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| When fighting with Unarmed, the user gains +2 Strength Proficiency (that cannot be spent on Point Buy) for as long as they use Unarmed. The moment they use a weapon or stop fighting, this effect is removed. | | When fighting with Unarmed, the user gains +2 Strength Proficiency (that cannot be spent on Point Buy) for as long as they use Unarmed. The moment they use a weapon or stop fighting, this effect is removed. | ||
|{{#simple-tooltip: Asha|This effect is caused by the Asha Claws. Asha Claws are counted as durable and sharp, enough to be considered bladed weapons. They can brace other weapons, and tear through armor.}}- {{#simple-tooltip: Kathar| Kathar can either have just nail-like claws, or their fingers can blacken and extend large blackened curved spikes as claws.}} | |{{#simple-tooltip: Asha|This effect is caused by the Asha Claws. Asha Claws are counted as durable and sharp, enough to be considered bladed weapons. They can brace other weapons, and tear through armor.}}- {{#simple-tooltip: Kathar| Kathar can either have just nail-like claws, or their fingers can blacken and extend large blackened curved spikes as claws.}} | ||
|- | |||
| Drakkar Physiology | |||
| Morph Power | |||
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}} | |||
| The user transforms into a bipedal non-winged dragon-being styled after the Throne of the Matron that they were recruited by. This transformation includes full skin change to dragon scales, dragon horns, a dragon tail, and dragon claws. Weapons can still be wielded, and armor can still be worn. While this Transformation is active, the user gains +1 Constitution +1 Charisma that cannot break the Proficiency Limit, or grant new Point Buy. | |||
| N/A | |||
|- | |- | ||
|} | |} |
Revision as of 00:17, 1 August 2022
This page is an indexed list of all Abilities for easy reference. If you want to see rules for Abilities and niche functions, read the Abilities page HERE. If you want to see rules for Artifacts and their Abilities, which are unique, check out the Artifacts page HERE
Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. Aesthetics are fairly free to determine unless otherwise specified. For example, if an Ability states that it has only a limited number of Aesthetics mentioned by name, options are limited. If however no specific aesthetics are mentioned, or they are left open-ended, then player has complete freedom. Minor, non combat, non functional or useable aesthetic additions to abilities are also fine: as long as they do nothing but look cool or fun. When Emoting an Ability, the Emote should always start with the exact Ability name, only then followed by an aesthetic description to the player for what it looks like. Aesthetic descriptions may also be ignored altogether, and a Player may simply Emote "Bob uses Dark Curse on Harry, giving him a Target Curse". If the player asks for an explanation of the Ability, you may give it, or redirect them to this page. It is important to note that Modifiers for Abilities will change depending on where the Ability is sourced from (say, an Ability gained from Vampirism might have a different modifier than an ability gained from Undead-ism). Modifiers are never optional, and must always be applied, but on this page there are multiple modifiers for multiple ability sources. Only one of those Modifiers will apply, depending on where the Ability is gained from (such as magic, or an affliction.)
Constant Passives
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Altered Power | Constant Passive | Self | If the user has 2 or less Magic Spell Packs bought from Point-Buy, these Spells become a dimension clarified in the modifier, instead of Void or Exist. Having 3 or more Magic Spells defaults all of them to Void or Exist. This still makes the user an Occult, however they will be Occult of the dimension specified in the Modifier. | Eronidas-Slizzar-Sihai-Songaskian |
Asha Speed | Constant Passive | Self | The Character is permanently as fast as an Asha. This means they can outrun any other Race, unless they also have “As fast as an Asha” as part of their Abilities or Mechanics. Asha speed confers no benefits in combat, it is only for escaping/running fast to a point. | N/A |
Body Ranged | Constant Passive | Self | The user is capable of using their own body as a ‘weapon’ for the use of Basic Attack and Mundane Techniques from Ranged Point Buy. They do not need to use an actual ranged weapon, or even summon a weapon from their body for this (but they could if they want to), but they cannot quick-swap between using a Melee weapon they have in hand, and are expected to treat it with fairness in mind. | N/A |
Control Immune | Constant Passive | Self | The user is immune to any Control Abilities that would be applied to them. They can however choose to permit the Control Ability to work if they are aware it is being used on them beforehand and want the effect to apply. | Dwarf-Bralona |
Eternal Durability | Constant Passive | Self | The user is immune to any damage inflicted with the Unarmed Pack in Melee Weapon Point Buy. Additionally, any Mundane Techniques in Defensive Point Buy do not require a Shield to use, instead allowing the body of the user to be used. If these Techniques require the user to immobilize themselves, or hold a shield up, etc, the user cannot engage in other actions at the same time and must hold their arms/body up to block it. If this is done, these Mundane Techniques still hurt them. | N/A |
Eyes of the Hunt | Constant Passive | Self | The user has night vision, allowing them to see fine during the night, as if it was day. Additionally, the user is also immune to any Mundane based Darkness or Blindness (such as blindfolds or masks) but not Ability based Darkness or Blindness. | Kathar |
Flame Immune | Constant Passive | Self | The user is immune to any damaging properties of fire whether that is from a Mundane Technique, Ability, or Environment. The user can simply walk through fire without it burning them, though they can still be harmed by magma. This does not apply to optional fire aesthetics being applied to Magic Abilities other than Fire Magic Pack, but it make them Immune to Fire Magic Pack’s Ability. | N/A |
Frost Immune | Constant Passive | Self | The user is immune to any damaging properties of frost, cold, or ice, whether that is from a Mundane Technique, Ability, or Environment. The user can simply wade through a blizzard or freezing water without it hurting them, and their visibility is not reduced in a snow flurry. This does not apply to optional ice aesthetics being applied to Magic Abilities other than Ice Magic Pack, but it does make them Immune to Ice Magic Pack’s Ability. The user also does not feel temperatures when they are cold. | N/A |
Home Advantage | Constant Passive | Region | While within their own Rental Region or a Noble Estate / Clandestine Base that they are a member of, the user gains +1 Constitution and +1 Strength while inside the Building. | Sihndar-Draconic Custodian |
Invasion Immune | Constant Passive | Self | The user is Immune to any type of Invasion or Control that would cause some other entity to invade their body or mind, and control it. This also applies to Ordial Shades, Void and Exist Demons, but not Greater Demons or Event Entities. Additionally, the user will also know that they were just invaded, but they cannot forcibly expel the invader if they do not want to leave. Finally, they can choose to let the invader take control, but can take control back anytime. | Teledden Modifier |
Knockdown Immune | Constant Passive | Self | The user is immune to any Ability or Mundane Technique that would cause them to be knocked over. Damage is still applied, but the Character is never Knocked over or Knocked down. | N/A |
Lightning Immune | Constant Passive | Self | The user is immune to any damaging properties of lightning and static electricity whether that is from a Mundane Technique, Ability or Environment. The user is never struck by lightning and is never harmed by electric discharge. This does not apply to optional lightning aesthetics being applied to Magic Abilities or other than the Storm Magic Pack, but it does make them immune to Storm Magic Pack’s Ability. The user can conduct electricity from one point to another without harm. | N/A |
Limb Recovery | Constant Passive | Self | The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal. | Urlan-Death Magic |
Mindtap Immune | Constant Passive | Self | The user is immune to any Specials or Abilities that would alter, erase or add memories. This includes even Passives or Abilities that only trigger on certain conditions, like Lesarra face-remembering. | N/A |
Omniaware | Constant Passive | Self | The user cannot be taken by surprise from any direction, even if they cannot see the direction from which an attack or Ability is coming from. While this is a constant effect, once per day the user can also use this Omniawareness to guarantee a dodge or counter attack. This does not work on Mundane Techniques or Abilities. | N/A |
Primed Defense | Constant Passive | Self | Once every 24 hours, the user is immune to the first mundane (non Ability and non Mundane Technique) attack emote used on them, allowing them to inexplicably avoid it. | Slizzar |
Slizzar Immune | Constant Passive | Self | The user is immune to any Slizzar Racial Abilities, Slizzar Specials, or Slither Magic classified Spells. This effect can be turned off if the user wants to. | Slizzar Immune |
Subjugation Immune | Constant Passive | Self | The user is immune to any Specials that would involve establishing mind control or command control over them. | Bralona |
Waterborne | Constant Passive | Self | This Ability has several functions. Firstly, while inside (minecraft) water, the user can fight (such as slashing weapons) at normal speeds as if they were outside of the water. This does not include Firearms or Ranged weapons which do not work underwater. Secondly, user is not slowed down by armor or clothes that would normally drag while underwater, though wearing armor does force them to walk on the bottom of the body of water and prevents them from swimming around. Finally, jumping in and out of the water is near-instant for the user, meaning there is never an interruption of a chase or manuever while going in and out of water. | N/A |
Toggle Passives
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Higher Speed | Toggle Passive | Self | The Character can drop on all fours and run “Even faster than an Asha”. This Ability is singular, there is nothing faster than this Ability. While using this Ability, the user is unable to wield any weapons, use Abilities or Mundane Techniques, or fight, though they can fight when they reach a person reverting back to normal speed. | N/A |
Trigger Passive
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Aiding Metal | Trigger Passive | Self | If any of the user’s limbs are Paralyzed, Dismembered, or Disabled, Liquid Living Metal can replace or repair their function by encasing it and taking over its function, making them immune to the Paralysis for example. This can only apply to one limb, or one eye, only ever one body part, and cannot be switched, only the first ever applies until that body part is healed. | Asha |
Armor Rend | Trigger Passive | Self | If the user makes use of Unarmed Pack Combat, all of their attacks and Mundane Techniques used through Unarmed ignore any type of armor. This only works if the user has absolutely no weapons in their hands, and is using Unarmed and Mundane Techniques through Unarmed. | N/A |
Bralona Endurance | Trigger Passive | Self | Bralona cannot die in the traditional sense, and have a unique (enforced) “Health-Pool” system. They cannot feel pain, or bleed, or be traditionally wounded, but their physical cohesion take damage. If the Bralona is hit 4 times by unique attacks or Abilities or Mundane Techniques, their body disintegrates into a singular mass. Only Abilities and Mundane Techniques that specifically cause physical damage count for this. Their mass can be moved, but their eventual re-generation cannot be stopped, and they are conscious, but can’t do anything but observe. After 30 minutes, the Bralona completely regenerates and reforms with a full health pool. The Bralona's health pool naturally recovers while they are not actively in combat, 'healing' one point per hour, but they are completely unaffected by any other healing mechanics. | Bralla-Bronn |
Instant Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Ability Redirect | Instant Power | Emote Range | The user can redirect a single Ability Targeting them that is not a Channel and not a Mundane Technique, onto any other person, either ally or enemy. This Ability can be used once per 24 day. Primal or Ordial Abilities also fall under this, as do Special Permission Abilities or Powers. The redirected Ability continues to follow range rules (Direct touch to Direct Touch, Emote Distance to within Emote). | N/A |
Arcane Knockback | Instant Power | 1 Block | The user can blast a chosen target within range, knocking them back up to 10 blocks in a chosen direction horizontally. This cannot be used to send a person over a ledge, but can be used to slam the target into an object or other person. The user can choose how many blocks to send the target back. This Ability has a 30 minute cooldown. | N/A |
Arcane Knockdown | Instant Power | Emote Range | The user can target a person within range, knocking them off their feet. Once knocked over, the target must spend at least 10 seconds to stand back up before they can act normally. This Ability has a 30 Minute Cooldown. | Ice Magic |
Arcane Mimicry | Instant Power | Emote Range | The user can immediately recreate the effects of an Ability or Mundane Technique used within range that they can see, but only if it was gained from a Point Buy pack, and only if someone else used it. If the original range is self, it instead affects the user. If the original range is emote range, the user is able to freely choose who they target for the recreation. This Ability forcibly copies the specific Modifier the target used. This ability has a 24 Hour cooldown. | N/A |
Complete Barrier | Instant Power | Self | The user can shroud themselves in a defensive barrier, protecting them entirely from the effects of any attacks, Abilities, Mundane Techniques, or specials. While they are shrouded in such a way, they cannot move, attack, or use any Abilities, Mundane Techniques, or specials, they can only look around and talk. While this Ability can be activated near-instantly, the user cannot de-activate it until 15 minutes have passed, at which point it ends naturally. Once this Ability ends, it cannot be used again for 24 hours. | Draconic Shielding-Death Magic |
Debilitating Bite | Instant Power | Self | The Character can bite another person. If their teeth hit exposed flesh, they inflict the victim with a rapidly-spreading magical malady that causes the target to lose 2 Strength for thirty minutes. This ability has a four hour cooldown. | Undead |
Defense Break | Instant Power | 2 Blocks | The user can use this Ability to break magical Barriers. The effect is instant the moment the user can touch or get in reach of the barrier. This Ability has a 1 Hour Cooldown. This Ability does not damage Mundane shields or doors, but can break Mundane Techniques that create Barriers. | N/A |
Detection Shroud | Instant Power | Self | The user can activate an invisible shroud over themselves alone, that makes them immune to any Detection mechanics, for the next hour. This Ability has a 12 hour cooldown. | N/A |
Disable Cleanse | Instant Power | Self | The user can target any person in Emote Range and instantly Cleanse any Rooting, Stunning, Trapping or Disabling, or any Mundane Technique that would prevent their free movement unless it is a Channeled Ability or Mundane Technique. This Ability can also be used on self, and has a 30 Minute Cooldown. | N/A |
Hack Familiar | Instant Power | Emote Range | The user can target any Ability or Special based Familiar (not Engineering) that is made of Magic or summoned through some form of non-real animal existence and hijack it. For the duration of 1 hour, this Familiar now obeys the user, and follows them around with the same rules as it would apply to its original owner, but it still cannot be compelled to attack its original owner. This Ability has a 48 hour cooldown. | Kathar |
Intrusive Metal | Instant Power | Emote Range | Liquid Living Metal on the user can be shot out as a projectile towards any Engineering Macro Golem in range. This is guaranteed to hit unless the Target can use an ability that lets them create a reactive counter barrier before it hits. If it hits, the Living Metal starts seeping into the Golem and destroying the machine parts from the inside, thus instantly destroying an Engineered Golem. This Ability has a 24 hour Cooldown. | Asha |
Leap Denial | Instant Power | Self | When the user is targeted by a Mundane Technique or Ability that would allow someone to instantly leap, jump, charge, or teleport to them, the user can instantly prevent the caster from moving, and instead send them flying backwards away from the user instead. The target is launched back a number of blocks equal to how far they would’ve had to move to leap/teleport/etc to the user. (ex. If they used an Ability with the intent to leap 10 blocks, they would be knocked back 10 blocks instead.) This Ability has a 15 minute cooldown. | N/A |
Magical Grip | Instant Power | 10 Blocks | The user can target someone within range and send out a quick-moving lash of energy that will ensnare their throat and lift them into the air before pulling them instantly to any block adjacent to the user. The user can end the effect at any time in-between the pull (ex, pulling them halfway rather than to them), but the target cannot be harmed while they are being pulled. This Ability is placed on a 30 minute cooldown after they are thrown. | N/A |
Power Burst | Instant Power | Emote Range | The user disrupts any and all Channel Abilities or Mundane Techniques within Emote Distance. Any Channel Abilities or Mundane Techniques Canceled by this Ability have their Cooldown forcibly set to 5 Minutes, regardless if that Cooldown was shorter or longer prior. This Ability has a 30 Minute Cooldown. | Undead |
Time Reversal | Instant Power | Emote Range | The user may, while in combat, use Time Reversal to turn back to time to a few seconds before the last used Ability, Mundane Technique, or emote (even if it was used by an ally). Then, the user is able to insert an Emote or Ability or Mundane Technique before the last Emote is re-done. The reversed Emote or Ability or Mundane Technique must always be redone by the user who was reversed. This ability has a 1 Hour cooldown. | N/A |
Summon Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Armor Summon | Summon Power | Self | The user can summon any type of Armor on any part of their body. Summoned armor has the same durability as mundane armor, but counts as Ability Armor. | Undead-Metal Magic- Songaskian-Haat-Maraya-Isldar |
Puppeteer | Summon Power | Self | The Character can conjure a proxy golem for them to control after a 10-second channel. They place their own body within a deep, stationary sleep, laid in a trance and surrounded by a magical barrier that prevents harm from coming to them while they are controlling the golem. The Golem has a fixed stat spread of 3 Strength, 4 Constitution, 2 Dexterity and 0 points in other attributes, and can have 1 Weapon Pack, can use Mundane Techniques, but cannot use any Abilities or Specials. When the Golem is destroyed, the user awakens from their trance and this ability is placed on a 24 hour cooldown. | Death Magic |
Shield Summon | Summon Power | Self | The user can summon any type of shield into their hand with the toughness equivalent of steel. This shield functions like a normal shield would, and has the same durability. A destroyed summoned shield cannot be summoned again for 12 hours. | N/A |
Summon Wall | Summon Power | Emote Range | The user can create an impassable wall of some substance, by holding out two hands and constantly channeling it. This wall can fill to perfectly fit any entryway, as long as it is not longer than 7 blocks, or can be placed independently of a space, in which case it is 4 blocks wide and 3 blocks tall, and made of glass. Nothing can pass through the wall, but it can be seen through. The wall can only be destroyed by Techniques or Abilities that destroy Gates or Walls or 5 minutes of continuous weapon attacks. If the wall is destroyed, or the channel ends, this Ability goes on a 12 hour cooldown. | Fire Magic-Eronidas Ancestor |
Warring Metal | Summon Power | Self | Liquid Living Metal on the user acts as both a Summon Armor that can cover parts or the whole body of the Asha, and a Summon Weapon that can take only the form of Melee Weapons. Finally, Living Metal cannot be destroyed or aged, however Abilities or Mundane Techniques that ignore armor or weaken it still apply. Only armor or one weapon can be active at any time, never both. | N/A |
Weapon Summon | Summon Power | Self | The user can summon any type of weapon from Melee Weapon Point Buy, or Ranged Weapon Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. The user can give the weapon to someone else, but can't summon more than one. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours. | Crimson Witch-Suvial-Sihai Modifier-Haat-Maraya Modifier-Dwarf Modifier-Fin'ullen Modifier-Geist |
Memory Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Forgotten Face | Memory Power | Emote Range | When leaving Emote Range of another person, the user may force them to forget their face and voice. This must be dm'd to the Target when leaving Emote Distance, or send in OOC chat when applied to a group. This Ability cannot be used if the user is already Disguised by some other Ability or Special. | Glamor Magic |
Memory Pearl | Memory Power | Self | The user can target any person that is restrained and unable to escape, and wipe the last 24 hours from their memory. This produces a memory pearl in the hand the of the user which is stored into a Pearl Pouch that must always be on the user, but cannot be pickpocketed. When inspecting the Pearl Pouch, anyone can magically recognize whose memories belong to what pearls. Crushing any pearl from any distance will result in the memories of those 24 hours returning to the Target. The Target will know their memory was stolen, but not by who, when, or where. | Lesarra |
Skill Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Arcane Ranged | Skill Power | Self | The user can use any Ranged Weapon Point Buy they have purchased while wielding any melee weapon without needing to switch to a bow. These Mundane Techniques instead are classified as Abilities of Magical nature, and can only be used if the user is not already mid-melee swing or Knocked Over. The ranged projectiles take the shape of the melee weapon wielded (this is purely visual) and can have a variety of different magical aesthetics and do not use ammunition. | Solvaan |
Magic Bolt | Skill Power | Self | The user can use magic to become a ranged caster. While they have this ability toggled on, they cannot use Melee Weapons, Firearms, or Ranged Weapons (and any of their associated Techniques), but they can wield a shield and freely cast through their hands or other magical staff/wand/book/etc. They gain access to default Ranged Shot as a magical projectile while in 'casting mode', and can over-charge their shots once every 30 minutes, targeting two people with the same projectile. If the user ends 'casting mode', this ability goes on a 2 Hour cooldown. | Arcane Magic |
Magic Dagger | Skill Power | Self | The user gets the Melee Weapons Point Buy Short Blade Pack for free without the required Point Investment. Additionally, the user may use Magical Daggers as an aesthetic choice for Ranged Weapons and use them through throwing Dagger technique, unique to this Ability. These Daggers are Magical and apply the effects of Mundane Techniques like normal, do not make the Mundane Techniques Abilities, and are infinite, reforming in the skirmisher’s hands ready to throw. | Kathar |
Detection Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Area Detection | Detection Power | 10 Blocks | The user creates a detection field up to 10 Blocks far around them that detects a couple of things while they are within this area. Firstly, it detects any hidden body-passengers like body merged individuals, parasites, or possessions (but not who). Secondly, it detects any hidden traps or secret compartments/pocket dimensions. Thirdly, it detects invisible or cloaked entities that use some type of Ability to stay hidden. This Ability is obviously telegraphed with glowing hands and eyes. | Solvaan |
Healing Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Healing Hands | Healing Power | 2 Blocks | So long as the Target is out of Combat and not actively participating in a Raid, the user can fix up any wounds or damage the Target has sustained within 10 minutes (or longer if both parties agree), regardless of how severe the wounds are. The user however cannot restore lost limbs, and the Target must be immobilized for this healing to apply. The Target cannot return to Combat within 1 Hour of being Healed, otherwise all Healed wounds return as they were before healing. | Healing Magic-Draconic Healing-Healing Alchemy-Minoor |
Shared Pain | Healing Power | Emote Range | The user can apply Shared Pain on another person in Emote Distance. While in effect, any wounds or pain the Target suffers are halved, and the other half is transferred to the user. | Minoor |
Buff Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Battle Mentor | Buff Power | Emote Range | The user can target any other person in Emote Distance. They may choose any Proficiency (such as Strength or Dexterity or Constitution), and boost that person by 2 Points. Any person can only be affected by 1 Battle Mentor. When a target is chosen, Battle Mentor cannot be changed to a different Target for 5 minutes, even if the Target leaves Emote Distance (and the effect ends). | Suvial |
Empowerment | Buff Power | Self | The user gains +1 Strength and becomes as fast as an Asha in certain conditions. For the specific condition, consult the Modifier. | Fin'ullen |
Endless Watch | Buff Power | Emote Range | The user must stand still, and enter an Immobile Channel, where they cannot do anything but speak and look around. A large symbol appears over their head, resembling an eye of any kind. While they are channeling, they can Detect how many people are in the area, and where they are exactly, but not who they are. If they see someone being attacked, they can end the channel instantly and root the target in place for 30 seconds, Staggering them. This ability can be maintained for up to 60 minutes, and when it ends, it goes on a 60 minute cooldown. | Undead |
Sacrificial Empowerment | Buff Power | Emote Range | The user selects a target they can see within emote distance, empowering their ability at the cost of their own health. While this ability is active, the empowered target, and the user, is completely immune to all Displacement effects. This ability counts as an immobile channel, with the user unable to move or use abilities and mundane techniques while this ability is active. This effect can be upheld indefinitely, and goes on a 10 minute cooldown if ended or interrupted. | N/A |
Weapon Brand | Buff Power | Self | The user can empower any Ranged or Melee weapon they are holding, strengthening its durability for 60 Minutes. While empowered, the chosen weapon is as strong as steel, and is immune to Abilities and Techniques that degrade or destroy materials. This Ability has a 60 Minute Cooldown. | Enchant Magic |
Movement Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Deathmarch | Movement Power | Emote Range | The user can select a target in range that they can see, causing a visible symbol to appear over the target’s head, and move toward them. They cannot stop themselves until the ability ends and must move in a direct line for the target, and can do anything that doesn’t make them stop. They cannot be slowed below their movement speed or halted, by any means. Any Ability-created barriers are shattered when they make contact, but normal barriers will stop them if they can’t be climbed over. The Ability ends once they are within 1 block of the target. This Ability has a 4 hour cooldown. | Undead |
Instant Leap | Movement Power | Emote Range | The user can instantly leap towards a Target. The Target's speed does not matter, and the user will always land onto, or right next to the Target. Position orientation is preserved, if the user is standing in front of the Target, they cannot appear behind them. | Afflicted |
Power Curse | Movement Power | Emote Range | The user can choose a Target in Emote Range to curse. This person becomes instantly Cursed, and is controlled by the user. The user must then choose a direction (north, east, south, or west) and move the Target in that direction (this all happens instantly). The Target is moved by their total Strength Points and total Constitution Points combined, times two. If the Target would be moved over 20 Blocks (regardless if there is space), they are also Dazed for 2 minutes. Dazed allows them to still move and fight, they just cannot use Abilities or Mundane Techniques for this duration. This Ability has a 30 Minute Cooldown. The same person can only be affected by Power Curse (from any source) once every 30 minutes. | N/A |
Relocation | Movement Power | Emote Range | The user is able to rapidly reposition themselves to any point they can see within emote distance, moving at Asha speeds until they reach their destination. The user is unable to be attacked while they are moving, but cannot slip through obstacles that could block their path. This ability has a 20 minute cooldown. | N/A |
Rift Step | Movement Power | 10 Blocks | The user can cast this spell at a target area they can see within 10 blocks of them. Their body is swallowed by magical essence, 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. | Undead |
Vehicle Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Body Invasion | Vehicle Power | Self | Once per day, the user can fuse their body with a target person they can touch, seamlessly and instantly invading their body and disappearing. While invading the target's body in this way, the user can Stagger the target once every 5 minutes by interfering with their bodily movement. The target can, optionally, OOCly give the user full control to mess with them. The user can choose to leave at any point, but cannot do anything other than use this Ability while they are possessing the target and talk inside the target's head. They can only possess someone for a maximum of 30 minutes (unless OOC consent is given to make it longer), and once this ability ends, it goes on cooldown. The same person cannot be invaded by more than one person at the same time. | Undead |
Bralona Envelopment | Vehicle Power | Self | The Bralona can choose one voluntary target to envelop with their body. While enveloped, the Bralona cannot use any Abilities, Attacks, or Mundane Techniques, except ones specified in this Ability. Their target is considered their ‘Host’ and gains extra benefits based on the Bralona’s type. While enveloped, the Host gains half of the Bralona’s current Health Pool as Block Counters (rounded down). These counters are counted per Bralona, so if the Bralona swaps hosts, and already used their counters, they don’t get new ones. Counters re-set on Server Restart. This Ability has no cooldown, and the Bralona can freely exit/re-envelop at will. | Bralla-Bronn |
Control Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Warding Beam | Control Power | Emote Range | The user is able to summon a beam of energy onto a single target within range. The user is able to walk around while upholding the beam, but cannot attack or use abilities while doing so. The target is repulsed from the user, making approaching them impossible, but still allowing them to move in other directions. This ability is able to be upheld for 10 Minutes, and goes on a 20 Minute cooldown once it ends. | N/A |
Escape Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Misdirection | Escape Power | Self | This Ability can only be activated if the user and their allies are outnumbered 2 to 1. (ex, if the user is alone, they can use it if there are 2+ enemies, if the user has 1 friend, they can only use it if there are 4+ enemies, etc). The user activates their magic as a distraction or obstacle against opponents, and then makes a run for it. When this Ability is used, escape is guaranteed, but the user must run away and cannot turn back into conflict. This Ability does not work if the user has an Artifact. This Ability has a 24 hour Cooldown. | N/A |
Restraint Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Body Tether | Restraint Power | 10 Blocks | The Character chooses a Target within 10 Blocks of them. This Target is instantly Tethered to the user, meaning the Target can no longer move further than 10 Blocks from the user. The Tether may be manually dismissed, or breaks automatically after 10 minutes. This Ability has a 1 Hour Cooldown. | Maraya |
Forced Restraint | Restraint Power | Self | The user has to get up to 1 block distance of a Target person before activating this Ability. When activated, both the Target and the user become immobilized, and neither can attack or use Abilities or Mundane Techniques, however both can still talk. If the target is attacked by a third party, this effect is broken, but the attack is guaranteed to hit. This Ability has a 1 hour cooldown, and can be held for up to 5 minutes. | Slizzar |
Magical Binds | Restraint Power | Emote Range | When the user is within Emote Range of someone running or using a Movement Power that causes the user to move, they can instantly summon binds via a channel to hold the target down. The target is rooted for as long as the channel is maintained, and the user may dismiss it at any time. The root can only be removed by timing out or Abilities. A target can only be rooted for a maximum of 10 minutes, and this Ability has a 30 minute cooldown. | Nature Magic |
Info Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Bonded Telepathy | Info Power | N/A | The user may target another person creating a telepathic bond. These two may now telepathically communicate (via in-game Direct Message) across vast distances. This Ability has a 1 week cooldown before it can be applied to someone else, and only 1 person can ever be bonded to. | N/A |
Target Curses
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Essence Corrupt | Target Curse | Emote Range | The user is able to cast a congealed ball of Essence towards the target to inflict them with the Essence Corruption Curse for 7 days. During these 7 days, the Target gives off Occult status to any Occult detection mechanisms or Abilities depending on the planar alignment of the Ability Modifier. Additionally, this Ability can also be used on any surface, causing the immediate 5 block wide area to become Corrupted with that particular alignment (send in a Ticket to World Staff to inquire about corrupting Regalian plants and trees). This Ability has two different cooldowns, a 24 hour cooldown for people, and a 7 day cooldown for areas in Regalia. Some Races or Afflictions may have additional functions when affected by Essence Corrupt. | Kathar |
Morph Powers
Ability Name | Ability Type | Ability Range | Ability Description | Possible Ability Modifiers |
---|---|---|---|---|
Body Claws | Morph Power | Self | When fighting with Unarmed, the user gains +2 Strength Proficiency (that cannot be spent on Point Buy) for as long as they use Unarmed. The moment they use a weapon or stop fighting, this effect is removed. | Asha- Kathar |
Drakkar Physiology | Morph Power | Self | The user transforms into a bipedal non-winged dragon-being styled after the Throne of the Matron that they were recruited by. This transformation includes full skin change to dragon scales, dragon horns, a dragon tail, and dragon claws. Weapons can still be wielded, and armor can still be worn. While this Transformation is active, the user gains +1 Constitution +1 Charisma that cannot break the Proficiency Limit, or grant new Point Buy. | N/A |