Spells:
- All Rifts spells, levels 1-15
- All air, water, fire and earth
warlock spells
- All necromancy spells: Rifts and
Diablo II
- All FF spells
- All Living Fire Sorceror magic
- All SpellSongs.
- All Ocean Wizard Magic, plus Shape
Koral and Koral Blast.
- All Paladin Auras and spells, plus
Warcraft II Paladin abilities.
- All Trickster and.Ludicrous Magic.
- All Rifts Temporal Wizard Spells.
- All Paradox, Animal, and Plant
Shaman Spells.
- All Fetish Masks.
- All Lyn-Srial Cloud Spells.
- All Biomancer Spells and O.C.C.
abilities.
- All Rain Maker spells.
- All African Witch spells.
- All Medicine Man spells.
- All non-listed Phase Magic spells.
- All Tattoo Magic, in the Chiang-Ku
style.
- All Old Believer Magic.
- All Mystic Kuznya abilities.
- All Diablo II Sorceress, Druid and
Amazon spells
- All Zelda: Ocarina of Time, Legend
of Time, and Zelda 2 magic
- All Gragundi Shaman magic.
- All Night Witch spoiling magic.
- All Secret of Mana Spirits (Undine,
Sylphid, Gnome, Luna, Shade, Dryad,
- All spells listed under Tendo King section of the page.
- All Dolphin Magic.
- All magic from Arcanum.
- All Dweomer Magic.
- All Blood Shaman Spells.
- All other Magic: The Gathering spells not specified.
- Word Magic, messing around with
words and their meanings.
- Time magic
- Ogre Mage spells (Eye of Killrogg,
Bloodlust, Runes)
- All Death Knight spells, which
include: Death and Decay (deadly decomposing
cloud), Death Coil (risky but deadly life drain attack,
Whirlwind (hellish whirlwind energy),Unholy Armor
(temporary invulnerability for halving HP), Animate Dead,
- Wild Magic. Essentially, random
magical effects that come from abandoning a rationalistic
approach to magic and instead invoking intuitive
dweomers.
- Arctic Death Shield: An icy shield
that offers me protection from the undead.
- Arctic Star Blast: A powerfully
intense star-shaped blast of cold.
- Arctic Hell: I create a copy of my
opponent. Ordinarily, it requires a slash from the Arctic
Hell Blade, but I have developed it to a point where I
can make weaker clones without using the blade.
- Meganuke. An Ultimate Fire spell,
this spell raises the heat level to inflict magical-heat
damage, then causes thermonuclear fusion. The first part
targets a single target, while the rest targets all
enemies.
- Brrzap. An Ultimate Lightning
spell,.
- Dark Matter.
- Tsunami.
- Glacier.
- Sweepwind.
- Godly.
- UltraQuake.
- SoulRasp.
- Eldritch Osmose.
- World Drain.
- Final Virus.
- Cent: The ultimate Gravity spell,
which reduces all opponents to 1% HP if they fail their
saving throw.
- Black Hole. Zemus' spell, which
negates magic.
- Tip the Scales. This powerful
attribute affecting spell lowers all opponent's
attributes by an amount proportional to their magic
resistance, while raising all allies' attributes by an
amount proportional to my power level.
- Turn the Tide. A pyramidial water
wave appears, being low for allies and high for enemies.
Water healing is given to friends, while water-based
damage is given to enemies. In addition, all ally's
attributes are raised by an amount proportional to my
power level, while all enemy's attributes are lowered by
an amount proportional to their magic resistance.
- Ultima 2.
- X-Meteor.
- Mega Rocklanche.
- Tellah's Meteo.
- Entropy.
- Restorer.
- One.
- Zero.
- Infinity.
- Death. The ultimate Doom spell.
- MindSwipe.
- Chronos. Massive time-based damage and then enhances me
and all my ally's 4-D being nature.
- Aeris' Holy. A truly intense form of the spell Holy.
- Red White. An intense magical healing conction.
- Red Black. A barrage of low power magic attacks.
- Red Gray. Random curing and magic spells fit together.
- Crazy Gambler. A super-powerful form of Metronome or
other random moves attack, which casts a bunch of random
spells and uses some completely new abilities.
- All of the spells listed under my Rifts section of the
page.
- Death Bolt Barrage. This fires a barrage of 5D6 Death
Bolts, which each inflict 3D6x10+18 damage directly to HP
(I'm a 33th level Rifts magician!)
- Black Rolling Clouds of Doom. This spell requires several
turns of charging. Black-purplish clouds arrive. Any
enemies in the sky that get hit by the cloud suffer
severe lifedrain (which goes to me) and are likely to
plummet downwards. Next, purple lightning bolts that arc
hit targets I designate. Each bolt does immense damage
and Drains life. The damage inflicted by lightning bolts
is resistant to healing by any except I, as the bolt
carries away the lifeforce in a fairly permanent way.
Thus, healing efforts require triple the regular amount!
- Bone Spirit Portal. A portal that I open in the ground
that unleashes Bone Spirits, striking down my enemies.
- At any moment, by using Fred's special power, I can
upgrade a spell instantly to effectively a new version;
i.e. Death Bolt to Death Bolt 2. This is less effective
than if I figure it out on my own.
- Sustain 2
- Lightblade 2
- Aura of Power 2
- Superior Magic Shield
- Dual Blades of Lictalon
- Mystic Fulcrum 2.
- Shocking Arc.
- Quickcast.
- Quickcast 2.
- Death Bolt 2.
- Shooting Star.
- Kill-Twister.
- Fallen One.
- Demon Portal. This spell will
allows me to summon virtually every type of demon,
supernatural being, or summon creature I'm aware of.
There is an element of persuasion involved, however. I'm
mainly using this so I can summon Russian Demons and
other Rifts things, so they'll mainly just want to cause
havoc and death. I'm also a big fan of Greater Baal-rogs
(ala Lord of the Rings) and Hell Knights.
- All my blue spells
- Darkstream magic, a fusion of
shadow and water magic.
- Shadowstream, a fusion of shadow,
light and water magic.
- Revival using souls.
- Haste Field. All within a 100-4000
foot radius (depending on the size of my cast) get Haste
if I desire them to.
- Omega Flare. A powerful fire spell.
- Mental Stutter. I shut down the
ability of mages to cast spells with the mind alone.
- Zeus' Blessing. I become 90%
resistant to physical damage and immune to electricity,
plus +50% energy resistance.
- Inexorable Sunray. This
spell creates a flashlight-like illumination that shines
and makes my hand dowse vampires. Then, when I have
located my target, a "lock" occurs, and I can
fire huge laser-like blasts of sunlight. Further, the
sunbeams have slight arcing and reflection powers,
allowing them to home with some degree of efficiency. It
also has a holy/heat effect, so it can override
immunities to sunlight. It is also compatible with
Shinken, Blaster ZanMagJi, and Variable Energy Expulsion.
- Windbreaker. All wind spells or serious wind within a 100
mile radius stop.
- Gale Blast
- Icicle Spray
- Undertow: A spell that summons a massive
blackish surge of water, which hits the enemy and has the
following status effects: 50% chance of Darkness (inky
blindness), 5% chance of choking, 30% chance of Slow, and
5% chance of Paralysis.
- Falling Star: A new version of Shooting Star. This drops
the star from above at high velocities, nailing the enemy
with immense damage and a large chance of instant kill,
then the shattered stars hit all enemy targets and reduce
them to 1 HP, plus create an explosion that throws them
around and has a 30% chance of disarming them.
- Dark Presence. Summons demons to confuse enemies.
- Wipeout:. A powerful tidal wave that has a chance of
instant coma or death.
- Super Throwing Stones
- Armageddon Fleet. 350 meteors the size of Montana. This
will require me to use a LOT more power than I want, so
don't worry...
- Solar Flare. A real, miniature solar flare!
- Super Spinning Blades
- Dark Water Meteors. Summons
a meteor storm that nails enemies. However, each meteor
uncovers some shadowy water, which nails the enemy and
drains their life. Slowly, the dark water takes the life
it's absorbed and grows new fauna and flora.
- Severe Agony
- Super Magic Net
- Plant Destroyer
- Haste 3. Either all allies and me
are at x32 speed or one is at x64!
- Time Bend. All allies at x2, all
enemies at 1/2 (not counting potential saves or
reductions by the enemy). In addition, I can choose one
ally for x4 and one enemy for 1/4. Further, they may tap
into a pool of lifeforce to enhance running or fighting
speed.
- Time Bend 2. Same as the last one,
but
- Slow 3. One enemy at 1/32 speed or
many at 1/16.
- Atmosphere Manipulation 2
- Armorbane 2
- Spark Spray
- Perun's Expunging Star Bolt
- Perun's Grand Fire Scourge
- Offensive Smoke Metamorph
- Fire Meld 2
- Fire Shield 2
- Hell Magic. I can draw upon hellish energies to do
various things.
- Strength of the Whale Spirit
- Sea of Swords. I summon a rushing tidal wave or surge of
water filled with sharp blades.
- Sea of Plowshares. Summons a rushing tidal wave/surge of
water filled with plowshares, inflicting holy damage.
- Sea of Pitchforks. Summons a rushing tidal wave/surge of
water filled with pitchforks, inflicting unholy damage.
- Sea of Stars. Ditto, but full of Shooting Star fragments.
- Drowning Pool. A water pool that drags enemies to the
bottom of it, trapping them there at high gravities using
Gravity/Demi style spells.
- Invincible Armor of Svarozvich. This armor has 800
M.D.C., is impervious to heat and fire, including plasma,
and takes half damage from energy attacks, and is
completely environmental. It absorbs the last hit upon it
regardless of power and inflicts 4D6 S.D.C. per touch.
- Invincible Necro-Armor. This armor has 89 M.D.C., reeks
awfully, is completely environmental, takes half damage
from energy attacks, and absorbs the last hit put upon
it.
- Light Spire. I can toss a sword that hits, summons a
large stream of water and then has a massive light ray
charged through it.
- Fire Whip 2.
- Plasma Bolt 2. When cast, this spell unleashes a massive
bolt of magical plasma. After that, it offers me the
ability to fire weaker, but still powerful bolts, for a
nearly indefinite period of time.
- Nova Form.
- Slagmaker. An advanced version of Melt Metal,
- Ice Golem. A golem created out of (guess what) ice.
- Blizzard Golem. A less substantial ice creature.
- Diamond Saws. Two ice blades cut my enemy.
- Blizzard Cone. A cone-shaped ice blast.
- Inverted Blizzard Cone. A cone-shaped ice attack that
also brings the enemy inwards, with the cone's mouth
directed outwards.
- Mirror of No Thickness. Two ice plates trap the enemy and
squash them into a literally 2-D shape. The plates have
finite pushing power, however.
- Jaws of Cold. Two massive ice pincers rise from the
ground or from walls and squeeze my enemy.
- Zero Touch. My finger gets tipped with an absolute zero
point of cold, causing massive freeze damage per poke to
an enemy.
- Glass Pit. A thin sheet of ice covers a dimensional
portal leading to a similar infinite drop as Bottomless
Pit, but which is also filled with random jagged edges
(much like old side-scrolling games) and which is
bitterly cold.
- Glacial Geyser. This spell suddenly causes the molecules
in frozen water to jump, causing a massive sudden steam
spout.
- Harden Ice. This spell raises the strength of ice. This
can be useful in preventing an avalanche, for instance.
- Weaken Ice. This spell lowers the strength of ice. This
could be used to start an avalanche.
- Hot Ice. This spell increases the freezing point of
water, so that hot ice can be made.
- Cold Ice. This spell lowers the freezing point of water.
- Internal Freezing. This spell causes massive internal
cooling, which has possibly fatal effects!
- Lower Cold Resistance. Intuitive.
- Raise Cold Resistance. Intuitive.
- Bone Chill Skeletons. Skeletons animated with powerful
ice energies that they can hurl like Skeleton Mages or
fight physically with. Due to the necromantic flavor of
the power, the chill attacks of these skeletons has a
sort of negative energy effect.
- Bone Chill Undead. Same thing as the Bone Chill
Skeletons, but in Blood Golem, Zombie or Mummy form.
- Spinal Chill Gaze. My eyes light up blue, and in
darkness, people can see a stream of blue shards that
freeze enemies.
- Glacial Sphere. A spherical barrier that causes
spontaneous freezing at contact. Very good at protecting
against physical attacks.
- Field of Impenetrable Cold. I can project blue fields
that do not allow heat to travel in or out.
- Arctic Dusk. A cold darkness descends.
- Bone Chain. Either creates a whip, a shredding chain, or
a barrage of shredding chains.
- Advanced Multiple Images. All my Multiple Images style
abilities emit psionic energies that make them hard to
tell for what they are.
- Final Multiple Images. These Hallucinations can actually
do weak attacks and seem to be doing the full strength.
In fact, the enemy thinks they are getting hit
for the full damage of those attacks!
- Holy Bolt 2. A more powerful Holy Bolt.
- Lifeblast 2. Similar to Holy Bolt 2. However, Lifeblasts
are more curing oriented, while the Holy Bolt is more
damage oriented.
- Holy Bolt Barrage. 5D6 Holy Bolts.
- Black Heaven Fist. Much like Fist of the Heavens, but
both the initial bolt and the cluster blasts following
the bolt are instead Death Bolts.
- Fist of the Heavens 2.
- Black Heaven Fist 2.
- Failure Chance Aura. All allies gain a weaker version of
my own Failure Chance.
- Random Chance Aura. All allies gain a weaker version of
Random Chance.
- Corpse Explosion Chain Reaction. A regular sized Corpse
Explosion, but any corpses hit or created by the
explosion themselves detonate and continue onwards.
- Poison Explosion Chain Reaction. A regular sized Poisoned
Explosion, but any corpses hit or enemies hit start
putrefying themselves, unleashing more poison.
- Cursed Corpse Explosion. I can add a Curse to the effect
of Corpse Explosion.
- Move Underwater at Regular Speed. I can cast this spell
to move through water or other liquids at normal speed.
- Blood Sense Aura. All those allies in the field of effect
are bestowed with Blood Sense at an appropriate level.
- Masochism Aura.. All allies in the field of effect are
bestowed a strange love for pain that makes them
stronger.
- Annihilate 2.
- Mana Tap. Attacking a cursed enemy gives me some of their
MP.
- Holy Magic Net. A Magic Net composed of holy fibers.
- Death Bolt Net. A Magic Net composed of life-draining
fibers.
- Deathly Chill Armor. A Chilling Armor that also offers
some defense against Necromantic assaults and responds
with Death Bolts or Ice Bolts to ranged attacks, and cold
soul-chilling damage to melee assaulters.
- Delayed Thorns Aura. All damage done by enemies is
instead stored and can be unleashed later upon different
enemies, but must spend an entire spell to do so.
- Diablo II Mummies. These more advanced mummies contain
poisonous gasses that they unleash upon death or in melee
combat. Although ponderous, they are deadly.
- Advanced Mummy. A combination of Rifts style and Diablo
II style, these deadly warriors are highly resistant and
inflict poison damage upon claw or death.
- Death Wish Aura. Enemies inside the Aura suddenly become
much more reckless and wild, unleashing dangerous hits
and taking foolish chances.
- Blade Wind. A special cutting wind gale.
- Muscle Ripper Curse. A combination of Death Wish,
Decrepify and Amplify Damage. The enemy feels weak but
very determined, so they rip their bodies apart trying to
do the impossible (this is where Amplify Damage comes
in).
- Holy Wind Aura.
- Muscle Ripper Aura.
- Cursed Bone Wall. I instill Curses into the Necromancer
Bone Wall, ensuring an enhanced problem for enemies
attempting to break through.
- Cursed Bone Prison. The Curse spreads throughout the
entire prison, making escape more difficult.
- Haste 2 Aura.
- Haste 3 Aura.
- Slow 2 Aura.
- Slow 3 Aura.
- Immune to Radius Aura. All allies receive Immune to
Radius.
- Vampiric Health Aura. All allies gain Vampiric Health.
- Ice Breath 2.
- Weed Snare 2.
- Advanced Plant Animation; can be used to create plant
monsters.
- Complete Immunity to Radius. For the duration of this
spell, I am complete immune to radius effect attacks!
Certain attacks can override this immunity.
- Curse Blades. I can enhance all melee weapons with Curses
that they inflict a minor version of per slash.
- Bone Anchor. I can either fire a chain with a large bone
tip or summon a massive bone anchor from the sky to
crush, pin and stab enemies!
- Cursing Bone Spirits. I can instill my Bone Spirits with
Curses.
- Iron Blood Golem. An Iron Golem endoskeleton surrounded
by the traditional Blood Golem mound of goo.
- Burning Metal Golem. An Iron Golem surrounded by Fire
Golem flame.
- Metal Shard Golem. A Golem formed from metal shards that
can coalesce or spread apart at will.
- GWAR! Magic. I can cast any spell in my inventory simply
by yelling GWAR! with hand motions. I can also experiment
and get random spells.
- Cursing Golems. I can put Curses that my Golems inflict.
- Force of Impact. A spell that creates a straight-out
telekinetic attacking force. My level has it up to the
impact of the dinosaur-killing meteor.
- Magic Tarot Card deck.
- Advanced Pies. Includes: Blackberry Pie (contains a
black, sweet-smelling vacuum that functions almost as a
singularity), Rhubarb (a pie that fires barbs of
rhubarb), Raspberry (an intense concussion that makes the
head throb in pain and reduces MP ala Rasp), Mud
(intensely hard pie that spreads brown mud everywhere in
thick layers which drys and becomes hard like cement),
Antimatter Pie ('nuff said), Orange Pie (contains
sweet-smelling orange magma), Boysenberry (cluster bomb),
- Advanced Water Balloons. T
- Laughter Curse Aura.
- Metamorphosis: Monster Boar.
- Metamorphosis: Evil Doll.
- Metamorphosis: Clown Golem.
- Metamorphosis: Evil Clown.
- Rail Thin Aura.
- Bone Chill Grip. Similar to Grip of Death, but the
grabbing skeleton hands have the same nature as Bone
Chill Skeletons.
- Death Rat Swarm. A swarm of those really nasty ocean
rats.
- Shadow Golem. A dangerous magical golem formed of shadow.
- Shadow Puppet. A shadow that is controlled and projected
by a candle or a similar artifical light source.
- Form Shadow Creatures. I can create shadow creatures of
various ilks.
- Cesspool of Life. A powerful necromantic/life pond of
essentially pure organic material, designed to be a
breeding ground for all sorts of creatures.
- Dark Life Water. Black drops that empower plants, animals
or allies.
- Create Magic Cards. I can create cards imbued with
spells, my own essence or summons, that can be used on a
number of levels: by regular people as a scroll, by Card
Mages (ala Rooks from Arcana) for special powers, or even
as DSS cards (in rare circumstances)!
- Grand Regen.
- Transmute: Slippery. I can make an object suddenly
slippery.
- Super Magical Boxing Gloves.
- Shadowstream Armor. A suit of magical armor composed of
dark, light and watery energies.
- Sword Rain. A rain of damaging swords. Inflicts mostly
physical damage.
- Excalibur Rain. The Ultimate version of Sword Rain, this
version rains ostensible replicas of the legendary
Excalibur, inflicting immunity-overriding magic and
physical damage.
- Spear Rain. A rain of spears.
- Gungnir Rain.
- Sledgehammer Rain. A rain of massive hammers.
- Mjolnir Rain.
- Wrench Rain. A rain of massive wrenches that does
additional damage to the mechanical.
- Aldore Wrench Rain.
- Mechanics Enchantment. I can enchant magical items with
the ability to be Socketed.
- Aton's Disc. A disc of sun energy.
- Micron Sun. A miniature ball of
energy formed out of the same material as the core of the
sun!
- Neutronium Ray. A light
"ray" that is actually pure neutrons, which
hits with immense kinetic force.
- Mastery Auras. I can project Weapon
Masteries at level 15 into all allies.
- Zakarum's Shield of Faith.
- Holy Shield Aura.
- Grand Blaze.
- Reverse Heat. I can make the heat
an opposite number (so 100 F becomes -100, and -100
becomes 100).
- Daemon Senses. By sacrificing a
demon's heart, I can give someone else demon senses.
- Shadow Servant. Adds a shadow
version of myself.
- Time Walk. A very costly spell that
allows me to take another turn.
- Time Leap. Deprive my enemy of
their turn.
- Timetwister. Add an additional turn
to a friend.
- Psychic Cage. Trap an enemy's
mental power into a cage.
- Overdrive. 8 turns of attack.
- Split Personalities. I can split
parts of my body apart but still keep them connected, so
I can have my arm behind someone to shoot them and move
it around regularly.
- D-Shift Ghost. I phase out of the
normal physical plane, meaning that I am a ghost stopped
by energy barriers, but I cannot inflict damage.
- Crippled Angel. I make an enemy in
the air crash to the ground.
- Grand Lethal. A massive wave of
energy that either damages many enemies or a single enemy
with much more intense damage.
- Twin Dream. A barrier piercing
clone of energy.
- Storm Cloud Lance
- Wind Cushion Shield
- You're It. All people run from this
person, but if the person does touch them, they become
the new It.
- Base. An object that becomes a safe
spot from Its.
- Banana Peel. An enemy falls in a
hilarious fashion.
- The Deviator. Make someone an
opposite alignment.
- Speak in Tongues. The target can
only speak in incoherent gibberish.
- Shout. The target can only shout
obnoxiously.
- Water to Gasoline. I can turn water
into gasoline.
- Bone Spirit Defenders. Summons
circling Bone Spirits who will absorb attacks or attack
enemies at close range!
- Rain of Frogs. A massive rain of
pelting frogs, which miraculously still live.
- Rain of Giant Frogs. A rain of less
frogs that are about 2 feet tall and capable of
inflicting major damage to regular civilians, or
harassing an enemy with their sheer weight.
- Hellfire Blast. A blast of
soul-burning flame.
- Hellfire Empower. Much like Johhny
Blaze, I can empower swords and guns with hellfire.
- Anti-Teleportation Field. I create
a field that can extend for hundreds of miles that
prevents teleportation in or out by destabilizing the
necessary movement procedure.
- Armageddon's Wrath. I can multiply
my offensive capabilities and dexterity by 10 in exchange
for making my defense 0.
- Magus' Elemental Barrier. I don't
want to explain.
- Dark Mist.
- Luminaire.
- Quickcast 3.
- Holy Strength.
- Unholy Strength.
- Satanic Strength
- Blessed Strength
- Unholy and Holy Strength Auras.
- Shooting Star 2.
- Falling Star 2.
- Barrier Golem
- Create Asterix's Magic Potion. I can create the
equivalent of the potion that Asterix and Obelix used.
- Molten Glass Shard. When this spell is cast, for 30 melee
rounds, I can fire molten shards of glass.
- Molten Glass Storm.
- Animate ReDead. I can turn corpses into ReDead from
Zelda.
- Coalition Victory. If I have a summon of all 5 Magic
types and all 5 lands played, my victory chance goes up
tremendously.
- Nether Void. An enchantment that counters all spells
unless everyone plays three additional mana.
- Raging River. Creates a river that splits the battlefield
into two parts, meaning that it becomes difficult for one
group to assist the other (on both sides).
- Forcefield. This creates an Artifact. If I spend 1 mana,
all damage but 1 dealt to me by an unblocked attacker is
prevented. This can be counteracted.
- Ethereal Knight. Although weak in actual damage
absorption, this barrier has a number of evil little
qualities. It's ethereal capacity causes it to have a
nasty habit of fizzling spells or redirecting magical or
regular bolts and bullets back at enemies. Enemies
striking in melee combat are hit by ethereal blade
projection, while enemies striking with ranged weapons
are struck with ethereal bolts. The armor is heavily
layered and virtually immune to barrier-piercing or
dispelling effects. Energy and elemental attacks inflict
half damage. Weapons lose durability when striking due to
ethereal wear. The armor enables the wearer to etheralize
through solid objects that are not missile weapons or
enemies and cannot be teleported through. Ethereal Knight
assists in summons and defensive manuevers and slowly
regenerates itself and the caster's MP using ethereal
energy.
- Dragon Claw Field. A powerful barrier that is immune to
attacks launched by dragons, firebreaths, attacks with
dragon in the name, or other draconically inspired
attacks. It also responds to attacks with firebreath,
gives large forearm claws, and randomly absorbs a dragon
breath element.
- Energetic Berzerker. Simply enough, a powerful
anti-paranormal barrier. Virtually no psionics or magic
passes through or does damage, particularly not those
effects that require saving throws. The armor functions
as a exoskeleton, is heavily layered, and enables the
wearer to pummel the etherealized and ignore most
barriers.
- Lich. I drop to 0 HP. Every time I take damage, I
sacrifice one permanent out per Life Point, and one draw
a card when I heal a damage.
- Eureka. Players take turns putting abilities and spells
into play (must be semi-permanent) until one does not
want to continue.
- Elephant Graveyard. Tap to Regenerate (prevent from dying
temporarily) Elephant or Mammoths.
- Urza's Incubator. All creatures of a certain type cost 2
less mana.
- Urza's Armor. Whenever a source of damage is done to me,
it is reduced by 1 Magic damage.
- Abduction. This spell "kidnaps" a summoned
creature away from the summoner until the summoner
reduces it to 0 HP; then it returns to their possession.
- Ęther Barrier. Whenever any player summons a creature,
they must either sacrifice a permanent (item,
enchantment, etc.) or pay an additional 1.
- Alexi's Cloak. Ally or creature cannot be the target of
spells or abilities.
- Arcane Laboratory. No player may use more than one spell
per turn.
- Aura Flux. All other enchantments require two additional
mana per turn to upkeep.
- Awesome Presence. An enchanted creature/ally may not be
blocked unless the blocker or a blocker's ally puts 3
mana into it.
- Backfire. Any creature I enchant this onto deals 1 damage
to it's creator per 1 damage it inflicts upon me.
- Baki's Curse. Inflicts 2 damage for every Enchantment on
an enemy (barriers, magical adrenal rushes, etc. count).
- Aether Mutation. I can unsummon an enemy's creature, but
it is replaced by X 1/1 Saproling's, where X is the
casting cost.
- Death Mutation. Identical to Aether Mutation, but
destroys the target.
- Bloodfire Infusion. I can enchant an ally with the
ability to self-destruct and inflict maximum physical
damage in one turn on all creatures.
- Acid Rain. All Forests in play are destroyed.
- Bribery. I can summon an enemy's summon
- Copy Artifact. Copies any item.
- Collective Restraint. An enemy cannot unleash his summons
upon me unless he pays 1 for each mana type I control for
each creature attacking..
- Planar Despair. For every basic land type, all creatures
suffer -1/-1.
- Energy Vortex. I choose an enemy and put X energy
counters. During their upkeep, they can either pay 1 mana
or 3 life per counter. The counters can be refilled at
any time.
- Energy Field. I do not take any damage until I use a
spell that has an instant effect, lose a summon, or
similar.
- Takklemaggot. Takklemaggot spreads among an enemy's
allies and summons, inflicting a -1/-1 counter until all
allies and summons are gone.
- Free-for-All. All creatures and allies are temporarily
made incapicitated, then spend turns choosing the allies
and summons.
- Dark Crescent. A deadly attack that appears weak at
first, but with the extent that I have developed it, it
inflicts massive damage, shorts out all electronics and
power sensing, and has a large instant-death chance.
- Suffocating Blast. Counters target spell and does 3
damage to target creature.
- Undermine. Counters target spell and does 3 damage to
it's caster.
- Bad Moon. All black creatures get +1/+1.
- Black Market. Every time a creature or ally dies, this
enchantment gets counters that can be turned into black
mana.
- Dystopia. Cumulative Upkeep 1. If any player controls
green or white permanents, they must sacrifice one.
- Plague Wind. Destroys all summons that I don't control or
inflicts massive damage; neither can be regenerated
immediately.
- Phyrexian Tribute. If I sacrifice two of my summons, an
artifact is destroyed
- Crash and Burn Zombies. Burning zombies. When killed,
they unleash a fiery Poison Explosion.
- Bone Fry Skeletons. Burning skeletons. When killed, they
unleash a fiery Corpse Explosion.
- Aspect of Wolf. Increase target creature's power and
toughness by half forests I control; round down for
power, round up for toughness.
- Dark Star. Culex's version of Mallow's Star Rain.
- Corona. Powerful fire spell to all enemies.
- Acidic Soil. Does 1 damage per land controlled.
- Territorial Dispute. No land may be played but I must
sacrifice a land every turn.
- Chromatic Armor. Prevents damage from a type of source of
damage.
- Breathstealer's Crypt. Every time my enemy casts a spell,
they must reveal it to me. If it is a Summon, they take 3
Magic damage or do not cast the spell.
- Monsoon. Whenever an island is untapped at the end of an
opponent's turn, they take 1 damage and the land is
tapped anyways.
- Powerstone Minefield. Whenever allies or summons attack
or defend, 2 damage is inflicted to them.
- Spinal Embrace. A deadly move. Before an enemy summon
attacks, I may force it to join my side, make it attack,
and then sacrifice it for HP for me (assuming it lives)
- Suleiman's Legacy. Destroys all Efreets and similar and
prevents any new ones from being summoned..
- Teferi's Moat. Enemies of a chosen color with flying may
not attack me.
- Dark Cross. Creates a black crucifix that ignores
defense, moves quickly and drains damage.
- Soul Burn. Does damage based upon an enemy's willpower,
more the worse, and then lowers their willpower post the
damage.
- Dark Repulsion. Does good damage up to 30 feet, then
less, and pierces non-resistance based defenses (armor,
barriers, etc.). Holy based damage.
- Light Repulsion. Same thing, but with unholy.
- Energy Siphon Tornado. A sucking tornado that traps
energy at the bottom.
- Wall Teleport. Walk into one wall, floor or ceiling, come
out the other.
- Shadow/Light Barrier. Prevents holy or unholy damage from
wepaons(depeends on which one cast.)
- Shadow/Light Essence. Same, but with magic.
- Dark/Light Conversion. Each does 1 HP damage for 1 MP put
into it, but only to enemies of the opposite alignment as
the spell (heals those of the same).
- Instant Virulence Curse. The effect of any disease played
in fast forward.
- Cursed by the Fates. An incredibly intense Luck Curse.
- Butterfinger Thumblethumbs Curse. Essentially, the
recipient breaks everything they touch. This may not be
too bad if used correctly; in one continuity, an
invulnerable creature's life essence amulet may be
destroyed by a recipient of this spell!
- Summon Auras. Summoned Creatures gain Paladin Auras;
either they get default Auras or they get
- Summon Armorbane. All Summon Creatures have an enhanced
armor damaging effect.
- Summon Anti-Regen. All Summon Creatures have a slight
anti-regeneration effect.
- Raise Necromantic Skeletal Mages. These Skeletal Mages
toss Death Bolts and can animate more skeletons (only
regular Skeletons equal to Skeleton Mastery 20)
- Lament of the Dead. I can summon a massive surge of
sorrowful energy from the injustly killed and use it to
strike down
- Emotion Harvester. I can draw upon emotional energies;
anger can be used to unleash bolts of power, happiness to
heal, sorrow to make enemies doubt their commitment, and
so on.
- Corpse Golem. Much like a Iron Golem for corpses.
- Desertion. Counters spells and steals artifacts and
summon creatures.
- Hero's Resolve. Enchanted creature gets +1/+5.
- Pariah. Enchanted creature takes all my damage.
- Oath of Lieges. During each player's upkeep, if that
player controls less lands than target opponent, they may
draw one.
- Scour. Removes from game all copies of an enchantment
everywhere until end of battle.
- Planar Birth. Put all basic lands from all graveyards
back to their owner's play, tapped.
- Planeswalker's Mirth. A random spell is drawn from an
enemy's repertoire, and I get HP equal to it's MP.
- Pure Reflection. Creates an enchantment that takes the
first spell it "sees" and makes it's cost it's
HP and damage capacity; every turn a new spell is cast,
that creatures changes to match.
- Rapid Fire. Creature gains first strike and Rampage 2
before damage is declared in battle.
- Reverse Damage. All damage done so far in this one turn
is turned to HP. Can be played at any moment.
- Reverent Mantra. All creatures gain protection from one
color; can be payed through sacrificing a ready white
card.
- Replenish. Restore all enchantments from my graveyard to
play.
- Rolling Stones. All Walls may attack as though they were
not Walls; Enchantment.
- Righteousness. A blocking creature gets +7/+7 till end of
turn.
- Righteous Fury. Destroy all tapped creatures; for each
creature destroyed, get 2 life.
- Royal Decree. Requires an ever growing white mana amount,
but time a swamp, mountain, or black or red permanent,
the owner takes 1 damage.
- Samite Sanctuary. Allows anyone to utilize 2 mana to
prevent 1 damage to any creature.
- Serra's Blessing. Attacking does not make creatures tap.
- Alluren. Every time an Instant is played, any player may
play a summon that is 3 or less casting cost.
- Barrier Summons. All Summons start with a weak Barrier of
my choice.
- Intensify Wounds. Any wounds in existence currently
suddenly burst open with new
- Mana Drain Summons. All Summons drain a little mana from
their opponents
- Vampiric Summons. All Summons count as if they had my
Vampiric Health ability and all pump 10% damage into me.
- Enhanced Counter Intensity. All counter-spells based upon
X start out with one mana paid for free; all
counter-spells not based on X cost one less.
- Sky Plasma Bolt. A bolt of plasma that strikes on top of
the enemy.
- Battle Frenzy. All green creatures get +1/+1 till end of
turn, all non-green get +1/+0.
- Hidden Path. All green creatures get Forestwalk.
- Rank and File. All green creatures get -1/-1 for a turn.
- Chaos Moon. Count permanents in play; odd, all red +1/+1
and all mountains produce an additional red; even,
opposite.
- Bonds of Time. Traps enemy in time.
- Energy Bolt. X damage to target player or X life
restored.
- Energy Storm. Cumulative Upkeep: 1. Damage inflicted by
magic attacks is reduced to 0, and creatures with flying
do not untap.
- Energy Tap. Tap a creature I control for it's casting
cost in energy.
- Aura Graft. I can take an enchantment and switch to
another applicable target, then gain control of it.
- Goblin Bomb. Every turn, I can choose to roll 1D2;
opponent calls what he wants. If I win, a bomb counter is
placed on Goblin Bomb; if they win, one is removed. After
5 counters are on, I can sacrifice Goblin Bomb to inflict
20 damage to a target player (non-summon character).
- Goblin Festival. For 2 mana, this inflicts 1 damage to
any creature or player, but it will move to another
opponent if I lose a coin flip.
- Goblin Game. All players must hide an "object"
(at least one). All players reveal them simultaneously;
each player loses life equal to the number of objects
revealed, with the one who revealed the least getting
their life halfed.
- About Face. Switch offensive and defensive power.
- Ashnod's Battle Gear. Pay 2 mana and keep it tapped to
give a creature +2/-2.
- Artifact Ward. Target creature is virtually unaffected by
artifacts.
- Artifact.Possession. 2 damage whenever Artifact is used.
- Acceptable Losses. Discard a card and inflict 5 damage to
target creature.
- Animal Boneyard. Enchanted land can be used to sacrifice
creatures go I can get their HP.
- Skyshaper. An Artifact that gives all creatures flying
for a turn when sacrificed
- Stream of Life. Restores X life to target player.
- Wandering Stream. Sorcery, gain 2 life for every basic
land type I control.
- Roar of the Wurm. Puts a 6/6 green Wurm token into play,
then can be played from the graveyard and removed from
the game for 3 and a green mana.
- Red Elemental Blast. Counter a blue spell or destroy a
blue permanent.
- Blue Elemental Blast. Ditto, but for Red.
- Bone Hook. A massive hook made of bone comes from the sky
and grabs enemies, ceilings, weapons, vehicles, etc.
- Reaper Skeletons. A very special make of skeleton. They
come armed with mystic shadow cloaks and
ludicrously-sized necromantically infused scythes. Their
bodies glow green with anti-life force energy, and they
have intense regeneration powers. Finally, when their
enemies are destroyed, they consume their bones!
- Sword Wind. A wind literally containing thousands of
swords.
- Sun Blessing. Makes the sun magically effect allies in
positive ways (warmth, power, etc.) and enemies in
negative ways (burns, blinding light, etc.)
- Summon Mastery. All my summons have been trained,
energized, moralized, armed, etc
- Antagonistic Landscape. Activates the landscape to fight
enemies; tiles will fly at enemies like in Zelda, rocks
will rush and trip enemies, the ground will become uneven
at the worst times, etc.
- Urza's Sunglasses. Use red or white mana from white mana.
- Urza. 3: Urza does 1 damage to creatures or players. -1
to Max Hand Size, +10 Starting Life.
- Urza's Chalice. Gain 1 HP every artifact creature.
- Death Bomb. An Instant that requires sacrificing a
creature, but destroys a non-black creature with no
regeneration possibility and inflicts 2 damage on the
caster.
- Season of the Witch. At the end of each player's turn,
all creatures that didn't do anything die. It requires 2
black upkeep.
- Ankh of Mishra. Each time a land is put into play, the
players loses 2 damage to it.
- Lifetap. I gain 1 life every time an opponent taps a
forest.
- Add or Remove Silent E. I can add silent E's onto words,
to change tub into tube, for example.
- Plant Golem. A golem formed out of plants synthesized
from ambient organic molecules. It inflicts Poison
Creeper-style poison, eats corpses much like a Blood
Golem to up mana and health recovery.
- Spear Wind.
- Skull Rain.
- Bone Rain.
- Ax Rain.
- Sledgehammer Wind.
- Acid Wind.
- Bone Shard Wind.
- Discus Wind.
- Discus Rain.
- Metamorphosis: Dark Joker. Transforms me into a deadly
Joker-based creature of darkness.
- Death Chill Armor. An armor that is formed out of black
crystal that does death-based damage to melee fighters
and launches bolts of anti-life energy at ranged
attackers.
- Sorceress Ice Armors modified for Ice and Fire.
- Dark Sun. A massive ball of dark matter plasma engulfs
the arena, with allies shielded from the effects.
- Death Aura. A black aura that rapidly drains at an
opponent's lifeforce.
- Icarus' Fall. Grounds air-borne enemies with fire damage.
- Circus Music. Never-stopping obnoxious circus music that
drives men slowly insane.
- Death or Glory. I separate all my dead allies and
creatures into two "piles". The opponent may
choose one or the other to; the one chosen gets removed
from the game, and the other gets put back into play.
- Death Pits of Rath. All creatures damaged get sent to the
graveyard.
- Life. All lands become 1/1 creatures until end of turn.
- Living Death. Trades all dead creatures for all living
creatures.
- Kiss of Death. Does 4 damage to my opponent and gives me
4 life.
- Gaea's Cradle. Tap to add G to the mana pool for each
creature you control.
- Hammerhaim. Tap: Add R to mana pool or remove a landwalk
from an opponent creature.
- Tolaria. A land that adds a blue mana, or can be used to
remove Banding from a creature.
- Legacy Weapon. Can remove a permanent from the game for
one of each basic mana type. Once Legacy Sword destroyed,
is just put back in the library.
- Writing on the Wall. A powerful Rune (ala Warcraft II)
containing the following letters in Hebrew: Mene mene
tekel Umagi, translating to "You have been weighed
and been found wanting by the Magi". Others who
learn this spell will get different last words, but the
explosive and curse result of the Writing on the Wall
will stay the same.
- Soul Liberator. Liberates souls from soul-drinking
weapons, but can also free people from absorption (like
Cell or Majin Buu's style) or conversion (like
assimilation to the Borg, Zerg, etc.).
- Sub-Particle Acceleration Barrage.
- Sub-Particle Cannon.
- Dim Vision Aura.
- Plant Attack Aura. All plants in the radius of this Aura
will attack enemies in the radius (and potentially assist
allies).
- Agony Aura. All enemies around me suffer agony.
- Soul Barrier. Make a barrier from stolen souls.
- Soul Blast. Fire Souls ala Twisted Metal.
- Soul Sacrifice. Burn souls for HP or MP.
- Adamant Chains. Magical energy chains of nearly
invulnerable durability that can be used in any number of
ways.
- Syphon Soul. All PCs take 2 damage (except for me) and I
gain life points equal to the damage done.
- Inferno. 6 damage to all creatures and players.
- Sacrificial Battle. All creatures dying in a battle can
be used as if sacrificed. "We're dying down
here!" "That's the point."
- Absolute Law. An enchantment that makes all creatures
gain protection from red.
- Absolute Grace. Ditto, but for black.
- Blind Fury. All creatures lose trample, but all combat
damage assigned by all creatures is doubled.
- Angel's Trumpet. Attacking does not cause creatures to
tap; all creatures that are untapped and did not attack
count for 1 damage against their summoner.
- Altar of Dementia. Allows me to sacrifice creatures to
make my opponent (or myself, maybe to get Threshold
quickly) take potential spells and put them into the
graveyard.
- Armageddon Clock. Every turn, it gains a doom counter; at
the end of my upkeep, all players suffer damage equal to
the amount of doom counters on the clock. During any
upkeep, players may spend 4 mana to remove a doom
counter.
- Barl's Cage. For 3 mana, target creature does not untap
as normal. This can be used to make allies and summons of
enemies unable to take actions as punishment for their
turn.
- Booby Trap. Once an opponent draws a card besides a basic
land, I can sacrifice Booby Trap and inflict 10 damage to
that player.
- Dice of Affliction. Random status effects are unleashed
depending on the number on the dice; my version has a
6-sided dice, a 10-sided dice and a 20-sided dice.
- Aegis of Honor. An Enchantment that reverses the next
instant/sorcery that does damage back at it's caster.
- Aegis of the Meek. An Artifact that gives a creature
+1/+2 for 1, Tap.
- Afterlife. Kills a creature to put a 1/1 flying white
spirit into play.
- Armor of Thorns. +2/+2 to a nonblack creature; can be
played as an Instant.
- Army of Allah. All attacking creatures get +2/+1 until
the end of the turn.
- Artifact Blast. Counter an Artifact coming into play.
- Coils of the Medusa. Target creature gets +1/-1, plus can
sacrifice this enchantment to destroy all non-Wall
creatures that blocked the enchantee.
- Eternal Flame. Damage to opponent equal to half my
mountains, I take half that damage rounded up.
- Eye for an Eye. Does equal damage to an opponent for a
spell, summon attack or other effect.
- Eye of Singularity. Clears all duplicate enchantments or
other permanents.
- Farrel's Mantle. Gives the enchantee the ability to
redirect his damage with an additional 2 damage points to
an enemy creature/ally if they are not blocked.
- Sluggishness. Enemy creature cannot block.
- Apathy. Enemy must discard cards to let their creatures
untap.
- Armadillo Cloak. +2/+2 and trample; whenever it does
damage, "I" or my leader gains life.
Magic Tattooes: Heart
Encircled by Chains, Skull Coiled with Thorns, Black Sun,
Beautiful Dancer, Cracked Skull, Heart in Two Pieces, Axe
Piercing a Skull, Spear Piercing a Heart, Pheonix Rising from the
Flames, Skull Coiled with Thorns, Flaming Eye, Heart of Steel,
Heart Wrapped in Thorns, Skeleton in Chains, Wolf's Head with
Glowing Eyes, Power Bow, Alarm Arrow, Death Arrow, Energy
Disruption Arrow, Fire Arrow, Force Arrow, Lightning Arrow,
Psi-Arrow, Shadow Arrow, Sight-Stealer Arrows, Vampire Arrow,
Water Bomb Arrow, Chain with a Broken Link, Chain Encircling a
Skull, Cross, Eye with a Dagger in It, Eye of Knowledge, Eye of
Mystic Knowledge, Eye with Tears, Heart Pierced by a Wood Stake,
Three Eyes, Heart with Large Wings, Heart with Tiny Wings, Knight
in Full Body Armor, Lightning Bolts, Rose & Thorny Stem
ripping Blood, Shark Swimming through Water, Skull with Bat
Wings, Skull Engulfed with Flames, Thorns, Chimpanzee, Gorilla,
Baboon, Badger, Kodiak Bear, Eagle, Boar, Wolf, Elephant, African
Lion, Cheetah, Tiger, Horse, Rhinoceros, Scorpion, Spider
(poisonous), Snake (poisonous), Flaming Shield, Dagger Covered in
Flames with a Coiled Snake and followed by Shadows/Dice Shedding
Blood, Chimera, Dragondactyl, Gryphon, Harpy, Manticore, Melech,
Peryton, Blow Worm, Fire Worm, Nipper, Dragonsaurus, Yll-Tree
Climber, Giant Yazhing Multipede, Ghost, Man in Shadows Growing,
Katana Held by an Invisible Hand with pieces of Shattered Armor,
Katana held by Invisible Hand with Dice, Dragon Claws (x3 punch
damage, harms creatures hurt by magic), Dragon's Breath, False
Words (allow myself to lie with magic convincingness), True Words
(force others to tell the truth), Sun With Stake Running Down
Center (sun-body, makes me glow sunlight in a 66 foot radius),
Skeletal Hand Holding Globe (Hand of Death, causes my punches to
inflict the damage of the coldness of death), Grasshopper Leaping
(ups my jump), Five Hail Balls (makes a hail storm), Woodland
Walker (allows me to walk through any place without leaving a
trail),
Psionics:
- Absorb Kinetic Energy
- Adjust Water Temperature Automatically. I automatically
adjust attacks and ambient water temperature to the most
comfortable/least damaging possible in the time period.Skill
list
- Advanced Psychokinetic Web. A massive web that slows down
enemies and objects and creates a physical imprint as to
object locations.
- Advanced Sixth Sense
- Advanced Trance State
- Aerokinesis.
- Aerokinetic Flight. I constantly create a
boosting wind to push me along in flight, adding 200 mph
to my flight.
- Alter Aura
- All Mind Bleeder powers and psionics.
- All Mystic powers
- All Psi-Slinger powers
- Alter Emotional State. I can alter
someone's emotional state to minorly or greatly change
their current personality, mood and actions.
- Amplified Telemechanics
- Astral Projection
- Attack Disease. I take some of the target's disease into
me.
- Automatic Moisture Tap. I automatically tap into moisture
created by enemies (breath, internal water,
- Automatic Reduce Thermal Mass. I automatically reduce the
thermal mass (resistance to change in heat) of my
opponent's attacks.x
- Automatic Telekinetic Counterforce. Any telekinetic
energy used upon me is instantly countered by my own,
weakening or negating the power of the telekinetic
capacity.
- Aura Fuzz. Readings of my aura give constantly shifting
and slightly inaccurate data; this is compounded by the
Aura of Power Aspect.
- Aura of Peace.
- Barrier Gauntlet. A constant creation of a barrier to
intercept every attack until 10% of my mental power is
exhausted. It also summons the Sea Inquisitor Shield of
Inner Spirit, which I may summon 31 times a day, each
having 410 M.D.C. In other words, 12,710 M.D.C. of
barrier at least will haunt the opponent until they can
eliminate it, but afterwards that particular barrier will
not be a hassle for the rest of the day.
- Bioelectric Transformation. Transforms me into an
electrokinetic energy entity.
- Bio-regen Self
- Bio-Manipulation
- Bio-Regeneration (Super)
- Bleed Mind. I can bleed someone's entire personality for
a limited amount of time! This makes the physical body go
into a comatose state with only automatous
non-personality functions are operating, while I can draw
upon the opponent's entire mental power. Slowly, segments
of the mind go back, from the most basic (slowly putting
the person from a comatose state to a retarded state
which will nonetheless be able to find water and food) to
the most advanced (the learned skills).
- Bodily Telekinetic Hardening. Telekinetic energy runs
across the body and slightly underneath it, raising my
armor class/defense, dulling melee weapons and bullets
that hit me, and so on.
- Bojack's Psionic Cords
- Brain Freeze. A hydrokinetic-mental attack, causing water
based materials going to the brain to freeze.
- Brain Fry. A pyrokinetic-mental attack.
- Brain Shock. An electrokinetic-mental attack.
- Brain Slam. A telekinetic-mental attack.
- Brainwave. Interrupts an opponent's attack, then makes it
suddenly strike one of it's allies.
- Chemokinesis. Can be used to synthesize or control
chemicals.
- Chemokinetic Acid Distill. All acidic or alkaline attacks
are distilled (made closer to 7 pH) by 3 pH.
- Chemokinetic Acid Shield. Enemies and enemy attacks are
burned away by specifically concocted acids.S
- Chemokinetic Auto-Antidote. My body automatically creates
antidotes for the rare potent poisons that can pierce my
numerous immunities.
- Chronokinesis. An intensely powerful psionic ability that
fuses molecular and gravitational intensity with
relativistic principles to cause rifts and tears in time.
- Clairvoyance
- Control Mutant Bluebottle Bristle Flies
- Confusion
- Costless Telekinetic Flight. Telekinetic Flight is worked
into my current flying pattern and has no additional
cost.
- Cutting Force. A telekinetic force that acts like a
blade. Enhanced with pyrokinetics to ensure a clean
devastating cut.
- Cutting Force Blade Enhancements. All blade weapons are
enhanced with a field of telekinetic energy that enhances
cutting power and also has a sort of Long Knife effect.
- D-8 Black capacities. One of my subsistence methods is
small amounts of ambient I.S.P., and I have some
anti-psionic capacities.
- D-8 Bronze capacities. Through intelligent use of
psionics, my physical capacities have increased.
- D-8 Green capacities. My Hydrokinesis is rather advanced
and has many capacities not in the original Rifts power.
- D-8 Orange capacities. Permanent psionic sensory
capacities, including a location and object sensing
capacity and better sixth sense/psychic tracking
abilities.
- Deaden Pain
- Deaden Senses
- Death Trance
- Dehydrate
- Destroy Mental Blocks. A more powerful
form of the Mental Block Removal power of the Mind
Bleeder, Destroy Mental Blocks can remove mind blocks,
possession, magic insanities and curses, and regular
insanities. However, insanities removed from Destroy
Mental Block are removed PERMANENTLY; only if exposed to
the same trauma in the same amount is there a chance, and
even then the person gets a +10% save. In addition,
Destroy Mental Blocks can counterract M.O.M. insanity.
- Detect Psionics
- Ectoplasm
- Ectoplasmic Disguise
- Electrokinesis
- Electrokinetic Bodily Infusion. My body is permanently
charged with some electricity. Upon touch, my body
delivers two split-second shocks. The first one tests
whether or not the opponent has absorption or complete
resistance to lightning and is a token shock. If it is
discovered that the enemy does have absorption or 100%
resistance, the second shock will not occur, but if it is
determined that damage will occur, the second real shock
will hit.
- Electrokinetic Twitch Field. I constantly exert a little
electrokinetic power that causes enemies to occassionally
have muscle "twitches" at inopportune times.
- EK Exoskeleton.
- EK Boxing Gloves
- Emergency Bio-Regeneration. In an emergency, my body
automatically pulls some bio-regeneration energy and
enhances my regeneration greatly.
- Empathic Transmission
- Empathy
- Environment Adaptation. Automatic usage of powers to
adjust to environments.
- Expand Others. Grow enemies
- Expand Water. I can force water to flow outwards of
whatever container it is (including people), causing the
container to pop or shatter.
- Expansion. A psionic ability that causes spontaneous
growth.
- Exorcism
- Feedback
- Ghost Walk. I straddle the Astral and physical planes,
making me impervious to ALL attacks from the physical
plane. However, I am unable to respond to those failed
attacks, and I move much slower. I can be attacked from
the Astral Plane in this case. Lasts 155 minutes.
- Gravito-Kinesis.
- Gravitokinetic Auto-Counter. All gravity attacks are
automatically weakened in strength.
- Gravitokinetic Black Hole.
- Gravitokinetic Blur. I always suck in a little light,
making my appearance even more vague and dim.
- Gravitokinetic Punch Enhance. All melee strikes made
lighter when launched, then heavier on moment of impact.
- Graviton Pulse.
- Group Mind Block
- Hallucination
- Hard Water Armor
- Hard Water Blades
- HK Boxing Gloves
- HK Exoskeleton
- HK Super Bomb
- Hydrokinesis
- Hydrokinetic Tidal Wave
- Hypnotic Suggestion
- Impervious to Cold
- Impervious to Fire
- Impervious to Poison/Toxin
- Increased Healing
- Induce Coma
- Induce Insanity
- Induce Seizure
- Induce Sleep
- Insert Memory
- Intuitive Combat
- Invisible Haze
- Kinetic Meteors. I can summon telekinetic,
pyrokinetic, hydrokinetic, or electrokinetic
"meteors" to rain from the sky.
- Kinetic Psi-Sword. Enhance
- Lust for Life
- Maelstrom
- Maelstrom Wave.
- Major Telekinetic Repulsion Field.
Physical attacks slowed by 50%.
- Mental Delay. In addition to Mental
Spontanaeity, telepathic scans of my mind (as long as I
have this ability up) will show what I was thinking any
random time in the past, always something useless for the
enemy scanner.
- Mental Exchange
- Mental Jamming. Creates a field that confuses thought and
interrupts mental attacks and abilities.
- Mental Spontaneity. I always have a number of
"false" or "decoy" brain paths,
meaning attempts at picking up my actions through
telepathy are likely fruitless. This ability also
confounds mind control.
- Mentally Possess Others
- Mewtwo's Black Ball
- Mind Block Auto-Defense
- Mind Bolt
- Mind Control
- Mind Shield. Prevents all my psi attacks in exchange for
almost complete psionic immunity.
- Mind Trap. Creates an area that people who fail their
saving throw in must succumb to psionic images selected
by me.
- Mind Wipe
- Molecular Destabilization Field. I combined Molecular
Diffusion with psionic abilities and made it so anyone
within a certain radius of me loses some defense due to
molecular diffusion.
- Molecular Manipulation. Weakens or strengthens molecular
bonds.
- Molecular Hardening. I have permanently augmented my own
molecular bonds with Molecular Manipulation, giving
strength and defense bonuses and offering me some bonuses
against attacks.
- Molecular Rearrangement. Allows molecular transmutation.
- Nerve Kill. Takes control of autonomous functions (heart,
organs, and so on) and makes the body wreck itself.
- Null Zone. An intensely powerful psionic ability that
makes the psionic go into a comatose state. In this
comatose state, his body creates a field that nullifies
or destabilizes paranormal powers by stopping the link
with their creator, but also suspends all thought and
puts the mind into a general feeling of non-being and
nothingness that can cause an unprepared man to go
insane.
- Object Read
- Permanent Bio-Regeneration. Psionic energy always
expended to improve healing.
- Permanent Electrokinetic Arc Punches. All punches are
accelerated by enhanced lightning power.
- Permanent Elemental Absorption. Electricity, fire, water,
wind and cold attacks all get 10% (less or more depending
on the particulars) absorbed from them when they hit me.
- Permanent Elemental Deflection. Some of fire, water, ice,
wind and electric attacks (depends on the move) is
deflected away from me upon contact, lowering damage.
- Permanent Elemental Diffusion. About 10% of the power of
fire, water/ice, wind and electric attacks get diffused,
meaning I am hit for less damage (water attacks are
boiled/siphoned off, heat attacks automatically drained
out into the environment, and electric attacks
automatically diffused).
- Permanent Presence Sense. I am alerted to the presence of
supernatural and magic beings. I know whether they are
near or far and a vague number. I can also sense human
presences, but more like "We are not alone".
- Permanent Healing Touch (I can restore 1D6 Hit Points or
2D6 S.D.C. in others at no cost but fatigue)
- Permanent Impervious to Bio-Manipulation.
- Permanent Mask I.S.P. and Psionics. I appear to have no
psychic abilities at all under most scans until I use my
abilities.
- Permanent Neuro-Touch. Every time I touch an enemy, I can
instill any of the following effects: stumble, jolt,
momentary stun, disorientation, and paraylsis of arms.
- Permanent Nightvision (I can always see at night)
- Permanent Psionic Whip (+3 D&D damage to each
successful attack)
- Permanent Psychokinetic Web. I always create an almost
invisible "web" of energy that is resisted
slightly by solid moving objects, allowing me to detect
enemies through observation.
- Permanent P.P.E. Shield. I am resistant to P.P.E.
draining effects, in case the Elom does not do it's job.
- Permanent See Aura
- Permanent See the Invisible
- Permanent Telekinetic Leaps. All my leaps can instantly
be charged with telekinetic power.
- Permanent Telekinetic Parry Field. Weapons are slightly
deflected from me, striking at bad angles, and then are
sent into the ground or deflected elsewhere with more
force, giving me more counterattack time.
- Permanent Telekinetic Repulsion Field. Basically, all
physical objects (swords, bullets, thrown objects,
punches) lose about 10% of their steam.
- Permanent Telekinetic Running. My walking and running
speed is augmented with telekinetic energy.
- Permanent Telekinetic Strikes. All my strikes are
enhanced with telekinetic energy.
- Permanent Telekinetic Throws. All my throws are made
faster with TK energy, as well as the enemy also getting
a telekinetic push even after I've made the toss.
- Permanent Telekinetic Weapon Strikes. All weapons are
enhanced with telekinetic energy for slashing or
shooting.
- Photokinesis
- PK Boxing Gloves.
- PK Exoskeleton.
- PK Super Bomb
- Protective Energy Aura. Upon attack, I conjure a 130
M.D.C. field as a reflex (it regenerates 2D6 M.D.C. per
15 seconds).
- Psionic Claws
- Psionic Death (allows an ally to fight under 0 HP)
- Psionic Empathy with Reptiles
- Psionic Whip 2 (adds 10 D&D damage per successful
attack)
- PSI Fire Alpha, Beta, Gamma and Omega
- PSI Freeze Alpha, Beta, Gamma and Omega
- PSI Recover Alpha, Beta Gamma and Omega
- PSI Rockin Alpha, Beta, Gamma and Omega
- Psi-Shield
- PSI Starstorm Alpha and Omega
- Psi-Storm
- Psi-Storm Blade Field. I can institute a
field of Psi-Storm energy around my melee weapons.
- Psi-Sword (costlessness of the
Cyber-Knight, power of the Mind Melter; 2D6x10 M.D. and
can create eight, one for each arm!)
- Psi-Whip
- Psybeam
- Psychic
- Psychic Diagnosis
- Psychic Haze. A permanent weaker version
of Art of Mystic Invisibility or Invisible Haze that
automatically clouds the minds of enemies to limit their
perception of me.
- Psychic Omni-Sight
- Psychic Purification
- Psychic Surgery
- Psychokinetic Battle Aura. Inspired by Zeraltar, in my
final Winged Power stage I may unleash a permanent aura
of intense psychomagic energy that protects me from
assault.
- Psychokinetic Chaos Field. An unleashing of random
psionic abilities to tear up the landscape and the
people.
- Psychokinetic Collapse. A combination of TK and molecular
abilities to cause the collapse of targets.
- Psychokinetic Elemental Aura. I constantly have a small
aura around me that can assume four colors: clear (wind),
blue (water), yellow (electricity), or red (fire). This
aura adds to combat damage and absorbs 50% of it's set
aura. The aura automatically changes to respond to enemy
attacks or new enemy data about resistances.
- Psychosomatic Disease
- Psychosomatic Regeneration Block. I induce stress, lack
of confidence, loss of will and so on into my opponents
so their healing rates plummet. In addition, I also block
the signals from the mind that tell the body to
regenerate.
- Pyrokinesis
- Pyrokinetic Heat Carpet Flight. Creates a layer of hot
air underneath me to rise me up.
- Pyrokinetic Heat Decoys. I automatically create a few
heat sources to distract heat-seeking missiles and
infrared sensors.
- Pyrokinetic Rocket Flight. Uses an explosion to propel
me.
- Radiate Horror Factor at will.
- Resist Fatigue
- Resist Hunger
- Resist Thirst
- Rip Mental Layers.
- Seal Powers. I can create a subconscious block of
paranormal/superhuman abilities, disarming an opponent of
most or all of his capacities (martial arts training,
magic, natural abilities, psionics, etc.)
- Second Guess. Through a combination of physical symptoms
and mind, I can roughly tell what my opponent is going to
do, finishing off initiative and parry bonuses.
- Sense Dimensional Anomaly
- Sense Evil
- Sense Magic
- Sense Time
- Sixth Sense
- Slow Missiles through Telekinesis. I Synthed Telekinesis
with the Amazon's Slow Missiles ability, making all enemy
missiles move 10% slower because of minor telekinetic
repulsion.
- Sonickinesis.
- Spasm. I cause an enemy to have a sudden muscular spasm,
which can cause all sorts of things.
- Speed Reading
- Stasis Field
- Summon Inner Strength
- Super TK Barrage
- Super TK Flight
- Super TK Strikes
- Super TK Throw
- Super TK Weapon Strikes
- Suppress Fear. Always on on myself to make me even more
fearless.
- Telekinetic Cage
- Telekinesis
- Telekinesis: Super
- Telekinetic Force Field
- Telekinetic Gale Rush
- Telemechanic Anti-Optic Haze. This is a combination of my
Telemechanics abilities with my permanent Cyber-Knight
abilities that clouds sensors, but also can make them
give completely clear and inaccurate information (i.e. a
thermal scan picks me up just fine... except I'm actually
5 feet to the left).
- Telemechanic Mental Operation
- Telemechanic Paralysis
- Telemechanics
- Telepathic Feedback. I may turn an enemy
telepath's abilities upon themselves.
- Telepathic Information Field. I constantly
project messages to allies and misinformation to
opponents. The messages to allies includes all the
benefits from the following Barbarian War Cries: Shout
(+290% Defense for all allies), Battle Orders (+64% Max
Stamina, Life and Mana), and Battle Commands (increases
skill levels). Allies also instantly are able to detect
all that I am detecting and vice versa, effectively
uniting the group into a whole for sensory purposes.
- Telepathic Mental Decoys. I project a few
telepathic signals containing enough data to fool a
cursory telepathic scan that there is a person there.
Therefore, telepaths will pick up additional minds,
either making them doubt their telepathic capacity or
making them assume other enemies are present.
- Telepathic Overload. A constant surge of
telepathic messages that overloads a mind's capacity to
cope.
- Telepathic Skill Trade
- Telepathy
- Teleport
- Teleport Debris Armor
- Teleport Object
- TK Boxing Gloves. Boxing-glove like fist
enhancers made out of telekinetic energy.
- TK Earthquake
- TK-Electro Bolts
- TK Exoskeleton. A unique telekinetic
barrier that is shaped like a suit of armor and packs a
punch like a regular power-armor exoskeleton!
- TK-Flame Bolts
- TK Force Field Auto-Defense (600 M.D.C.)
- TK Remote Fist.
- TK Shockwave
- TK Super Bomb
- TK Super Bomb 2
- TK Super Bomb 3
- TK Super Jump
- TK Super Sprint
- TK Throwing Irons. I conjure telekinetic bars of force
that are then tossed at high velocities to smash enemies.
- Total Recall
- Ultra Combat Clairvoyance. I am always seeing two to
three seconds into the future and past, allowing me to
predict enemy movements and to notice impotant past
missed bits of information.
- Wanderer's Teleblade. I create a stabilized portal field
that either pushes aside or teleports away matter; either
way, it makes perfectly clean cuts.
- Will Shatter. I can completely or partially break
someone's will, lowering regeneration rates, speed,
endurance, saving throws, and so on.
- Zanshin Berzerker. I can unleash someone's subconscious
mind and turn them into an intuitive fighting machine,
making it easy to manipulate them (for enemies) or to
enhance their abilities (for friends).
Summon Creatures:
- 15 lesser demons. As a Night Witch, I have 15 lesser
servant demons: 1 Unclean, 1 Demon Claw, 1 Hell Horse, 1
Il'Ya Demon, 1 Kaluga Hag, 1 Kladovik Guardian, 1 Lasae,
1 Deevil, 1 Midnight Demon, 1 Nalet, 1 Stone Demon, 1
Water Demon, 1 Wood Demon, 1 Serpent Hound, and 1
Gargoylite. These lesser demons are completely
subserviant to me. Normally, they would be weak and
stupid demons, but I have made them train and fight
intensely, so they are not too shabby anymore. Most of
the time, they are manicuring my lawn, polishing the
windows, guarding my equipment, and so on.
- Aerathi Berzerker. 2/4 red, Rampage: 3 (for each creature
beyond first blocking it, +3/+3..
- Aisling Leprechaun. All creatures in combat with Aisling
Leprechaun gain Green mana status.
- Alexi Zephyr Mage. For XB, Tap, and discard two cards, I
can bring X summoned creatures back into owner's hands.
- All FF5, FF4, FF6, FF7, and FF8
plus Ark (Non-Materia or GF, except those listed)
- All Tendo King's
summons.
- Anthroplasm. Comes into play with two +1/+1 counters, and
I can replace those with X +1/+1 counters at any time.
- Armored Griffin. 2/3 Flying white, attacking does not
cause it to tap.
- Aura Thief. If Aura Thief is killed, I gain control of
all Enchantments in play.
- Aurora Griffin. 2/2 Flying white, spend one white mana to
make a creature white until end of turn.
- Balduvian Warmakers. 3/3, Rampage: 1, can attack the turn
they came into play.
- Bert and Ernie, two rabid guard dogs.
- Bob, the Nettling Imp. I can summon
a special Nettling Imp named Bob.
- Bongo Bongo
- Candle Man
- Castlevania: Circle of the Moon Adramalech.
- Castlevania: Circle of the Moon Camilla.
- Castlevania: Circle of the Moon Cerberus.
- Castlevania: Circle of the Moon Death.
- Castlevania: Circle of the Moon Dragon Zombie.
- Charmed Griffin. 3/3 white Flying, when put into play all
players may choose an enchantment or artifact to play.
- Clam Session. A low cost 2/5 blue creature that requires
me to choose a word and then sing at least six words of a
song, at least one of which must be that word.
- Confessor. Whenever a card is discarded from a
"hand", I get 1 life.
- Crashing Centaur. 3/4, pay a green and discard a card to
get trample, and Threshold (+2/+2 and can't be the target
of spells and abilities; only there when more than seven
cards are in the graveyard).
- Crypt Creeper. 2/1, sacrifice to put a creature in the
graveyard out of the game.
- Dragon Engine
- Elemental Avatar, a fusion of all four Greater Elemental
types.
- El Pollo Diablo
- Frost Giant. 4/4 red, Rampage: 2.
- Fusion of Lavos King, the
progenitor of the Lavos, and Omega Weapon, the classic
Final Fantasy 5 enemy. Ruby/Emerald Weapon are there
somewhere.
- G-77 Combat Robot, developed
jointly by me and Ice Punk/Dalaris.
- Goblin Balloon Brigade
- Goblin Bookie. 1/1, pay a red mana and tap to reroll any
die roll.
- Goblin Bowling Team.1/1, but damage is always calculated
by adding an additional 1D6 damage.
- Goblin Commando. 2/2, when it comes out it inflicts 2
damage to a target creature.
- Goblin Digging Team. Tap to sacrifice and destroy target
wall.
- Goblin Flotilla. Islandwalk 2/2, at the beginning of an
attack I must pay one red or any creatures fighting the
Flotilla gain first strike.
- Goblin Gardener. 2/1, and when put into a graveyard, a
land must be destroyed.
- Goblin General. 1/1, all Goblins get +1/+1 until the end
of the turn when it attacks.
- Goblin Grenadiers. 2/2, if unblocked it may destroy
target creature and land.
- Goblin King. 2/2, all Goblins gain mountainwalk and
+1/+1.
- Goblin Legionnaire. White and red creature, can be
sacrificed to do 2 damage (one red mana) or to prevent 2
damage (one white mana). 2/2.
- Goblin Matron. 1/1, search deck for a goblin and put it
into hand.
- Goblin Mountaineer. 1/1, mountainwalk
- Goblin Mutant
- Golems/Golem Boss (Dalton's Golems)
- Gorilla Berserkers. 2/3 green, trample, rampage: 2,
cannot be blocked by fewer than three creatures.
- Gyorg
- Hildegarn
- Janenba
- Knarg and Tsorg, two Greater
Baalrogs
- Mistmoon Griffin. If killed, I
choose my most recent killed summon and bring it back.
- Morpha
- Phyrexian Delver. When this comes into play, a dead
creature is brought back into play, but I must pay a HP
cost.
- Phyrexian PlagueLord. If I sacrifice it and use it's
turn, it makes a target -4/-4 until the end of the turn;
it can also sacrifice other creatures to make others at
-1/-1.
- Red Dragon's Spirit. I summon fiery
energies and a dragon spirit to conjure a flaming dragon.
- Sisime Street. Summons a bizarre Sesame Street cast.
- The following GFs: Bahamut (+40% to
HP and intensity), Brothers (+30% to HP and intensity),
Doomtrain (+40% to HP and intensity), Eden (+40% to HP
and intensity), Hero, Ockham
- The Profanities! (Worms Armageddon Team)
- Thunder Dragon Spirit. A deadly
electrical dragon that strikes enemies intensely and then
disappears.
- Unyaro Griffin. 2/2 white Flying,
can be sacrificed to counter a damaging red spell.
- Varchild's War-Riders. 3/4 red,
Trample, Rampage: 1. Every turn for the upkeep, they put
a X Survivor tokens into play, X being equal to the
amount of turns it has been out. Each token is 1/1.
- Volvagia
- Warcraft II Daemons
- White Dragon's Spirit. Same as Red
and Thunder Dragon Spirits, but with holy energy.
- Wolverine Pack. 2/4 green, Rampage:
2.
- Wrath of Zeratul. Depending on the
time I spend charging, a form of Zeratul will arrive and
attack one for every time I attack.
- Darrel Nightbulb/Rocket Dog
- Razorfish
- Nizbel
- Candle Man
- Hypnotic Specter
- Vesuvan Doppleganger
- Krovikan Vampire
- Nightmare
- Shift
- Tek +0/+2 as long as I control a plain, flying if an
Island, +2/0 for swamp, first strike for mountain, and
trample for forest
- Feral Thalid
- Clone
- Frankenstein's Monster. A monster made out of the parts
of the dead.
- Abomination. A creature that has this strange habit of
gnarling holy or nature oriented opponents.
- El Hajjaj. El Hajjaj gives me all the damage he inflicts
upon enemies
- Whipoorwill. Weak 1/1, but if it uses 2 green mana and
it's turn, it can prevent an enemy from regenerating or
preventing damage. If that enemy is then killed, they are
removed from game).
- Hurr Jackal. A 1/1 that prevents enemies from being
revived immediately as an ability.
- Ogre Enforcer. Must be killed by a single attack.
- Mindless Automaton
- Guardian Beast. Summons are protected from mind control,
lethal damage, and enchantments
- Old Man of the Sea. Can be used to gain control of a
creature with lesser power, which can be controlled as
long as Old Man of the Sea forfeits his turns, doesn't
die, or the creature raises it's power.
- Academy Rector. If the Rector dies, it must be removed
from play but I can instantly put out an Enchantment.
- Khabal Ghoul. +1/+1 at the end of the turn per summoned
creature or ally killed.
- Kangee Aerie Keeper. If I pay 2X, all birds receive X
+1/+1 counters.
- Avatar of Woe. 10+ creatures in graveyard costs 6 less to
play, tap to destroy target summon if they fail a saving
throw.
- Viashivan Dragon .+1/+0 for red mana, +0/+1 for green
mana.
- Bloodfire Colossus. Sacrifice Bloodfire Colossus and pay
one Red mana to inflict 6 damage to all people in a
battle.
- Four Elemental FiXends (FF4)
- Denizen of the Deep. An 11/11 that requires me to return
all creatures to my hand or to their original
controller's possession.
- Escaped Shapeshifter. If the enemy controls creatures
with first strike, flying, trample, and protection from
colors/elements, this gains it as well.
- Empress Galina. For 2 colorless mana and tapping, Empress
Galina can control my enemy's legendary summons or
permanents.
- Veteran Bodyguard. A 2/5 creature that absorbs damage for
me if it's untapped.
- Bog Gnarr. Every time a black spell is cast, the Bog
Gnarr gets +2/+2 until the end of the turn.
- Shogun Warrior (TMNT III).
- Myukus (Rampage).
- Zombie Boa. For one colorless and one black mana, this
creature may destroy an enemy of a particular type that
blocks it.
- Coffin Queen. I can tap this and spend 2 Mana to bring a
creature back from any graveyard.
- Commander Greven il-Vec. Sacrifice a creature to bring it
back. Greven cannot be blocked except by artifact and
black creatures.
- Ancient Silverback. 6/5, regenerate for one green mana.
- Blurred Mongoose. Cannot be countered or be the target of
spells or effects.
- Avatar of Might. Trample 8/8, if an enemy controls 4 more
summons than I do, then AoM costs 6 less to play.
- Ridley.
- Kraid.
- Phantoon.
- Draygon.
- Belome
- Dong Zhou, the Tyrant. When it comes into play, I can
choose an enemy's ally or summon and make it inflict a
turn's damage upon them!
- Angus MacKenzie. For a uncolored, green and white mana,
he can prevent allies and summons from doing any damage.
- Bartel RuneAxe. Does not tap to attack and cannot be
targeted by Enchant Creature spells.
- Mystic Snake. A 2/2 that can be played at any moment and
counters spells.
- Mountain Titan. If I pay 2 red mana, the Mountain Titan
gains a +1/+1 counter every time I cast a black spell for
one turn.
- Robirdo.
- Tryclyde.
- Mouser.
- Clawgrip.
- Treva, the Renewer. I can spend 2W for it to give me 1
life per permanent of a color I have if it strikes an
enemy successfully (not summons or allies, but my main
target).
- Skeleton Ship. Requires Islands, but I can Tap it to put
a -1/-1 counter on an enemy.
- Blood Dragon. A creature akin to a Blood Golem, but
animated with an evil dragon spirit.
- Beast of Burden. Has power and toughness equal to number
of creatures in play.
- Radizna Bear. A huge wolverine like creature that can
truly gnarl virtually anyone if they don't avoid it
(exact dimensions are 70 feet tall, 120 feet long,
- Drachnor. A creature that feeds upon enemies in another
dimension and has intense psionic power.
- Speydir. A deadly spider creature that also has a swarm
of babies.
- Rootwater Shaman. 2/2, All creature enchantments are the
same as Instants.
- Fylamarid. 1/3, flying, cannot be blocked by blue
creatures, and can convert other creatures to blue.
- Academy Researcher. 2/2, put an enchantment in play
immediately.
- Rootwater Matriach. 2/3, gain control of target creature
as long as it has enchantments.
- Serra Avatar. Power and toughness equal to my Magic HP.
When Serra Avatar is put into the graveyard, it is in
fact only put back into the "library" (I can
summon it again, once I find it).
- Intrepid Hero. 1/1, but has a chance of killing a
creature with more than 4 power.
- Master Healer. 1/4, can prevent 4 mana damage to anyone
for Tapping
- Taunting Elf, 0/1, all creatures able to block Taunting
Elf do so.
- Pang Yong, 1/2, and may be tapped to give a creature
+0/+2 before attack.
- Keldon Champion. 3/2, does 3 damage when comes into play,
can do something first turn, but must pay the casting
cost again.
- Shifting Wall, 0/0, X +1/+1 counters.
- Radiant Archangel. 3/3 white Flying, does not tap for
attack, counts as an Angel, and gets +1/+1 per flying
creature.
- Reya Dawnbringer. 4/6 white Flying, every upkeep a fallen
ally or summon can be returned directly into combat.
- Big Furry Monster. 99/99, but is essentially two summon
halfs. Black creature, is so huge it wears krakens for
jewelry.
- Giant Tentacruel in Episode #18 of Pokemon.
- Plague Rats.
- Bourbon (Bomberman Hero).
- Baruda (Bomberman Hero).
- Deluxe Infested Command Center. A specialized Infested
Command Center that warps in with 10 Infested Marine
guards (carapace armor, Plague grenades, Adrenal Rush and
a Hydralisk Spine machinegun), two Infested Goliaths
(Burrowing Creature Missiles and dual Hydralisk spine
machineguns), and 5 Infested Firebats (Organic Flame and
Adrenal Rush.) Besides being able to make Infested
Terrans, the D.I.C.C. has a Organic Clairvoyance Station
(essentially Satcom) and a Doomsday Silo (essentially
Nuke Silo).
- Final Kraken.
- Rowdain and his horse (Castlevania IV).
- Undead Dragon
- Juniper Order Advocate. 1/1, white, when untapped all
green creatures get +1/+1.
- Kaysa. 2/3 green, all green creatures get +1/+1.
- Force of Nature. 8/8, requires 4 Green Upkeep or it does
8 damage to me.
- Atog.
- Atogatog. 5/5 Legend, +X/+X till end of turn where X is
number of Atogs sacrificed.
- Anachist. 2/2, when cast I can return a used sorcery to
my hand .
- Auramancer. 2/2, when cast I can return a used
enchantment to my hand.
- Goblin Berserker. 2/2, can attack first turn, First
Strike.
- Sarcatog. 1/2, can get +1/+1s for sacrificing an artifact
or putting two cards from the graveyard out of the game.
- Foratog. 1/2, sacrifice a forest and pay one green mana
for +2/+2.
- Atog. 1/2, sacrifice an artifact for +2/+2.
- Abu Ja'far. 0/1, buries all creatures fighting it if it
dies.
- Asmira, Holy Avenger. 2/3, Flying, gets a +1/+1 counter
per killed summon or ally.
- Ascendant Avincar. Flying, 3/3, all other black creatures
get +1/+1, all other creatures get -1/-1.
- Barbed Back Wurm. 4/3, pay a black mana to make a green
creature on the receiving end of the BBW's attack get a
-1/-1.
- Craw Wurm. 6/4 green.
- Deathcoil Wurm. 7/6, if it attacks and is blocked, it may
decide to do damage to the defending
- Dedicated Martyr. 1/1, pay one white mana and sacrifice
to gain 3 life.
- Chlorophant. 1/1, but gains +1/+1 per upkeep and doubles
that rate if Threshold is achieved (more than seven cards
in the graveyard).
- Shapeshifer. Has power and toughness total of 7, meaning
that it can go anywhere from 1/6 to 6/1 (not 7/0 because
that would be dead, and not 0/7 because the card does not
allow you to).
- Volrath's Shapeshifter. Assumes the stats of the top card
of the graveyard (if it is a creature); otherwise, it is
a 0/1. For 2 mana, I can scour my deck to discard a card
and then have Volrath's Shapeshifter assume that.
- Magic Leviathan. 10/10 trample, comes into play tapped,
sacrifice two islands to attack, two islands to untap.
- Skyshroud Behemoth. 10/10, comes into play tapped, has
two fade counters removed every turn and stays around
only as long as they are on.
- Colossus of Sardia. 9/9, trample, requires 9 mana to
untap.
- Draco. 9/9, costs 16 (-2 per basic land type), requires
10 to upkeep (-2 per basic land type).
- Endless Wurm. 9/9, requires an enchantment to be
sacrificed per turn.
- Avatar of Hope. 4/9 white Flying, if I have 3 or less
life costs 9 less to play, can block any number of
creatures.
- Devouring Strossus. 9/9 Flying trample, requires a
sacrificed creature per turn, can sacrifice a creature to
regenerate it.
- Barbtooth Wurm. 6/4.
- Dirtcowl Wurm. 3/4, whenever an opponent plays a land it
gets +1/+1.
- Metamorphic Wurm. 3/3, +4/+4 when Threshold is achieved.
- Chromium. 7/7, flying and rampage: 2, requires
white/blue/black upkeep per turn.
- Bayou Dragonfly. 1/1 green creature, flying swampwalk.
- Alabaster Dragon. 4/4 white creature, returns to owner's
library when killed.
- Ebon Dragon. Flying creature, forces an enemy to discard
a card.
- Lightning Dragon. 4/4 red Flying, requires it's casting
cost twice over two turns, R: +1/+0 till end of turn.
- Marhault Elsdragon. 4/6 red/green Rampage: 1.
- Vampiric Dragon. 5/5 black/red Flying. Any creature
Vampiric Dragon kills gives it +1/+1; 1+Red to do 1
damage.
- Venomous Dragonfly. 1/1 Flying green. Kills creatures
involved in combat with it.
- Stone-Tongue Basilisk. 4/5 green, kills creatures
involved in combat with it, Threshold that forces all
able creatures to block.
- Thicket Basilisk. 2/4, destroys all non-wall creatures
involved in combat with it.
- Rock Basilisk. 4/5, identical to Thicket Basilisk.
- Craw Giant. 6/4, trample, rampage: 2.
- Duct Crawler. 1/1 red, 1+Red to make it unblockable by
one creature.
- Rampart Crawler. 1/1 black, cannot be blocked by walls.
- Fungus Elemental. 3/3 green, +2/+2 for sacrificing a
forest and paying a green mana (can only be done first
turn).
- Silverglade Elemental. 4/4 green, put out a forest from
the deck.
- Thicket Elemental. 4/4 green, and if I pay a green and a
colorless mana, I go through my deck until I find a
creature card, then I play it.
- Thorn Elemental. 7/7 green, can do damage to an opponent
as if it was not blocked.
- Wood Elemental. */*, where * is the number of untapped
forests sacrificed.
- Special Falcons and Dogs, bred and enhanced by me.
- Urza's Avenger. 4/4, can put -1/-1 till end of turn for
first strike, flying, banding, or trample.
- Urza's Engine. 1/5, Trample, 3 colorless mana: Banding, 3
colorless mana: all creatures Banded to U.E. get trample.
- Death Charmer. 2/2, does 2 damage to a blocking
creature's controller unless they pay 2.
- Highway Robber. 2/2, when comes into play, 2 damage done
to enemy leader and 2 life given to me.
- Golgorthan Shit Demon. Seen Dogma?
- Armor Thrull. 1/3 black ,sacrifice it to put a +1/+2
counter.
- Kei Takahashi. 2/2 green/white, prevents up to 2 damage
to any creature.
- Clockwork Avian. 0/4 Flying , four +1/+0 counters, loses
one per attack, can replenish one back for one mana.
- Clockwork Gnomes. 2/2, 3, TAP: to regenerate an artifact
creature.
- Clockwork Beast. 0/4 artifact creature, 7 +1/+0 counters,
identical to Clockwork Avian in all other respects.
- Clockwork Steed. 0/3 artifact creature, cannot be blocked
by artifact creatures, 4 +1/+0, all other respects the
same.
- Clockwork Swarm. 0/3 artifact creature, cannot be blocked
by walls, 4 +1/+0 counters, identical in all other
respects.
- Deathgazer. 2/2 black creature, destroys all non-black
creatures in combat.
- Boris Devilboon. 2/2 red/black creature, can put 1/1
demons into play.
- Braids, Cabal Minions. Each player must sacrifice a land,
artifact or creature per turn.
- Baron Sengir. 5/5, +2/+2 for every creature Baron Sengir
damages who dies that turn, Tap to regenerate target
Vampire.
- Cao Cao, Lord of Wei. 3/3 black, before the attack Cao
Cao can tap to force my enemy to discard two cards.
- Cho-Manno, Revolutionary. All damage done to Cho Manno is
prevented.
- Dakkon Blackblade. Power and toughness equal to the
number of lands out there.
- Eladamri, Lord of the Leaves. 2/2 green, All Elves gain
forestwalk and cannot be the target of spells or
abilities.
- Crosis, the Purger. Flying, 6/6, when it damages an enemy
leader I can pay 2B to make them discard all spells of a
Magic type.
- Dromar, the Banisher. Flying 6/6, pay 2 blue if unblocked
to return all creatures of a color to the caster's hand.
- Gabriel Angelfire. 4/4, during upkeep Gabriel can choose
flying, first strike, trample or rampage: 3.
- Hua Tuo, Honored Physician. 1/2 green, before an attack,
I can put a creature card at the top of the graveyard to
the top of the library.
- Huang Zhong, Shu General. 2/3, cannot be blocked by more
than one creature.
- Darkwatch Elves. 2/2, protection from black, cycling 2
(discard to draw a card).
- Wood Elves. 1/1, take a forest from the library into
play.
- Savaen Elvves. 1/1, GG Tap: destroy target enchant land.
- Quirion Elves. 1/1, can tap to give green or any other
type of mana (must be chosen beforehand).
- Taunting Elf. 0/1, all creatures that can block it must
block it.
- Weatherseed Elf. 1/1, Tap to give a creature forestwalk.
- Zuberi, Golden Feather. 3/3 Flying white, all other
Griffins gets a +1/+1.
- Zirilan of the Claw. 3/4, 1RR Tap: search library for
Dragon card and put it into play without summoning
sickness.
- Crystal Ball. A very evil little artifact that traps an
enemy.
- Lunch Bag. A Lunch Bag that eats it's opponent!
- Book of Skill. My enemy must fight 2 copies of
themselves, but if they succeed, they do 2 more D&D
damage per successful weapon attack.
- Jeweled Prison. Another evil little artifact.
- Darigaaz, the Igniter. 6/6 Flying Dragon Legend (black,
red and green). If it does combat damage to an enemy
group's leader, they take 1 damage for every prepared
spell of a certain color.
- Repentant Vampire. 3/3 flying, +1/+1 per creature killed
after having been damaged by Repentant Vampire, becomes
white and can tap to destroy target black creature when
Threshold has been reached.
- Ravenous Vampire. 3/3 flying, must sacrifice a
non-artifact creature every turn (each giving +1/+1 to
Ravenous Vampire) or tap Ravenous Vampire.
- Stalking Bloodsucker. 4/4 flying, can pay 1B to discard a
card and give Stalking Bloodsucker +2/+2.
- The Lord of the Deep
- Nxla the Harvester of Souls
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