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Ability List: Difference between revisions

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| 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.
| 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
| N/A
|-
|}
==Restraint Powers==
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Possible Ability Modifiers
|-
| Forced Restraint
| Restraint 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 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.
| {{#simple-tooltip: Slizzar| The Slizzar coils around the person with their snake-tail. Using Abilities or Mundane Techniques on the Target will also duplicate the effect on the Slizzar, but regular attacks will pass through without harming the Slizzar.}}
|-
|-
|}
|}

Revision as of 14:57, 31 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

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 hours. 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
Chrono Trigger Instant Power Emote Range

This Ability can only be used if another person in Emote Range has just used an Instant Power (on anyone). The user may then activate Chrono Trigger to forcibly redirect this Instant Power onto someone else (allies or enemies) but never back onto the Instant Power user themselves. The re-direct must follow the original Ability's range when used. If it cannot be used, the original Instant Power is just countered instead. This Ability has a 2 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

Counterblast Instant Power Emote Range

This Ability has two functions, a passive, and a usable. The passive prevents the user from being Knocked Over or Knocked Down by Abilities only. The usable allows the user to use an Instant Power to push or pull a Target in Emote Distance off a high position (such as a wall, a roof after using Parkour to get up there, or a balcony). The Target will always land on the same surface-level as the user, and takes damage, though never fatal. The usable has a 1 Hour Cooldown. N/A
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
Dragonkin Defense Instant Power Self

The user calls forth a being. This being then wraps in a defensive stance around the user and one additional person, acting as a Magical Barrier, however it cannot be broken by any Ability or Mundane Technique that would break Magical Barriers. Anyone attacking this being will get bitten in return equal damage that they inflict on the being. While inside, the user and +1 cannot use any Abilities or Mundane Techniques, can still speak, but cannot move. This Ability can be upheld indefinitely, and can only be broken by the user un-summoning it or by a Greater Entity like a Deity or Arken or Dragon. Abilities used against this Ability do not go on Cooldown. This Ability has a 3 Minute Cooldown. Primal

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
Link Break Instant Power Emote Range

The user targets any person in Emote Range that is either the creator of a Link, or the subject of one. The user then instantly breaks the Link, and forces it on its own Cooldown. This Ability has a 2 Hour 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

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

Construct Bulwark Summon Power Self

The user can manifest a Construct as a separate entity from themselves . This Construct acts like an Engineered Macro Golem but with 5 Strength and 5 Constitution and any Weapon. The user can either merge with the Construct, or command it from a distance, but not use any Abilities or partake in Combat while the Construct is active by itself. The Construct has every single Melee Weapon Point Buy Mundane Technique, and can use them, but they all count as Primal Powers. They cannot use any other Abilities or Mundane Techniques. If the Construct is defeated, the user falls unconscious and the Construct dissipates, unless this was done in a friendly duel or fight, in which case the user remains conscious. If this was done during a Raid, the user remains conscious, but is counted as K/O for the purposes of the Raid. If the user dispels the Construct early, all wounds applied to the Construct are transferred to the user. Archon

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
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 or wield 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.' If the user ends 'casting mode', this ability goes on a 2 Hour cooldown. Arcane Magic

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

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

Endless Watch Movement Power Emote Range

The user's soul leaves their body, scanning Emote Range around themselves, and identifying each person within Emote Range, and who they are (unless they are presently Disguised or Shapeshifted.) The user may then choose one person in Emote Range, and instantly teleport behind them. This process is instant and can be performed in the same Emote, however any actions performed afterwards are new actions and new Emotes. This Ability has a 1 Hour Cooldown, regardless of whether the teleport was used or not. N/A
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. Instant Leap has a 15 minute Cooldown. 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
Power Curse Control 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
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

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

Link Powers

Ability Name Ability Type Ability Range Ability Description Possible Ability Modifiers
Body Tether Link Power 10 Blocks

The Character chooses a Target within 10 Blocks of them. This Target is instantly Linked to the user, meaning the Target can no longer move further than 10 Blocks from the user. The Link may be manually dismissed, or breaks automatically after 10 minutes. This Ability has a 1 Hour Cooldown. Maraya-Storm Magic

Combat Goliath Link Power Self

The user's body reacts to facing a strong opponent. At the start of Combat, the user may target one opponent. If this opponent has a higher Strength Proficiency than them (ignoring Link Powers or Buff Powers that increase it), their Proficiency is increased to that exact number, +1. This can break Proficiency Limit, but is removed the instant the user is no longer fighting. This effect cannot be switched to a different target and does not account for new combatants entering the scene. This Ability has a 30 minute Cooldown after having been removed. N/A
Enfeebling Hex Link Power Emote Range

The user can target an enemy in Emote Distance and Links themselves to that Target. The Target gains -2 Strength Proficiency that can go into negative for the duration of the Link Power. Multiple instances of Enfeebling Hex can stack on a user. The user can only use one instance of Enfeebling, Weakening or Slowing Hex at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown. N/A
Lesser Empowerment Link Power Emote Range

The user targets an ally in Emote Distance and Links themselves to that Target. The Target gains an artificial Health Pool that protects them, with the total HP being determined by the modifier of this Ability. The Target must then be hit with unique attacks or Abilities or Mundane Techniques that specifically cause physical damage equal amount of times to the HP, before this Health Pool breaks. This Link does not impede movement, speech, other Abilities and the like. This Link can be maintained indefinitely, until it is voluntarily removed, broken by an Anti-Link Ability, or the Target leaves Emote Range. When the Link is broken, this Ability goes on a 2 Hour Cooldown. Only one Lesser Empowerment can be active on a Target at any given time. Engineering

Magical Binds Link Power Emote Range

The user immobilizes themselves and Links themselves to a Target in Emote Distance. This Target is instantly Rooted, which can last up to a maximum of 10 minutes. While Rooted, the Target cannot move in any way, but can still defend themselves from the front, speak, or use Abilities. While Linked, the user cannot use other Abilities or move either, but can still speak. This ability goes on a 30 minute Cooldown as soon as the Link is broken. N/A
Sacrificial Empowerment Link Power Emote Range

The user targets an ally in Emote Distance and Links themselves to that Target. They may then choose to sacrifice any number of Strength, Constitution, and Dexterity Proficiencies of their own. The Target gains an artificial Health Pool that protects them, with the total HP being the sum of all Proficiencies sacrificed. The Target must then be hit with unique attacks or Abilities or Mundane Techniques that specifically cause physical damage equal amount of times to the HP, before this Health Pool breaks. This Link does not impede movement, speech, other Abilities and the like. This Link can be maintained indefinitely, until it is voluntarily removed, broken by an Anti-Link Ability, or the Target leaves Emote Range. When the Link is broken, this Ability goes on a 2 Hour Cooldown. Only one Sacrificial Empowerment can be active on a Target at any given time. When it ends, the sacrificed Proficiency Points are returned. N/A
Slowing Hex Link Power Emote Range

G The user can target an enemy in Emote Distance and Links themselves to that Target. The Target gains -2 Dexterity Proficiency that can go into negative for the duration of the Link Power. Multiple instances of Slowing Hex can stack on a user. The user can only use one instance of Enfeebling, Weakening or Slowing Hex at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown. N/A
Weakening Hex Link Power Emote Range

The user can target an enemy in Emote Distance and Links themselves to that Target. The Target gains -2 Constitution Proficiency that can go into negative for the duration of the Link Power. Multiple instances of Weakening Hex can stack on a user. The user can only use one instance of Enfeebling, Weakening or Slowing Hex at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown. N/A