant is active, the Region is immune to Vandalism and is also immune from catching ablaze, if there is a fire in the area or district. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the block upon which the front door or gate rests, should be made of Emerald Block.
| Twice per Combat, Once per Health Stage
| You move to an unoccupied block within Range without provoking Move Reactions but not moving through people. Additionally, Target an Enemy within Melee Range of your destination and Displace them backward away from you by 6 Blocks, if they Impact, gain +2 Attack for your next Attack against that Target.
|-
|-
| Home Enchant 3
| Cavalry Retreat
| Region Enchant
| Movement Technique
| Player Region
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.  }}
| The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example potted plants might aid in seasoning a stew, while flying books might blow extra air into a glass-blower to aid with crafting. If however the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
| Once per Combat
| You and any other Riders move to an unoccupied block within Range without provoking Move Reactions and Moving through people. Additionally, Target an Ally within Melee Range and take them with you without using the Target Ally’s Move.
|-
|-
| Home Enchant 4
| Cavalry Roar
| Region Enchant
| Movement Technique
| Player Region
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is able to Home Enchant 4 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects. While the region is Enchanted, floating candles, orbs of light, or a general gaze of light may fill the building. This has a number of effects. Firstly, the building itself and all rooms there-in are completely immune to any Darkness being cast into it with an Ability, or being cast from inside of it. Secondly, anyone with the Ability Light Mend 3 can use the interior as if they are standing outside with an uninterrupted line to the sky. Thirdly, the building or region denies entry to Mindless Dimenthist Creatures, such as Void Ghasts, and other Lesser Void Demons that are commonly seen during Events where monsters appear through Veil tears, creating a safehouse of sorts. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region’s ceiling should have several glowstone blocks on it, or floating in the air.  
| Twice per Combat, Once per Health Stage
| Target yourself and up to two Allies who are Mounted within Range and grant them +2 Attack for their next 2 Attack Rolls, this bonus is doubled if those Targets Move more than 8 Blocks before making their next 2 Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Multiple instances of Cavalry Roar, even from different sources, do not stack.
|-
|-
| Home Enchant 5
| Cavalry Trooper
| Region Enchant
| Movement Technique
| Player Region
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The user is able to Home Enchant 5 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects. Within the Region, the user may infuse certain creepy or horror elements into the house. These may include but are not limited to random footsteps on upper floors while nobody is there, eyes on paintings that seem to follow people across rooms, shadows shifting in peripheral view, clothing hangers that appear like people, a dreadful feeling of being watched, doors that close on themselves, et cetera, anything that can be thought of to make the house feel like a haunted house. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. No visualization is needed for this Enchant, however users are encouraged to place signs to help others immerse into the creep factor of the Region.
| Triggers Twice per Combat, Once per Health Stage
| You always block line of sight for enemies within 5 Blocks. Additionally, if you trigger an Opportunity Attack, you may make an Attack against that Enemy without using an Action, with +2 Attack.
|-
|-
| Home Enchant 6
| Diving Tackle
| Region Enchant
| Movement Technique
| Player Region
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user is able to use Home Enchant 6 inside any Player Region such as Rental House Region or Clandestine Base, to allow any plants to grow within it, but automatically Void-Corrupt them when planted or moved into the Region. Aesthetic sounds and other purely aesthetic effects associated with a Void-Corrupted plant environment would follow. Additionally, Sewer Rats can live in the region and flock to it regardless of where the Region is. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region should be filled with Soul Sand or Soul Soil.
| Once per Combat
| You move to an empty space within range without provoking Move Reactions and allows you to move through people. Additionally, if you end your move in a space adjacent to an Enemy, choose: apply the Prone Status Effect to yourself and that Enemy, or, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Home Upgrade 1
| Ranger Evade
| Region Enchant
| Movement Technique
| Player Region
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This (Mundane) Region Enchant is always active on the user’s primary residence and cannot be disabled. While active in a region, it becomes immune to fire damage due to sprinkler irrigation systems. Additionally, if a metal block is placed behind the front door or any entrance, if the Region is burgled, any burglars have one of their legs broken due to a trap activating. They can still continue to burgle, but will have to do with a broken leg. This effect cannot be Dodged, Prevented or Countered.
| Once Per Combat
| You can only use this when you are Targeted by a Melee Basic Attack. If that attack succeeds, Displace the Enemy backwards and away from you by 4 blocks. If that attack fails, grant yourself +2 Defense to your next 2 Defense Dice Rolls. In either case, after the Attack, Move in any direction up to 10 Blocks, moving through people and without triggering Move Reactions.
|-
|-
| Element Brand 1
| Ritualist Exchange
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability allows the user to Enchant their melee weapon with an Ice or Water enchant that makes the weapon watery and dripping or dusting with frost and white. Additionally, anyone struck with this weapon becomes unable to move at a speed greater than walking speed. Parrying does not count as being hit, while being hit on the armor does. The effect lasts for 1 minute, and while being hit multiple times does not stack this effect, it does refresh every time the opponent is hit. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.  
| Once per Combat
| Target an Ally within Range and swap places with them, neither of you provoke Opportunity Attacks and both of you can move through people, this uses the Target Ally’s Move Action. Additionally, apply the Weakened or Silenced Status Effect for 2 Turns to up to 2 Enemies within Melee Range of you after the swap.
|-
|-
| Element Brand 2
| Ritualist Surge
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability allows the user to Enchant their melee weapon with a Nature or Wind enchant that makes the weapon either root-like or ethereal like a gust of mist. While this Enchant is active the user becomes immune to all Ranged Combat Category Mundane Techniques, except Power Shot, Percussion Shot and Overload Shot. Additionally, the weapon also becomes immune to any Ability that would decay, destroy or diminish the weapon’s quality. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.  
| Twice per Combat, Once per Health Stage
| Move in a straight line as far as you can in cardinal direction. When you stop moving, either by reaching the maximum Range, or by meeting an obstruction, count the number of blocks moved and apply effects based on the distance traveled, stacking. 1-2 Blocks: This Movement does not trigger Opportunity Attacks. 3-4 Blocks: You may make a Basic Attack on an Enemy in Melee Range without using an Action, with +1 Attack. 5-8 Blocks: Gain an additional +1 Attack and +1 Minimum Attack to the Basic Attack. 9-10: Apply the Snared and Vulnerable Status Effects to the Enemy you Basic Attack, even if you miss.
|-
|-
| Element Brand 3
| Shield Slam
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks: X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability allows the user to Enchant their melee weapon with a Fire or Storm enchant that makes the weapon either ablaze, or giving off sparks of lightning while appearing white-hot from the forge. Hits with this Enchant do additional harm to the target, causing greater pain, such as searing edges and longer lasting sharp pain that can compound to make combat more difficult, though it does not actually do more damage. This Enchant also cannot set anything on fire and feels cold to the touch to the user. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
| Once per Combat.  
| You Move to an unoccupied space in range, optionally moving through people without triggering Opportunity Attacks. Additionally, when you stop Moving, Target anyone in Melee Range and Displace them away from you 6 blocks. If they Impact, apply the Prone Status Effect.  
|-
|-
| Element Brand 4
| Stampede
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability allows the user to Enchant their melee weapon with an Earth or Magma enchant that makes the weapon either out of stone, or dripping magma. Firstly, while this Enchant is active, the user is immune to any Ability that would remove their weapon from their hand, or displace it. Additionally, the weapon may be wielded from a distance of 3 blocks to slash and shoot a hail or pebbles or magma pumice at a person, which does a fraction of the damage of an actual hit, but is still painful and causing various cuts to exposed skin like a hail of razor blades would. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
| Once per Combat
| Target an Enemy within Range and Displace both yourself and the target 10 blocks in any direction. Additionally, if they Impact, apply the Vulnerable Status Effect to the target, and you cannot use Movement Abilities for 2 Turns.
|-
|-
| Element Brand 5
| Tank Rush
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability allows the user to Enchant their melee weapon with a Metal or Flesh enchant that makes the weapon either have small shards of metal floating around it, or made of flesh and meat. Deflecting, Blocking or Parrying any attack made by a weapon with this Enchant unless done with a Shield, becomes less effective. When Deflected, Blocked or Parried, this weapon causes a hail or metal shards or flesh tendrils whipping out at the target, thus doing a small amount of damage each time an actual hit fails to land. Full hits however do normal damage. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown.
| Twice per Combat, Once per Health Stage
| You Move to an unoccupied space adjacent to target Ally within Range. This does not provoke Move Reactions, and allows you to Move through people. If you Move through an enemy, Displace them away from you to the left or right (user choice) by 4 blocks. Additionally, if you moved 5+ Blocks, when you end your move, grant a Block Token to the Targeted Ally.  
|-
|-
| Order Brand 1
| Tech Exchange
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability allows the user to Enchant their melee weapon with the Order Brand Enchant. While active, the weapon glows a faint color. When striking any weapon that has any number of active Enchants on it, all those Enchants are instantly Cancelled, and any additional effects the user would receive from the Enchant hitting them or being Deflected or Parried or Blocked by the user are Prevented. This Enchant lasts for 30 minutes, or until it cleanses its first weapon after which it is disabled. If it cleanses a weapon within the 30 minute duration, Order Brand I can be used a second time with a mere slap on the blade, though it still respects the same 30 minute timer of the first Enchant. After the second Enchant does its job, or the original 30 minutes expire, this Ability goes on a 10 minute cooldown. This Enchant can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. While Order Brand 1 is used on a weapon with a pre-existing Object Enchant that is not another type of Order Brand (2 or 3 for example), this Enchant is Cancelled, and any future application made impossible so long as Order Brand 1 remains active.
| Twice per Combat
| Target an Ally within Range and swap places with them without consent. This doesn’t trigger Move Reactions, but any Attacks/Abilities on you and your ally must resolve before the swap finishes.
|-
|-
| Dueling Brand 1
| Tech Thruster
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can use the Dueling Brand 1 Enchant on their melee weapon to enhance their dueling experiences. Dueling Brand 1 Enchant disables all previously placed Enchants, and prevents any other Enchants from being placed on the same weapon for the duration. This Ability can be used at the beginning or before a Duel, and remains active for however long the Duel lasts, and has no Cooldown beyond that. Firstly, when applied, any hits that this weapon lands on will be automatically healed in a matter of seconds, even deep cuts and dismemberment, quickly re-stitching body parts back together before they even have a chance to hit the ground. This still causes all the pain, but none of the long term damage as even scars disappear in a matter of minutes. Additionally, attacks made by this weapon into the arena itself (such as the walls or floor) cause exaggerated effects, like splitting the earth open or causing a large rock to jut out of the ground to jump from. These dramatic effects are limited to whatever the Dueling Arena is, and will instantly revert when the Duel is over. Additionally, the weapon can change into any other type of melee weapon, translating the user’s Proficiency along with it to that weapon, and finally, gravity can be optionally ignored when jumping, thus allowing much greater jumps and feats. The user may enchant two weapons, and hand one off to another duelist, however duels involving more than two duelists require more than one user of this Ability. The Enchant effects only occur when the Enchant is able to detect a Duel with another person wielding a weapon with the same Enchant, the moment a third party enters, the Enchants all disable.
| Twice per Combat, Once per Health Stage
| You move to a non-vertical unoccupied space in range without provoking Move Reactions, and allowing you to move through people. Additionally, you may Target an Ally in Melee Range and move them with you, this does not use their Move. This does not use an Action if you use your Action to use a Tech or Engineering Point Buy Ability.  
|-
|-
| Sustenance Gift 1
| Veteran Banishment
| Object Enchant
| Movement Technique
| Self
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The Character is able to enchant a single dinner table or food-shop stall, once per day. When used, all foods and drinks on this table taste and provide satisfaction to a similar degree as 10 Points in Culinary Arts Proficiency would. If the food and drinks were made with someone who has equal to or more than 10 Culinary Arts, the quality would instead be 20 Points in Culinary Arts (even if the limit is 15, thus tasting ecstatic). Additionally, anyone who has consumed these food or drinks, will be unable to detect the Vampire feeding on them for 1 hour after their first bite or sip from the food or drinks. If the Vampire were to feed on them, their awareness and memory would simply lapse and not record the event, leaving them with a vague interaction memory, but nothing hostile or strange having happened. This Enchant is not telegraphed, meaning that the Character’s eyes will not turn red, and the Enchant on the table and its food and drinks only lasts for 2 hours, with a 24 hour Cooldown. This qualifies as enchanted food in reference to Blood Curse 1.
| Twice per Combat, Once per Health Stage
| Before you have used Veteran Banishment, you gain +1 to your Minimum Attack Roll. Target a Conjuration or Turret within Range and Move to an unoccupied block adjacent to it. If you Target a Conjuration, destroy it, and apply the Confused Status Effect to the Target Conjurer within Emote Range for 2 Turns. If you Target a Turret, re-place the Turret anywhere you choose horizontally within 6 blocks of its original location, and apply the Blinded Status Effect to the Target Engineer within Emote Range for 2 Turns.
|-
|-
|}
|}


==Magic Spells==
===Link Technique===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
|-
| Cutthroat Tether
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally within Range and apply a Link to them that allows you to instantly Move to an unoccupied block adjacent to them without provoking Move Reactions and moving through people. Additionally, apply the Prone Status Effect to the first Enemy you move through, and apply the Fleeting Status Effect to yourself after Moving. Cutthroat Tether ends after you have moved adjacent to the Linked Ally once.
|-
| Engineer Connect
| Link Technique
| {{#simple-tooltip: Emote | Emote Range: Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally within Emote Range, apply a Link to them that grants you a Block Token every time that Ally breaks a Block Token, and grant that Ally +2 Defense for 2 Dice Rolls. Engineer Connect lasts until broken or you reach Health Stage 1. When it ends, give the Linked Ally 1 Block Token.
|-
| Exchange Command
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target two Allies within Range and apply a Link to them. Whenever a Status Effect would be applied to one of them, without using an Action, you may choose to apply it to the other Linked Ally instead, except in cases if that Status Effect would do nothing to the other Ally. Additionally, if you transfer 4 unique Status Effects in this way, break the Links and grant both Linked Allies immunity to Status Effects for 3 turns. This ability ends if one of the Links are broken. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack on both Allies, granting one Ally the Defense Bonus, and the other the Attack Bonus.
|-
| Medical Revive
| Link Technique
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat
| Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Technique and Bloody Status Effect on them. If the Link Technique breaks, deal -3HP Damage to the Ally. The Link Technique also breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
|-
| Overwhelm Command
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Target an Ally and apply a Link to them that allows the first Ability they use per turn to not use their Action if that Ally has 0 Allies and 2+ Enemies within 4 blocks. The effects of Overwhelm Command are suspended but not canceled if these requirements are not satisfied. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack.
|-
| Puretek Burn
| Link Technique
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Target an Occult Character within range and apply a Link to them for 4 turns that deals -1HP Damage to them when they use a Power. After this has dealt 2HP Damage, break the Link and inflict the Silenced Status Effect to the target for 2 turns. If Puretek Burn does not deal -2HP Damage to the Target within 5 turns, inflict the Weakened Status Effect on yourself for 2 turns. Multiple instances of Puretek Burn do not stack.
|-
| Pursuit Command
| Link Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| You can only use this ability when an enemy uses a Movement Ability to leave Melee Range of an Ally. Without using an Action, apply a Link to that Ally that grants +4 Blocks Range on their Move Actions and +3 Attack. This Ability ends if that Ally makes two successful attacks against that enemy, or attempts to attack a different enemy.
|-
|-
| style="width: 10%;" | Arcane Mastery 1
| Spiteful Command
| style="width: 8%;" | Magic Spell
| Link Technique
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user is able to control aesthetic Arcane functions, such as letting a broom brush the floor by itself, letting dishes wash themselves, opening curtains with the wave of a hand, lighting candles with the flick of a finger, opening (unlocked) doors with the flick of a wrist and more. None of these functions may be involved in Combat Roleplay, but there is no limit to the amount that may be running at any given time, and there is no cooldown.
| Once per Health Stage, but only during Health Stage 3/2
| You can only use this ability when an Enemy breaks one of your Links. Target that Enemy and apply a Link to them that inflicts -2 Attack for 4 Turns. Additionally, If this Link lasts all 4 turns without being broken, apply the Bloody Status Effect to the Linked Enemy. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Command Stance Basic Attack.
|-
|-
| Magic Bolt 1
| Tech Bungee
| Magic Spell
| Link Technique
| Emote Distance
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can produce a magical projectile traveling in a linear path from their casting point to their target. One projectile per cast can be produced, and all projectiles are the same in terms of their size, appearing about the size of a baseball, speed, and functionality. The orb will hit its intended target if the Sorcerer rolls above an 5 on a /dice 20. This spell can only be cast once every 30 seconds. Magic Bolt 1 does the same amount of damage as a sword slash or stab (similar to Heavy Bow). This projectile applies as a Heavy Shot for Shielding Combat blocking. The aesthetics of this Ability are not limited to elements, they may also extend to blood, flesh, metal, wood and more. Two users of Magic Bolt 1 using the Ability at roughly the same time at each other enter a Spell Duel, in which their Bolt becomes more like a constant stream of bolts, Channeled where the users wrestle for power. Each must do /dice 0 20 per round with the highest number winning that round causing the stream to be pushed more towards the enemy. The first to win 3 rounds in a row wins, causing both Magic Bolts to hit the loser for double damage, and Knocking them back by 3 blocks. Prematurely leaving the Channel also counts as losing. Both are still able to walk at a slow-walking pace while Channeling, but must remain aimed towards each other, with their arms channeling a stream of Magic Bolt I at each other.
| Twice per Combat
| Target an Ally within range and apply a Link to them that pulls them to a block adjacent to you if they would be Displaced more than 6 blocks away from you in any direction. This link breaks if the Ally Moves more than 10 blocks away from you.
|-
|-
| Element Control 1
| Tech Livewire
| Magic Spell
| Link Technique
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user gains a number of utility functions. They may remove all water from their clothing and themselves, instantly drying them. They may walk on water as if it is merely the road. They may also use the Water as a trampoline, allowing them to jump 6 blocks high while standing on the water. They may also super-cool any lukewarm or warmed up drink and become immune to the slowing (but not rooting) effects of any Ability that uses frost, snow or ice to slow down movement. None of these smaller functions have Cooldowns.
| Once per Combat
| Target a Character within Range and apply a Link to them that gets more powerful depending on the number of Links active on them. If used on an Ally, grant +1 Attack and Move Speed per Link affecting them. If used on an Enemy, inflict -1 Attack and Move Speed per Link affecting them. Tech Livewire breaks automatically after 4 Turns.
|-
|-
| Element Control 2
|}
| Magic Spell
 
| Emote Distance
===Stance===
| The user gains a number of utility functions. They may use localized gusts of wind to push people (though never so far to Knockback them or Knock them over) or prank their clothing or hair. They may have plants, twigs and flowers growing from their body or clothing (though never so far to look like a Yanar). They may move while levitating half a foot off the ground, and become completely immune to any Knockback or Knockover effects from any Ability (though other damage or effects besides those are still applied). None of these smaller functions have Cooldowns.
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Element Control 3
| Arcane Blade
| Magic Spell
| Stance
| Emote Distance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user gains a number of utility functions. They may clap their hands to produce Emote Range wide sounding thunder claps, they may use fire or lightning in their hand to light up an Emote wide area and become Immune to Darkness effects caused by Abilities. They may snap their fingers to ignite or douse candles, torches and fire places, and can Channel while inside a building to either remove or prevent fire from spreading into it. None of these smaller functions have Cooldowns.
| 20 Minutes once Ended
| You can enter Arcane Blade without using an Action, but ending it requires one. Arcane Blade confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Additionally, when you would change from one Health Stage to another, your next Basic Attack rolls /dice 0 20, ignoring all current bonuses and penalties.  If you roll a 0 or a 20, displace the target backwards and away from you by 6 blocks, and apply the Brittle Status Effect. Arcane Blade counts as Bruiser Stance for the purpose of Enemy Abilities. Arcane Blade has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Element Control 4
| Arcane Bolts
| Magic Spell
| Stance
| Direct Touch
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user gains a number of utility functions. Their hands (and hands only) become immune to damage, meaning normal weapons can no longer cut, pierce or slash them (Artifacts and Mythics still can). Additionally, they may grab hold of a weapon and Curse the weapon with brittle-ness or melt the sharp edges, which only has the effect of halving the damage done. This is an Object Curse that will last for 30 seconds and cannot be stacked but can be refreshed. None of these smaller functions have Cooldowns.
| 20 Minutes, once ended
| You can enter Arcane Bolts without using an Action, but ending it requires one. Arcane Bolts confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Bolts counts as Ranger Stance for the purpose of Enemy Abilities. Arcane Bolts has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Element Control 5
| Arcane Medic
| Magic Spell
| Stance
| Direct Touch
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user gains a number of utility functions. They may reshape their own arm from the elbow down into any weapon or tool shape desired, whether it be made of metal or flesh, and using it will not hurt the user. They may also remove any rusting that has occurred on metallic objects, as well as removing any rotting or putrefaction that has occurred on any flesh or organic matter. None of these smaller functions have Cooldowns.
| 20 Minutes, once ended
| You can enter Arcane Medic without using an Action, but exiting it requires one. You cannot enter Arcane Medic at Health Stage 2/1. Arcane Medic confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy, Shielding Point Buy. You cannot deal Damage to Enemies through Attacks or Abilities. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP. Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Additionally, after you use an Arcane Point Buy Ability, you succeed your Dice Roll done with Arcane Medic’s Basic Attack. Arcane Medic has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
|-
| Element Control 6
| Arcane Tank
| Magic Spell
| Stance
| Direct Touch
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can enchant any person’s outfit (not armor) with the Element Control 6 Enchant that lasts for up to an hour. When cast on an outfit, this counts as an Enchant on the outfit. While enchanted, the clothing may manifest any elemental aesthetic including but not limited to: frayed singing edges, sashes made of watery silk, frost crystalline formations in cotton, magmous seams or gently flickering static, or any combination and frequency of these and more. All these visual changes are merely aesthetic though and add no functions. Additionally, while their clothes have this Enchant on them, they will gently float and never fall at terminal velocity while moving downwards, thus never falling to their death. The user may Enchant up to 10 outfits per day, but removal of even a single piece of clothing after the Enchant is made will break the Enchant. If the Enchant is used on the user’s own clothing, it instead lasts for 24 hours, instead of 1 hour, but they can also end it prematurely.  
| 20 Minutes, once ended
| You can enter Arcane Tank without using an Action, but exiting it requires one. Arcane Tank confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take by -1HP (never to 0). Additionally, after you use an Arcane Point Buy Ability, you succeed your next Defense Dice Roll done with Arcane Tank’s Basic Attack. Arcane Tank has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Element Control 7
| Bruiser Stance
| Magic Spell
| Stance
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user is able to turn themselves into a magical barrier by holding their arm wide. For as wide as their arms go, and as tall as they are, they produce a rectangular see-through magical shield made out of any element. This Shield is maintained for as long as the user maintains their stance. It is wide enough for others to hide behind them, and be covered by the shield also, and should be large enough to cover a single door sized doorway while standing inside of it. This shield blocks all Magical and Mundane projectiles and acts as an Impassable Obstacle for other Abilities that are stopped by obstacles. This Ability has a 10 second cooldown after it is cancelled, either by moving the user or the user dropping their arms. The user can still talk and turn their head, but not do anything else while using this Ability.  
| 20 Minutes once Ended
| You can enter Bruiser Stance without using an Action, but ending it requires one. Bruiser Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Your Attack Stat cannot be reduced by enemy Abilities. When you Displace an Enemy with an Ability, instead of going in a direction listed by the Ability, you choose where they go, but never towards yourself (unless the original ability included towards yourself). For Abilities that Displace multiple enemies at once, they all must go in the same direction. Additionally, after you Displace a Character (including yourself), you gain +2 to your next Attack Roll, or +3 if they Impact. Bruiser Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Light Mend 1
| Chem Bolts
| Magic Spell
| Stance
| Emote Distance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| While within Emote Distance of a target, the user can utilize healing light to heal only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target (or self), as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours. This Ability can be used on self.
| 20 Minutes once Ended
|You can enter Chem Bolts without using an Action, but exiting it requires one. Chem Bolts confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Additionally, when you use a Chem Point Buy Ability except Chem Bolts, the Minimum of your next Attack Roll is increased by +2. This counts as Ranger Stance for the purpose of other Abilities. Chem Bolts has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.  
|-
|-
| Light Mend 2
| Command Stance
| Magic Spell
| Stance
| Direct Touch
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| While within Direct Touch, the user can heal wounds on a target through this Magic Spell that counts as a Immobile Channel, using healing light. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self. Maims classified as Aesthetic maims can be healed with this Ability through the Greater wounds specification. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability.  
| 20 Minutes once Ended.
| You can enter Command Stance without using an Action, but exiting it requires one. Command Stance confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Link Abilities used by you are Viewing Range instead of Emote Range. Your Basic Attack is Replaced, and can now Target Allies within Emote Range. When you use this on an Ally, increase the Minimum of their next Attack or Defense Roll by +5. Command Stance has an infinite duration, until ended by you, or Combat is over.
|-
|-
| Light Mend 3
| Conjurer Stance
| Magic Spell
| Stance
| Self
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user feeds and gains strength from sunlight or moonlight. Either moonlight or sunlight are capable of feeding the user much like normal food would, thus making drinking and eating redundant for them (though they still can). Additionally, while standing outside (with no block that interrupts a direct line from the player model to the open sky, including leaf blocks), the Character has +5 Physical Stat, and can choose to absorb strength from the moon or sun and increase Body Shape by one additional step.
| 20 Minutes once Ended
| You can enter Conjurer Stance without using an Action, but exiting it requires one. Conjurer Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. You may place one Conjuration upon entering Conjurer Stance, but can only place 3 Max at once. Conjurations cannot move, but any Ability that allows you to place a Conjuration allows you to move one that already exists instead. Conjurations do not have Opportunity Attacks, can be walked through, count for Impact as a player would, and Abilities with Melee Range can be cast through one of your Conjurations. But, if a Conjuration is removed and re-placed, any Abilities cast through it are also removed. Additionally, if you make an Attack against an Enemy whilst you or the Enemy is Adjacent to one of your Conjurations, gain +1 Attack for each Adjacent Conjuration. Destroy all Conjurations when you exit Conjurer Stance.
|-
|-
| Casting Light 1
| Cutthroat Stance
| Magic Spell
| Stance
| Emote Distance
| {{#simple-tooltip:Self| Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This Ability only affects Vampires, Void Mages, Void Sorcerers, Void Silven, and Crimson Witches. The user is able to hold up one hand with the palm facing a person, causing a blinding light and orchestral song to erupt on the Target. This has two effects. Firstly, the Target can only Slow-walk towards the user. They can still run back, or sideways, but moving towards the user becomes a struggle. Secondly, they cannot physically see the user because of the light, thus any Ability that requires line of sight of the Target cannot be used on them. The user also cannot run, but can use their other arm and the rest of their body to do any action, as only the single hand must be upheld. This Ability has no Cooldown, though if knocked out of it by being knocked over, gains a 10 second Cooldown.  
| 20 minutes, once ended
| You can enter Cutthroat Stance without using an Action, but exiting it requires one. Cutthroat Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. When you apply a Status Effect to an Enemy, gain +1 to your Attack for the next Attack Roll you make against them, and they cannot trigger Opportunity Attacks against you on your next Move. Cutthroat Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Cursing Light 1
| Deadeye Stance
| Magic Spell
| Stance
| Emote Distance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This Ability only affects Werebeasts, Exist Mages, Exist Sorcerers, Exist Silven, and Capradeim. The user is able to hold up one hand with the palm facing a person, causing an agonizing eye-pain when gazing at the user and cacophony of agony screams to erupt on the Target. This has two effects. Firstly, the Target can only Slow-walk towards the user. They can still run back, or sideways, but moving towards the user becomes a struggle. Secondly, they cannot physically see the user because of the pain in their eyes, thus any Ability that requires line of sight of the Target cannot be used on them. The user also cannot run, but can use their other arm and the rest of their body to do any action, as only the single hand must be upheld. This Ability has no Cooldown, though if knocked out of it by being knocked over, gains a 10 second Cooldown.  
| 20 Minutes, once ended
| You can enter Deadeye Stance without using an Action, but ending it requires one. Deadeye Stance confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your max Attack is 10 (dice 20). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 4. Deadeye Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Darkness 1
| Engineer Stance
| Magic Spell
| Stance
| Emote Distance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can use this Magic Spell to summon three orbs of darkness in their hand. They may then choose up to three persons within Emote Distance, after which these Darkness orbs shoot towards them as long as they have line of sight. These orbs cannot be dodged or deflected, and will cause the Target to be affected by Darkness. Darkness makes these Targets unable to see beyond 2 blocks away from them, but does not inhibit them in any other way. The effect lasts for 10 minutes, and if the same person is targeted twice or three times, it does not stack the Orbs, and they also cannot be saved up for later use. This Ability can be used once every 12 hours, and if cast, cannot be re-cast by another for a full hour, within the same Emote Distance.  
| 20 Minutes, once ended
| You can enter Engineer Stance without using an Action, but ending it requires one. Engineer Stance confers the following benefits and limitations: You cannot use Abilities from Training Point Buy. You have no cap on Block Tokens, and Block Tokens no longer trigger to reduce Damage taken, and cannot be removed by other players by any means, instead being consumed for Engineering Point Buy Abilities. You Summon a Turret adjacent to where you are standing when entering Engineer Stance, and if you take the move action when standing adjacent to your Turret, you may move it with you, but limit that Move to 4 blocks. Engineer Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Darkness 2
| Medical Stance
| Magic Spell
| Stance
| Emote Distance
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself.}}
| The user can cast this Magic spell at a Target with a projectile that is a guaranteed hit as long as there is line of sight. When hit, the Target becomes affected with Magical Blindness (requiring the player to use /trait add Blindness) for the duration of 30 minutes. Only one Darkness II may be active at any time, and when the effect is broken on the first target, only then does the Ability go on a 2 hour cooldown. If Darkness 2 was cast, another user may not cast Darkness 2 in the same Emote Area as the first for a full hour.  
| 20 Minutes once Ended
| You can enter Medical Stance without using an Action, but exiting it requires one. You cannot enter Medical Stance on Health Stage 2/1. Medical Stance confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Basic Attack is Replaced, allowing you to target a Character within Melee Range and roll /dice 1 4, where anything above a 1 is a success, to heal the target +1HP. Additionally, if the Target is already at their Maximum HP, a success instead heals yourself +1HP. Medical Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
|-
| Darkness 3
| Paladin Stance
| Magic Spell
| Stance
| Emote Distance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can cast this Magic spell at a Target with a projectile that is a guaranteed hit as long as there is line of sight. The Target will sink to their knees into the ground into a 2x2 puddle of Darkness that forms around their feet, and travels with them as they wade around, thus not allowing them to step out of it. The Target can still use their upper body outside of the puddle, however they cannot move faster than a slow walking pace. This Ability starts tapering off after having been in effect for 5 minutes, during which the person can step out of the pond slowly as it stops moving. This Ability can only be used once every 5 minutes, and the same person can only be affected with this Ability (even from different sources) once per hour.
| 20 Minutes once Ended
| You can enter Paladin Stance without using an Action, but exiting it requires one. When entering Paladin Stance, choose Blade or Bow. Paladin Stance confers the following benefits and limitations depending on which was chosen. Blade: You cannot use Abilities from Tech or Training Point Buy, Bow: You cannot use Abilities from Melee or Shielding Point Buy. When you choose Bow, you gain: Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19).  When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. This counts as Ranger Stance for the purpose of enemy Abilities. Paladin Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.  
|-
|-
| Darkness 4
| Ranger Stance
| Magic Spell
| Stance
| 10 Blocks
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user can cast this spell at a target area they can see within 10 blocks of them. Their body is enveloped in shadows, and they immediately teleport to the chosen location. The user cannot carry anyone else with them when using this Ability, and only objects that fit on their person travel with them. This Ability can be used to teleport horizontally, diagonally, or vertically as long as it is still within the 10 blocks range, and as long as the target area is a flat surface the user can stand on. This Ability can only be used once every 3 hours.
| 20 Minutes, once ended
| You can enter Ranger Stance without using an Action, but ending it requires one. Ranger Stance confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Ranger Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Darkness 5
| Ritualist Stance
| Magic Spell
| Stance
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user may summon up to two melee weapons from their shadows. The weapons are made of materialized shadows and are tough as steel. The summoned weapons must be identical copies of each other, cannot leave the user’s hand, or be handed off to others. The user may choose to make the weapons pass through certain people and not through others. If this Ability is Countered, or if the weapons are un-summoned, it has a 30 second cooldown.
| 20 Minutes once Ended
| You can enter Ritualist Stance without using an Action, but exiting it requires one. Ritualist Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Your Melee Range for Attack Emotes & Abilities are reduced to 1 Block Range. Your Emote Range Abilities are reduced to 15 Block Range. Ritualist Stance sets your Minimum Attack to 3. Ritualist Stance has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|-
|-
| Darkness 6
| Tank Stance
| Magic Spell
| Stance
| Self
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| When this Ability is gained, the user chooses one of the following Ranged Combat Categories: Light Ranged Combat, Heavy Ranged Combat, or Utility Ranged Combat. This cannot be changed. When chosen, the user gains the Ability to summon a single ranged weapon made of shadows that follows all the rules of the chosen Category. Proficiency investment is still required to utilize the techniques of the chosen category. Projectiles fired from this weapon are corporeal, and disappear after 24 hours. If this weapon is Countered or un-summoned, it has a 5 minute cooldown. If this weapon is destroyed, this Ability goes on a 12 hour cooldown.
| 20 Minutes, once ended
| You can enter Tank Stance without using an Action, but ending it requires one. Tank Stance confers the following benefits and limitations: You cannot use Abilities from Melee Point Buy. Your Defense Stat from Proficiencies is 7, not 5. You cannot have the Brittle Status Effect applied to you. You cannot deal Damage to Enemies through Attacks or Abilities, your Basic Attack is Replaced and Targets Allies in Melee Range. When you use this on an Ally, or up to 2 Allies, the next time they would be Targeted for a Basic Attack, you become the Target instead, and if you fail the Defense Roll, reduce the Damage you take by -1HP (never to 0). Tank Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
| Glitter Control 1
| Veteran Stance
| Magic Spell
| Stance
| Emote Distance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The user is able to eject streams, puffs or balls of non-harmful colored and/or glowing glitter up to Emote Distance. Once shot out, they can also steer this glitter through the air like a cloud anywhere in Emote Distance. The aesthetic effects of this Spell have no limitations in terms of quantity of glitter or Cooldowns. It can also get into people’s clothing, hair, or dust onto them like snowflakes. Additionally, users of this Ability may Object Curse an object to act like a glitter bomb, expelling forth a plume of glitter, though it will only remain functional while the user is within Emote Distance. Finally, the user may congest all their Glitter Magic between their hands and push it violently into the ground, causing an Emote wide massive explosion of glitter and colored chalk dust that not only colors everything in the area, but also makes visibility impossible for 10 seconds while all the glitter drifts to the ground. If this glitter bomb is used, the ability goes on a 24 hour cooldown.  
| 20 Minutes once Ended
| You can enter Veteran Stance without using an Action, but ending it requires one. Veteran Stance confers the following benefits and limitations: You cannot use Abilities from Arcane Point Buy. Any Stat Reduction greater than -1 that would affect you is reduced by -1. Additionally, Once per Combat, you may set the Range of any X Block Range Veteran Point Buy Ability to 6 Blocks. Veteran Stance has an indefinite duration, until ended by you, or until combat is over.
|-
|-
|}
|}


==Target Curses==
===Passive Power===
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
| Arcane Aura
| Passive Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Arcane Aura isn’t active until you are given the Prone, Fleeting, or Snared Status Effect. When it activates, you can remove the Status Effect and instead grant yourself +4 Blocks Move Speed on your next Move.
|-
|}
===Instant Powers===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
|-
| Arcane Apotheosis
| Instant Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Target yourself and apply the Silenced Status Effect for 5 turns. If this Silenced Status Effect is not removed after those 5 turns, grant yourself +3 to Attack or Defense, and +2 to the other, for the rest of your current Health Stage. Additionally, whilst Silenced by Arcane Apotheosis, you gain +1 Attack and Defense.
|-
| Arcane Cleanse
| Instant Power
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, but only during Health Stage 3/2
| Target yourself or an Ally and remove 1 Status Effect of choice. Additionally, if Arcane Cleanse is used on yourself, you can apply the removed Status Effect to an Enemy within Range, but if you do, reapply the removed Status Effect to yourself as well, but with a 2 Turn duration (if applicable). This transferred Status Effect cannot Target the same Enemy that applied the initial Status Effect.
|-
| Arcane Distortion
| Instant Power
| {{#simple-tooltip: 3 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat, Only on Health Stage 2/1
| Apply the Confused Status Effect for 2 Turns to all Characters within Range of you, including yourself. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
| Arcane Echostrike
| Instant Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat
| Target yourself and grant +2 Attack to your next Attack Emote. Instead of dealing -2HP Damage, it deals -1HP Damage this turn, and -1HP Damage the next turn. When you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
|-
| Arcane Eruption
| Instant Power
| {{#simple-tooltip: 2 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Twice per Combat, Once per Health Stage 3 & 2
| You displace all Characters within Range 4 blocks away from you  If they Impact, apply -2 Defense for 2 turns. If at least 4 Characters Impact, apply the Prone Status Effect to one of them.
|-
|-
| style="width: 10%;" | Power Curse 1
| Arcane Isolate
| style="width: 8%;" | Target Curse
| Instant Power
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user is able to apply a curse on one person that they can see every 12 hours that exchanges their Physical Stat and Body Shape. This applies to both reducing and increasing the Physical Stat of the user of this Ability. This Curse lasts for 1 hour, unless Target Curses can be cleansed, in which case the change is reverted for both parties.  
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range that is affected by a Link Power or that possesses a Block Token gained from an Ability, break it. If a Link Ability is broken, apply the Marked Status Effect to yourself. If a Block Token is broken, apply the Brittle Status Effect to yourself.
|-
|-
| Power Curse 2
| Arcane Portent
| Target Curse
| Instant Power
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user has the Power Curse 2 enabled on themselves permanently, however it has only one charge every 12 hours. The charge is triggered when any Knockdown or Knockback effect is imparted on the user. The effect is instead Countered, and the Character that used an Ability or Technique that caused the Knockdown or Knockback is affected by the effect instead. Other effects, damage and mechanics from Abilities causing Knockback and Knockdown still apply to the user.  
| Twice per Combat
| Target yourself or an Ally within Range and roll /dice 0 6. For the next 2 Turns, without using an Action, add this result to the final result of either an Attack or Defense Dice Roll made by the Target, but this must be declared before the Roll. Additionally, if you roll a 0, gain an additional use of Arcane Portent.
|-
|-
| Power Curse 3
| Arcane Sap
| Target Curse
| Instant Power
| Emote Distance
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| The user can cast Power Curse 3 once per hour on a single individual. When affected, the Target’s left or right arm (depending on the choice of the user) becomes constricted by some form of constraint. This constraint lasts for 30 seconds, and completely disables the use of that limb for the duration as it remains rigid and unmoveable. After the 30 seconds are over, the limb is usable again and the constraints melt away.
| Once per Combat
| Target an Enemy within Range, and apply a Stat Reduction based on Health Stage, but also to yourself, until the end of the Target’s current Health Stage. Stage 3/2: -2 Attack or Defense for Enemy, -1 Attack or Defense for you. Stage 1: -1 Attack or Defense for Enemy. Multiple instances of Arcane Sap, even from different people, don’t stack with each other. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Astral Being 1
| Arcane Shove
| Target Curse
| Instant Power
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can curse a Target with the Astral Being 1 Curse that marks them with a glyph on the back of their neck. This Target Curse grants the target immunity to Tracking Abilities. Additionally, the user can manifest a see-through ghost-like astral projection of themselves that can be seen by all but not interact with anything within 5 blocks of the Target at any point in time, and may converse and observe the area around them, but only move proportional to the movement of the person who was Cursed. These astral projections may only last for up to 5 minutes, and may only be done thrice per day. This Curse lasts for 72 hours, and may only be used on one person at a time, and if prematurely ended, must still obey the 72 hour cooldown. While astrally projecting, the real body of the user goes catatonic.
| Twice per Combat, Once per Health Stage 3 & 1.
| Target an Enemy within Range and Displace them 6 Blocks in any direction.
|-
|-
| Astral Being 2
| Arcane Snare
| Target Curse
| Instant Power
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can curse a Target with the Astral Being 2 Curse that marks them with a glyph on the front of their neck. This Target Curse grants the target the ability to telepathically call out to the user, though this calling never contains words, only a mental alert that they are being called. The user may also mute this alert, if they so desire. While called, the user may answer the call by manifesting an astral projection of themselves, a ghost-like see through version in front of the caller. Unlike Astral Being 1, the user cannot move while astrally projecting to the Target, and is stuck in place, there is no time limit to how long they may astrally project, though they may only use it once per day. This Curse lasts for 1 week but may also be active on up to 3 Characters at any given time. It cannot be ended prematurely, though as long as slots are available, has no cooldown.
| Once per Combat
| Target one enemy within Range and apply the Snared Status Effect. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|-
|-
| Spirit Curse 1
| Conjurer Bleed
| Target Curse
| Instant Power
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can curse a Target with Spirit Curse 1 only if they have an Ability that manifests a familiar, or some type of non-Player Character pet. Once Cursed, the pet is freed from the Target’s control and goes berserk, attacking the original owner for 30 seconds. While attacked, the Target is unable to flee or use Abilities or dismiss the Familiar, but can still use Mundane Attacks, speak and perceive things around them, albeit while constantly being clawed or bit or stung. After 30 seconds, the Familiar dissipates, and goes on whatever Cooldown is native to that Familiar’s Ability Source as if it was killed.  
| Twice per Combat, Once per Health Stage
| Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, Displace an Enemy within Range 4 Blocks toward one of your Summons of your choosing, if they Impact, apply the Bloody Status Effect to them for their next 4 Defense Rolls.
|-
|-
| Spirit Curse 2
| Conjurer Bolt
| Target Curse
| Instant Power
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character can, once per day, if another Character that they can see attempts any Proficiency or Ability action that requires a roll, dictate in OOC chat with the use of this Ability what the roll outcome would be without rolling, as long as that dictation counts as a failure for the Ability. This allows the Character to guarantee failure of a roll for another Character. This Ability has no visual telegraph.
| Six Times per Combat, Thrice per Health Stage
| Place a Conjuration on any unoccupied block within Emote Range that you can see. Additionally, make a Ranged Attack with +2 Attack against anyone within Melee Range of any of your Conjurations regardless of Line of Sight. If you fail an attack with Conjurer Bolt, you gain an additional Use of this Ability.
|-
|-
| Dark Curse 1
| Conjurer Fetter
| Target Curse
| Instant Power
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can Curse a person with Dark Curse 1 to make them forget the faces and voices of people they have heard for the past 24 hours. In order to use this Ability, the Target must be restrained or knocked out, and be unable to resist or fight back. Once applied, for a full 24 hours (or shorter, if desired by the user), the Target will forget all faces and voices of the people they interacted with before the use of the Ability. If they try to remember, all the silhouettes and faces of the people they interacted with will appear like black shadows, and their voices will sound monstrous and warped, though they will still remember what was said, what the areas they visited looked like, and other visual aspects. Even though this is a Curse, its effect is applied immediately, and cannot be reversed afterwards in any way. Those with Target Curse Immunity or Memory Altering Prevention are Immune to the effects of this Ability.
| Twice per Combat, Once per Health Stage
| You cannot use Conjurer Fetter unless you have at least 2 Summons Active. Target two Enemies within Range and apply -2 Attack to one, and -2 Defense to the other that lasts for their next 3 Rolls of the affected Stat. Conjurer Fetter does not Stack.
|-
|-
| Dark Curse 2
| Conjurer Fog
| Target Curse
| Instant Power
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can Target any individual in Emote Distance, causing the Target Curse to take instant effect. The Target’s mouth becomes filled with shadows, leaking out of the corners of their mouth and their nose if they try to open their mouth. This Curse makes them unable to speak, only garbled noises and warped sounds will come from their mouth. This Curse remains active for 24 hours, and has a 24 hour Cooldown also.  
| Twice per Combat
| Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, apply the Blinded Status Effect for 4 Turns Enemies who are within Melee Range of each of your Summons, up to a total number of Enemies equal to your current number of Summons.
|-
|-
| Soul Burden 1
| Conjurer Garrotte
| Target Curse
| Instant Power
| City-Wide
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| The Character is able to curse two non-Affliction affected individuals with the Bodyswap curse. This requires any amount of fresh blood from either person before using. When used, both will be Target Cursed to swap bodies, their souls transferring into each other’s body. This Curse lasts for 5 days and cannot be repeated in the same month on the same victims. Proficiencies transfer between body swaps, but Abilities do not, and the characters may only use Racial Abilities of the body they have. Damage inflicted during body swap also transfers back to the soul’s proper body upon the end of the Curse. This Target Curse can only be removed if both Targets are Exorcized at the same time within Emote Distance of each other.  
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and make an Attack Roll against them that inflicts -1HP Damage and applies the Silenced or Weakened Status Effect to the Target for 3 Turns if successful. If the Attack roll fails, apply the Silenced or Weakened Status Effect to the Target for 2 Turns instead.
|-
|-
| Vile Vine 1
| Conjurer Plague
| Target Curse
| Instant Power
| Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character can throw or whip a Vile Vine from their arm or hand at a target once per day, which will wrap around any body part of the Target, and then sink into skin, through clothes and armor. While Vile Vine 1 is active on a person, despite not having any Abilities or Affliction status, the person gives off Aberrant status to any Aberrant Detection mechanisms or Abilities available. This Curse lasts for a week, unless removed with Exorcism 1. Additionally, if Vile Vine 1 is used on non-sentient Plant Matter, it will Void Corrupt the plant and anything within a 5-Block Radius of the initial targeted plant.  
| Once per Combat
| You cannot use Conjurer Plague unless you have at least 3 Summons Active. Apply one of the the Bloody, Fleeting, or Vulnerable Status Effects to all Enemies within Melee Range of one of your Summons. If Bloody is chosen, apply it until the end of their current Health Stage.
|-
|-
| Conjurer Stall
| Instant Power
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Twice per Combat, Once per Health Stage
| Target an Enemy within Range and apply the Prone Status Effect to them. Additionally, apply the Snared Status Effect to yourself or an Ally within Range.
|-
|}
|}


==Object Curses==
===Counter Power===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
|-
| style="width: 10%;" | Shadow Curse 1
| style="width: 8%;" | Object Curse
| style="width: 8%;" |  Direct Touch
| The user can Curse an object with the Shadow Curse 1 to swallow it into Shadows. While this Curse is active, the object is entirely shrouded in shadows, only its outline still being visible with wispy shadows leaking from it. This Object will remain cursed indefinitely until the Object Curse is removed. The user may Curse one object per day, but there is no upper limit to the amount of objects cursed. The user can still see through the Curse, meaning, if a book was cursed, all pages will appear ink black with shadows, but the user can still read the book. While moved, the object also leaves behind a trail of shadowy smoke, and this Ability can also be used on articles of clothing.
|-
|-
| Binge Curse 1
| Arcane Counter
| Object Curse
| Counter Power
| Direct Touch
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The user can Target Curse any article of food or drink with the Binge Curse 1. Binge Curse 1 requires the user to envisage or recall a memory, which is then inserted into the Object Curse and placed on the object. After this, if the object is drunk or eaten, the person eating or drinking it will experience a vivid hallucination of the person’s memory that was inserted, in complete color and sound, as if they are there themselves, except through the eyes of the user.
| Twice per Combat, Once per Health Stage
| You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy. If it Targets you or an Ally, give the Target +1 Defense for their next 3 Defense Rolls, and remove a Status Effect from them. If it Targets themselves or another Enemy, inflict -1 Defense for their next 3 Defense Rolls and apply the Vulnerable Status Effect.
|-
|-
|}
|}


==Target Illusions==
===Movement Power===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
|-
|-
| style="width: 10%;" | Illuviation 1
| Arcane Warp
| style="width: 8%;" | Target Illusion
| Movement Power
| style="width: 8%;" |  Emote Distance
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| This Ability can only be used while outside of combat, the moment the Character is attacked or enters combat, or tries to utilize the illusions in a combat scenario, all Illusions break. This Ability grants the Character far-reaching Illusion capabilities, capable of creating small illusions that are indistinguishable from reality, or large reality-replacing illusions that change the environment the Target is in. Illusions come with sound, smell, taste, sense, sight and hearing, and can even give off warmth or cold to the touch, even if it is not real. The Character can change targets flawlessly, and can also switch from single-Target to group-Target effects, however only a maximum of up to 3 people can be affected at any given time. This Ability does not telegraph, meaning that if the Character is for example a Vampire with Blood Eyes 1, then Blood Eyes 1’s iris color function does not activate on the usage of this Ability. It additionally has no Cooldowns.  
| Once per Combat
| You move to a non-vertical unoccupied space in range. If you use Arcane Warp on yourself, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Additionally, if used on an Ally, it does not use the Ally’s Move but it applies the Snared Status Effect on them. Arcane Warp does not provoke Move Reactions.
|-
| Conjurer Warp
| Movement Power
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Once per Combat
| Place a Summon on any unoccupied block within Emote Range that you can see. Additionally, teleport horizontally to a block adjacent to any of your Summons within 10 Blocks, ignoring Opportunity Attacks and moving through people.
|-
|-
|}
|}
 
===Link Power===
==Channel Abilities==
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
|-
|-
| style="width: 10%;" | Body Tether 1
| Arcane Barrier
| style="width: 8%;" | Immobile Channel
| Link Power
| style="width: 8%;" | Emote Distance
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| The Character can target another Character they can clearly see within Emote Distance, and attach a ghostly Tether to them. While tethered, the Target cannot leave Emote Distance, but can move freely anywhere within that range. If the Character channeling is attacked, this Ability ends. A Character can only be affected by this Body Tether 1 once every Hour. Body Tether 1 can only be cast once within Emote Distance per 30 minutes.  
| Once per Combat
| Target an Ally and apply a Link to them that, when targeted by a Ranged Attack Emote, the Ally’s Minimum Defense Roll is set to 7 for Ranger Stance Attacks, 6 for Deadeye Stance Attacks, and 5 for any other Ranged Attack. Additionally, if Arcane Barrier is Link Broken, grant the Ally 1 Block Token. If either of you leave range of the other, the Link’s effects are suspended, but it doesn’t break.
|-
|-
| Monster Mend 1
| Arcane Healing
| Immobile Channel
| Link Power
| Direct Touch
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| With both hands touching the Target, the Character can heal only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target, as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours. The Aesthetics of this Ability are Limited to Blood, Corrupted Plants, Shadows, or Void Light.
| Once per Combat
| Target an Ally and apply a Link to them that does nothing at first. After 2 Turns, heal +1HP and remove one Status Effect on the Ally. After another 2 Turns, heal +1HP on the Ally and apply the Bloody Status Effect on yourself which lasts for 2 Turns.
|-
|-
| Monster Mend 2
| Arcane Puppeteering
| Immobile Channel
| Link Power
| Direct Touch
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| While within Direct Touch, the user can heal wounds on a target. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self. Maims classified as Aesthetic maims can be healed with this Ability through the Greater wounds specification. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability.
| Once per Combat
| Target an Enemy at 0HP within Range and Revive them back at 4HP, forcing them to be your Ally. They can only make Basic Attacks at Melee Range, and their Attack is set to 5. Additionally, apply a Link Power on them. If the Link Power breaks, deal -2HP Damage to the Target affected by Arcane Puppeteering. If the Target leaves Range of you, they can no longer take their Action until they move back within Range. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
|-
|-
| Monster Mend 3
| Arcane Revive
| Immobile Channel
| Link Power
| 1 Block Range
| {{#simple-tooltip: Melee Range | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| While standing next to a Target, the Character can take a Limb or Body Part (excluding the head) from a deceased animal or person and attach it to a Vampire who is missing a body part lost via a Maim. This Ability takes 10 minutes to complete. Regardless of the source of the Limb or eye, the body part will transform into a monstrous and corrupted appearance. Mutations and Abilities cannot override this, except in the case of Blood Eyes, which will always appear first. If the Vampire is cured, the Body Part will wither away, leaving them unharmed (unless that body part was mandatory for survival), but without it. This Ability cannot be used in Combat. This Ability cannot be used on Self.  
| Once per Combat
| Target an Ally at 0HP within range and Revive them back at 4HP. Additionally, apply a Link Power and the Bloody Status Effect on them. If the Link Power breaks, deal -3HP Damage to the Ally. The Link Power breaks if they leave Range from you. Multiple instances of a Revive Ability, even from different people, don’t stack with each other.
|-
|-
| Summon Wall 1
| Linked Channel
| 5 Block Range
| The Character can stand still and Channel for 30 seconds to summon a 2x3 (of either orientation) sized Wall in an unoccupied space within 5 blocks of them made of material determined by the source of this Ability. This Wall can be made in between doorways, or independent of any other structures, but cannot be placed over existing structures or people. Once created, the Character must remain within 5 Blocks of the Wall, or else it will disappear. The Wall can be broken naturally as if it was made of mundane wooden materials through a minute of uninterrupted effort. Once the Wall is created, the Character is no longer considered as Channeling for the purpose of counters. Summon Wall 1 cannot be cast again within Emote Distance of an already existing Summon Wall 1 wall. In order to place a Wall, use an in-game ticket to ask Lore Staff or World Staff for help. The Wall can be made of any legal blocks, with a sign that states “Summon Wall 1.” This Ability can only be used once every 30 minutes.
|}
|}


==Faith Powers==
===Status Effects===
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
|-
| Snared
| N/A
| N/A
| N/A
| When Snared, any Move from the Move Action or Abilities is reduced by Half, then the Effect ends.
|-
| Silenced
| N/A
| N/A
| N/A
| When Silenced, you cannot use Powers of any kind, except Passive Powers.
|-
| Weakened
| N/A
| N/A
| N/A
| When Weakened, you cannot use Techniques of any kind, except Passive Techniques.
|-
| Confused
| N/A
| N/A
| N/A
| When Confused, you cannot Target the person who Confused you with Abilities.
|-
| Blinded
| N/A
| N/A
| N/A
| When Blinded, you cannot Target anyone with Abilities with greater range than 5 Blocks.
|-
| Marked
| N/A
| N/A
| N/A
| When Marked, the next Attack made against you gains +5 to the Minimum Dice Roll, then the Effect ends.
|-
|-
| style="width: 10%;" | Holy Crafts 1
| Warned
| style="width: 8%;" | Faith Power
| N/A
| style="width: 8%;" | Object Enchant
| N/A
| The user is able to apply a non-effect giving aesthetic effect onto specific crafts. This Object Enchant does not count towards the “One Object Enchant per Object” rule. This Ability has a number of different effects. For the effects, see the table on [[Ritualism#Holy_Crafts]]. This Ability has no Cooldown and any Holy Crafts 1 Enchant can be removed by the wielder by simply wishing it away, regardless of whether they are the user of this Ability, or the person wielding the Object.
| N/A
| When Warned, you must choose between two negative outcomes, then the Effect ends.
|-
|-
| Holy Manifestation 1
| Brittle
| Faith Power
| N/A
| Self
| N/A
| The user may have any number of glowing or non-glowing religious symbols appear anywhere on their body passively. These symbols are not physical and cannot ever emit enough light to light up Darkness, and can be of any color.  
| N/A
| When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
|-
|-
| Holy Scriptures 1
| Vulnerable
| Faith Power
| N/A
| Direct Touch
| N/A
| The Character can apply Holy Scriptures in a written holy script onto bodies by a process of hand gestures. This scripture may light up with any color when calling out holy blessings, or other forms of worship RP. These Scriptures can be applied to others and the user themselves. The holy script must always be religious texts or preachings, and cannot ever carry usable messages beyond the gospel of faith. If desired, these Holy Scriptures may also be scenes from the faith’s teachings, or lines and symbols representing the faith. Holy Scriptures can be removed with Exorcism 1, 2 or 3.
| N/A
| When Vulnerable, if you apply a Status Effect to an Enemy, take -1HP Damage, then the Effect ends.
|-
|-
| Lady's Benefit 1
| Prone
| Faith Power
| N/A
| Self
| N/A
| The user can enter a kneeling state with any item of prayer, a book or prayer beads or a statuette, reciting a prayer to their deity. While in prayer, a small dome shield is formed around them in any color and gives off a glow, that prevents anything from entering it, Abilities or Mundane otherwise, even people. There is room for one other person under the dome. The dome can be upheld for as long as the user is able to recite the prayer in a loop, the dome cannot be broken any other way. After stopping this Ability, it goes on a 10 second cooldown.
| N/A
| When Prone, you cannot Move. Use your Action to end this effect, or after 1 Turn, Make an Attack or Use an Ability to end it.
|-
|-
| Martyr's Light 1
| Fleeting
| Faith Power
| N/A
| Emote Distance
| N/A
| The user can point at a target person after which they are bombarded by Holy Light from the sky above (or any other nearby doorway if underground or inside). When hit, the Target has their physical harm equalized with the user. This means that if the user had several broken bones and a cut on their cheek, the Target now also has several broken bones and a cut on their cheek. Inversely, if the user is in perfect health and the Target has a severe cut on their back, they are set to perfect health when the light dissipates. Maims do not transfer. This Ability can be used once per day.  
| N/A
| When Fleeting, if you Impact or use a Movement Ability, take -1 HP Damage, then the Effect ends.
|-
|-
| Spiritual Will 1
| Bloody
| Faith Power
| N/A
| Self
| N/A
| All Ritualists are able to manifest purely aesthetic visual aids to their religious RP, such as sermons, preaching, reading from holy scriptures, blessings, etc. This involves using for example visuals, sounds, illusions, so long as whatever is produced is not physical, does not affect the world, does not aid in combat, does not obstruct in combat, and does not hamper other players in any way that they do not OOCly or ICly consent to. As long as these conditions are met, the scope of these aesthetics are up to the person using them.
| N/A
| When Bloody, your Defense is lowered by a number equal to your Health Stage.
|-
|-
|}
|}


==Consent Based Abilities==
===Custom Abilities===
<span style="color:red">'''WARNING: These Abilities are powerful, but require absolute OOC written consent from the other party that can be provable by either a screenshot, or by having the player declare their consent on-server chat either in DM or OOC chat the very same day that any of these Abilities are used, as all forms of Consent expire after 24 hours. If you suspect mis-use or there is a conflict, consult Lore Staff immediately. Consent for these Abilities can also be revoked at any time, after which both parties must have the Abilities conclude or be removed in a reasonable way within 24 OOC hours, from an NPC using some form of Ability Removal if need be.'''</span>
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
|-
| Faithful Shield
| N/A
| N/A
| N/A
| This is not a real Ability, and only applies to: Paladin Point Buy, Ritualist Point Buy, and Prayer Point Buy. The Character linking this shares a Religion with your Character, meaning they are immune to any Abilities you use from those Categories. The Gods' blessings do not pick sides in squabbles between the faithful.
|-
| Tempest Reliquary
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| Stellarrix Custom Kit Ability. You always have Tempest Reliquary. You no longer suffer the Attack Stat Cap from being in Paladin Bow Stance. When in Paladin Blade Stance, you gain +3 Defense and Minimum Defense, and when in Paladin Bow Stance, you gain +3 Attack and Minimum Attack. Additionally, when using Paladin Armaments to change Stance, increase your Maximum HP by +2HP, and heal yourself for the same amount, but this part of the Ability can only be activated twice per combat.
|-
| Tempest Oath
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| Stellarrix Custom Kit Ability. You always have Tempest Oath. You can declare up to eight Oathbound Characters on your Character Application, with an Oath of Guardianship, Rivalry, or Brotherhood, with each providing different Passive benefits to Oathbound Allies in Combat with you. Guardianship Oath: Thrice per Combat, per Ally, the Oathbound Ally may choose to redirect -1HP of their suffered Damage to Sahuvi. Rivalry Oath: When Sahuvi reaches Health Stage 2/1, the Oathbound Ally heals +2HP. Brotherhood Oath: Twice per Combat, per Ally, the Oathbound Ally may redirect a Status Effect or Stat Reduction to Sahuvi. For each Oath Type present in Combat with you, you gain +1 Attack and Defense.
|-
| Penitent One
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| bahmboozled Custom Kit Ability. You always have Penitent One. When you publicly declare a Character a Heretic (in RP notices), you can ignore the effects of Faithful Shield. This can be done mid-combat. You have no limit on the amount of “heretics” you declare, but an excessive amount might make you the heretic, instead. Your Defense Stat cannot be reduced in any way. You gain different effects based on your current Health Stage, stacking. 3: You gain +2 Defense and Minimum Defense. 2: You gain +3 Defense and Minimum Defense. 1: You take -1HP reduced Damage from Melee Attacks.
|-
| Penitent Wellspring
| Custom Kit Power
| {{#simple-tooltip: Melee | Melee Range means anyone you can realistically touch within 1-2 blocks of you, including yourself. }}
| Once per Combat
| bahmboozled Custom Kit Ability. You may activate Penitent Wellspring without using an Action. When Active, you and all Allies within 3 Blocks take -1HP reduced Damage from Attacks for their next 3 failed Defense Dice Rolls. Additionally, remove 1 Status Effect from any ally who enters or exits the range of this Ability whilst it’s active, removing a maximum of 1 Status Effect per Ally this way.
|-
| Pride Godslayer
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| Okanara Custom Kit Ability. You always have Pride Godslayer. You may use your Strength as a Defense Stat, and your Attacks deal +1HP additional Damage when Targeting Lothar Knights, Arkenborn, Godborn, and those who insult Thirun or the Pride Arken in your presence, you additionally gain +3 Attack and Minimum Attack when targeting these Characters. Additionally, any Enemy who willingly leaves Melee Range of you suffers -2 to the Final Result of their next Defense Roll.
|-
| Matter Guard
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| WaterDruppel Custom Kit Ability. You always have Matter Guard. At the start of Combat and after making a Successful Basic Attack against an Enemy, you may choose to activate Matter Blade or Matter Shield, each providing different Passive benefits, but never being active at the same time. During Matter Blade, you gain +3 Attack and Minimum Attack, and reduce the Block distance of all Displacements used on you by -4 (never to 0, minimum 2). During Matter Shield, you take -1HP reduced Damage from Melee Attacks.
|-
| Eclipse Thief
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Four Times per Combat
| Booette Custom Kit Ability. You always have Eclipse Thief. When an Ability that was purchased as Magic is used by another Character within Emote Range, you can gain a single use of that Ability for yourself that you retain until the end of Combat. If you already have the Ability used, you gain an additional Use of the Ability instead. Additionally, when you do not have any uses of Eclipse Thief remaining, you gain Immunity to the Silenced Status Effect and +3 Attack and Minimum Attack.
|-
| Dark Devastator
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| Lizmun Custom Kit Ability. You may activate and deactivate Dark Devastator without using an Action. When active, you always deal +1 Damage with your Basic Attacks, but also suffer -1HP additional damage from all incoming Attacks. Additionally, when you take -HP damage, you gain Attack and Minimum Attack equal to the damage you took for your next two Attack Rolls.
|-
| Dark Eruption
| Custom Kit Power
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Combat
| Lizmun Custom Kit Ability. Target yourself and inflict up to -4HP Damage, make an Attack against all Characters within Range, and on a success, deal damage to them equal to what you took, and half on a failure (rounded up). If Dark Eruption is your first Ability used upon entering Combat, you may do it immediately as you land from Elytra flight, and it does not use your Action. If Dark Eruption would KO you, the next Revive Ability used on you grants you an additional +2HP.
|-
| Graue Geschut
| Custom Kit Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| BeetrootSalad Custom Kit Ability. You always have Graue Geschut. You no longer suffer the Movement Speed reduction from Attacks in Ranger Stance, and your Attack Cap is raised to 21. At the start of Combat, Erwin may choose between Rifle and Switchtek, with each granting a particular benefit and drawback. Switchtek: You can no longer gain Attack Stat Bonuses (including to Minimum), but instead gain Immunity to Two Status Effects of your choice and gain +2 Defense and Minimum Defense for Defense Rolls. Rifle: You can no longer recover HP in Combat, or gain Block Tokens (losing all current Block Tokens),  but instead you deal +1 Additional Damage on Attacks against Occult, and you gain +2 Attack and Minimum Attack to your Attack Rolls.
|-
| Deepdweller Summon
| Custom Kit Power
| {{#simple-tooltip: Emote | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat
| KitchenRefugee Custom Kit Ability. You must use a Conjuration Tool explained in Conjurer Point Buy to use Deepdweller Summon. Target an unoccupied Block within Range and summon one Deepspawn on it, which applies the Snared Status Effect to all Enemies within Melee Range of where it’s summoned. Additionally, when you make a Basic Attack, you may make it against an Enemy within Melee Range of your Deepspawns, but they count as both Melee and Ranged Attacks for the purpose of counters, and roll with a maximum of 9 Attack. (/dice 19). A Maximum of 2 Deepspawn can exist at the same time.
|-
| Deepdweller Trident
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| KitchenRefugee Custom Kit Ability. You always have Deepdweller Trident. At the start of Combat, you may declare one of your Enemies as your Prey. Whilst an Enemy is declared as your Prey, you gain +3 Attack and Minimum Attack on Attacks made against them, and if they Move more than 5 Blocks away from you, you may instantly move to an unoccupied Block adjacent to them, without using an Action or your Move, Moving through People, and ignoring Opportunity Attacks. When your Prey is KOed, you may declare a second Enemy as Prey, repeating until there are no Enemies left.
|-
| Dreadlord Cleave
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| Snapped_Fingers Custom Kit Ability. You always have Dreadlord Cleave. When you succeed in an Attack Roll against an Enemy, you additionally deal -1HP Damage to a second Enemy within 4 Blocks of the Target, if there is no second Enemy instead apply the Bloody Status Effect to the Target for their next Defense Roll. Additionally, if you Displace yourself with an Ability, you gain +2 Attack and Minimum Attack for your next Attack.
|-
| Dreadlord Cascade
| Custom Kit Power
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| No Cooldown
| Snapped_Fingers Custom Kit Ability. You always have Dreadlord Cascade. Allied Vampires, Evolists and Demons within Range gain +2 Attack, and when you reach Health Stage 2/1, you may grant three of these Allies within Range 1 Block Token. If you are in Combat alone, you gain +4 Max HP, and heal for the same amount gained. The Block Token granting part of this Ability cannot be triggered again even if you leave the mentioned Health Stages and re-enter them.
|-
| Feral Alacrity
| Custom Kit Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| No Cooldown
| Transistor Custom Kit Ability. You always have Feral Alacrity. You are no longer affected by the Movement Speed Reduction from Displacements and you may split your Move, allowing you to Move, then take an Action, then Move again so long as you have Move Speed remaining. When you make an Attack Roll against an Enemy with a Status Effect, or the Target of your Feral Ambush, you gain +2 Attack and +2 Minimum Attack.
|-
| Feral Ambush
| Custom Kit Power
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Once per Health Stage
| Transistor Custom Kit Ability. Target an Enemy within Range and move to an unoccupied Block within Melee Range of them without Provoking Opportunity Attacks and Moving through People. Apply the Marked or Brittle Status Effect to the Target and make a Basic Attack against them, triggering the selected Status Effect if you succeed, and dealing -1HP damage to the Target even if you fail.
|-
| Marken Moon
| Passive Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per scene.
| If you are a Marken, transforming into Full-Marken form for the first time in Combat heals you for 2HP and raises your max HP to 12HP.
|-
| Vampiric Tide
| Passive Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| N/A
| If you are a Vampire, you gain a +2 Attack for the duration of this weather effect.
|-
| Malefic Surge
| Passive Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| N/A
| If you are an Undead, you gain a +2 to your maximum HP, up to a max of 12.
|-
| Demonic Surge
| Passive Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| N/A
| If you are a Demon of this week’s specific Dimensional Alignment, you gain a +2 Attack for the duration of this weather effect.
|-
|-
| style="width: 10%;" | Puppet Control 1
| Industrial Smog
| style="width: 8%;" | Control Power
| Passive Power
| style="width: 8%;" | Direct Touch
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This Ability allows the user to target another person, and establish complete Control over their actions and thoughts. After Direct Touch, the user creates a Control Power link with the Target that allows them to issue any command, which the Target must explicitly follow to the letter, even if the user of this Ability is no longer within Emote Distance of the Target. This Ability also allows the user to change the thought process or ideas of the target, and make them forget things that happened in the last hour so as to alter their perception. The Target is not incapable of independent actions or thoughts, but can at any point in time from any distance be overridden by the user of the Ability, and have their thoughts altered. The Target is unaware that they are being Controlled, and even after Control is removed, will be unable to fathom why they thought or did certain things. They will also be fiercely defensive of the user of the Ability on them for as long as Control remains, and not engage in any actions that would be detrimental to the user of this Ability. This Ability can be broken by the user at any time from any distance, or removed from the target with any Possession removal or Exorcism mechanic or Ability. While Control Power Immunity blocks this Ability from being used, the user may propose this level of control over the Target, and if the Target consents in Roleplay, then Control Power Immunity no longer applies. After this Ability is broken off, it cannot be re-used within 7 days. A maximum of 3 people can be targeted by this Ability at any time.  
| N/A
| If you are within the range of the smog, your maximum HP is lowered by -2. If you have Hazard Presence Pack from Speech point buy, this HP lowering effect is reduced by 1. If your character does not need to breathe, then this Ability has no effect on you.
|-
|-
| Cursed Draw 1
| Rainstorm
| Control Power
| Passive Power
| Consumption
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This Ability allows the user to add any quantity of their blood into a recipe whether drink or food with the specific intent to make this food Bloodcursed. While Bloodcursed, it can no longer infect someone with Vampirism. However, when consumed fully, it causes an addition in the victim to have more Bloodcursed food or drink from the user. The severity and duration of the addition is completely up to OOC consent between the user and victim, and whether or not a Character becomes addicted to Bloodcursed food or drinks is up to OOC consent from the victim. To cure this addiction, the victim either needs to go without consuming any Bloodcursed food or drinks for a week and go through withdrawal of which the severity can be determined by the victim, or have Exorcism II used on them.
| N/A
| All abilities marked as Emote Range have their range set to 12 blocks. If you have Speech Point Buy’s Hazard Presence pack or Adapt Point Buy’s Oceanic Pack, all Emote Range abilities instead have their range set to 20 blocks.  
|-
|-
| Symbiosis 2
| Snowstorm
| Trigger Passive
| Passive Power
| Direct Touch
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| The Character can force a hostile Symbiosis on a Target as long as both the user and the Target are out of combat, and the Target is restrained and unable to fight back. Hostile Symbiosis turns the Character into an Url for at least 5 days. After 5 days or any length of time, the Character can reject the Oorl worm and return to their normal self. While they are Url, they gain all Url Racial Abilities and lose all their previous Racial Abilities as well as Sorcery or Magic. When returning to normal, all Abilities are returned. If the Target had any missing limbs or body parts, they are reformed during Symbiosis, and lost when Symbiosis is reverted. There is no deadline before which Symbiosis must be rejected before it becomes final, it can be a week, a month, a year, whichever, only the first 5 days are mandatory. Rejecting the Oorl will also not result in this Ability no longer being usable on the Target in the future. Url do however look down on people who trivialize Symbiosis and treat Symbiosis like a new fashion topic to own for a week and then discard. Url can accept others' rejection of Symbiosis and sympathize to their reasons, as long as they feel the reasons are grounded and valid. Symbiosis II does not work on Characters who have an Affliction present. It does work on all other forms of Aberrancy however.  
| N/A
| Your movement is halved. If you have a mechanic which prevents this, or Speech Point Buy’s Hazard Presence pack, your movement is instead lowered by -3.
|-
|-
| Parasitic Control 1
| Thunderstorm
| Control Power
| Passive Power
| Direct Touch
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| This Ability allows the user to target a willing or fully-restrained person, and grow a Void-Corrupted plant on their body, establishing complete control over their actions. After Direct Touch, an obvious and visible Plant grows on the Target, forcing them to follow any Verbal Commands the user gives them, which can be multiple commands that persist until removed. If commands conflict, the most recent command will be the one followed. They will also be fiercely defensive of the user of the Ability on them for as long as Control remains, and not engage in any actions that would be detrimental to the user of this Ability. The Target is fully aware while Controlled, and the user can choose to allow them to speak freely or not at will. This Ability can be broken by the user at any time from any distance, and can only be forcibly removed from the target by someone with 10 Medical Arts Surgically, though this process is long and arduous and requires the Target to be fully restrained, as they will fight it. When removed, the Plant turns to ash. While Control Power Immunity blocks this Ability from being used, the user may propose this level of control over the Target, and if the Target consents in Roleplay, then Control Power Immunity no longer applies. After this Ability is broken off, it cannot be re-used within 7 days. A maximum of 3 people can be targeted by this Ability at any time.
| N/A
| You cannot fly either by mechanics or by mounts, due to risk of electrocution. Immunity to lightning through mechanics bypasses this Ability.
|-
|-
| Scorching Sun
| Passive Power
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| N/A
| Players do not count as armored when starting combat and do not gain a block token. If you have an immunity to fire, this Ability is null.
|}
|}