- Joined
- Mar 31, 2008
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http://spiraltowercfc.chatango.com/
Metropolis
Metropolis is your standard super New York City expy. You can find anything here from high rises to cast down slums. All players start here. Players can be galiant heroes to terrible villains and anything in-between.
Joining
Give me a character name and describe your character. You start with 10 SP which you can put into any of the below powers. First tier of a power costs 1, second tier costs 2, and so on. All players start with a Warehouse. If two, three, or more players decide to join forces, then they can share a single Warehouse and have money put into a bank account meaning working together=benefits.
When describing your character and picking powers, note, you have a bit of leeway in terms of how the power works. Say you pick Electrical Blast. You can pick if that's a mutant power, a power you shoot out from your powered armor, magic, whatever.
To pick a Command Class costs 10 SP and you can only have one Command Class.
Everyone starts with 10 HP. Putting SP directly into health boosts health. There are several powers below that boost health as well.
Bases and Rooms
Command Class
Powers
Metropolis
Metropolis is your standard super New York City expy. You can find anything here from high rises to cast down slums. All players start here. Players can be galiant heroes to terrible villains and anything in-between.
Joining
Give me a character name and describe your character. You start with 10 SP which you can put into any of the below powers. First tier of a power costs 1, second tier costs 2, and so on. All players start with a Warehouse. If two, three, or more players decide to join forces, then they can share a single Warehouse and have money put into a bank account meaning working together=benefits.
When describing your character and picking powers, note, you have a bit of leeway in terms of how the power works. Say you pick Electrical Blast. You can pick if that's a mutant power, a power you shoot out from your powered armor, magic, whatever.
To pick a Command Class costs 10 SP and you can only have one Command Class.
Everyone starts with 10 HP. Putting SP directly into health boosts health. There are several powers below that boost health as well.
Bases and Rooms
Spoiler :
Warehouse ($10,000): Ah. Abandoned warehouses. What super villain or super hero organization hasn't started off in a warehouse? Big, roomy, but not very secure all things considered. +40 Security
Mansion ($45,000): Mansions are comfortable. Decent security for those who aren't making a massive public nuisance of themselves. Mansions come with a staff. +50 Security
Skyscraper ($80,000): How did we go from a mansion to a skyscraper? We just did. Whether your skyscraper is an apartment building, office building, or whatever is up to you. For the most part, this files under "hiding in plain sight". People work or live here. +60 Security
Hotel ($100,000): +70 Security. Hotels are very busy places and therefore easy to hide what you're up to.
Fortress ($115,000): Fortresses are for the slightly-paranoid or those with big ideas. Hard to break into, hard to break out of. +80 Security
Orbital Station ($140,000): Something about being on earth made you uncomfortable. Breaking into or out of an OS is much harder though. Much harder. +90 Security
Moon Base ($175,000): They'll never find you on the dark side of the moon unless they truly want you dead. +100 Security
Security Room ($2,500): The security room of a base is what keeps track of all things happening within a base and coordinates base response. Weapons are also stored here if you don't want your minions walking around with their weapons out (drawing suspicion). If the SR is infiltrated, things get hectic. +5 Security.
Cell Block: ($2,500): The Cell Block is where you keep your prisoners. Whether they're evil super villains, heroic heroes, or kidnapped folk is another thing altogether. Comes with five holding cells.
-Holding Cell ($500): Holds one prisoner.
-Negation Cubicle ($3000): Holds one prisoner. Negates powers of person inside.
-Brainwasher ($5000): Can be used to brainwash someone, putting all their memories and knowledge on a computer for easy access.
Barracks ($1,500): Comes with ten bunk beds.
-Bunk Bed ($50): Allows two more henchmen to bunk.
Freezer ($3,000): Comes with six freezer racks that can hold 10 corpses each.
-Freezer Rack ($500): Can hold 10 corpses each.
Infirmary ($3,000): Where your henchmen go to heal wounds in-between missions.
Inner Sanctum ($2,500): Where YOU reside...
Laboratory ($4,000): Perform experiments on people or cure people.
Stronghold ($4,000): Where all your money is stored.
Mansion ($45,000): Mansions are comfortable. Decent security for those who aren't making a massive public nuisance of themselves. Mansions come with a staff. +50 Security
Skyscraper ($80,000): How did we go from a mansion to a skyscraper? We just did. Whether your skyscraper is an apartment building, office building, or whatever is up to you. For the most part, this files under "hiding in plain sight". People work or live here. +60 Security
Hotel ($100,000): +70 Security. Hotels are very busy places and therefore easy to hide what you're up to.
Fortress ($115,000): Fortresses are for the slightly-paranoid or those with big ideas. Hard to break into, hard to break out of. +80 Security
Orbital Station ($140,000): Something about being on earth made you uncomfortable. Breaking into or out of an OS is much harder though. Much harder. +90 Security
Moon Base ($175,000): They'll never find you on the dark side of the moon unless they truly want you dead. +100 Security
Security Room ($2,500): The security room of a base is what keeps track of all things happening within a base and coordinates base response. Weapons are also stored here if you don't want your minions walking around with their weapons out (drawing suspicion). If the SR is infiltrated, things get hectic. +5 Security.
Cell Block: ($2,500): The Cell Block is where you keep your prisoners. Whether they're evil super villains, heroic heroes, or kidnapped folk is another thing altogether. Comes with five holding cells.
-Holding Cell ($500): Holds one prisoner.
-Negation Cubicle ($3000): Holds one prisoner. Negates powers of person inside.
-Brainwasher ($5000): Can be used to brainwash someone, putting all their memories and knowledge on a computer for easy access.
Barracks ($1,500): Comes with ten bunk beds.
-Bunk Bed ($50): Allows two more henchmen to bunk.
Freezer ($3,000): Comes with six freezer racks that can hold 10 corpses each.
-Freezer Rack ($500): Can hold 10 corpses each.
Infirmary ($3,000): Where your henchmen go to heal wounds in-between missions.
Inner Sanctum ($2,500): Where YOU reside...
Laboratory ($4,000): Perform experiments on people or cure people.
Stronghold ($4,000): Where all your money is stored.
Command Class
Spoiler :
Private Military Contractor
Soldiers are very decent troops but require to be bunked in a barracks.
Necromancer
You're a dark wizard, you are. Raise the dead and modify it to build a legion of the undead! You capture the souls of those you or your minions kill. Zombies do not require a barracks.
Kage
Stealth kills increases your Reputation. Competing a mission in which your involvement is a mystery greatly increases your reputation. Kills that don't even look like murder do the same. The same applies to your underlings. Ninjas require barracks.
Use have the once-per-mission ability of a smoke bomb.
Inventor
Maybe you're in power armor yourself. Maybe not. Either way, you can create powerful machines of war. Do you control bipedal machines ? Describe your tools of war! Do not require barracks.
Boss
Your minions call you boss. You're the kind of guy who can, you know, get things done. Sure, your guys aren't as strong as others. But they come in numbers and are best at extortion and other criminal activity. Thugs DO NOT require a barracks as they can just grab some room in the local city or something if that's possible. However, away thugs can't protect your base...
Gains the once-per-mission ability of Gang War: Which causes a bunch of Punks and Arsonists to attack what you're attacking for a while.
Demonic Wizard
Like Necromancers, you gain souls when you kill. Instead of raising the dead, though, you use souls in the name of possessing others. Possessed mortals are hard to notice when only possessed by Demonlings. Possessed mortals do not actually require a barracks to bunk in since they're possessed and all. The Daemon Prince REQUIRES an Inner Sanctum however and Ember Demons and Hellfire Gargoyles, being stone, will just decorate your manor wink wink.
Gains the one-per-mission ability of Hell on Earth, which amplifies your demons' abilities for a period of time.
Soldiers are very decent troops but require to be bunked in a barracks.
Spoiler :
Soldiers ($50 each): Come armed with submachine guns.
Medic ($75 each): This medic can heal your other soldiers and thugs. Armed with an SMG.
Special Ops ($100 each): This soldier is armed with a specialized silenced assault rifle. Stealthy and comes with the ability to throw a couple of web grenades.
Commando ($200 each): An elite soldier armed with a light machine gun (which s/he wields easily).
***
Equip Mercenary
Soldier ($25): Better Armor
Medic ($25): Better Armor
Speical Ops ($50): Night Vision and flash bangs
Commandos ($100): Masterkey attachment
Tactical Upgrade
Soldiers ($50): Assault Rifle
Medics ($50): Stimulants and frag grenades
Special Ops ($100): Sniper Scope. Tear Gas.
Commando ($200): M30 Grenade Launcher, Flamethrower Attachment, LRM Rocket Launcher
Medic ($75 each): This medic can heal your other soldiers and thugs. Armed with an SMG.
Special Ops ($100 each): This soldier is armed with a specialized silenced assault rifle. Stealthy and comes with the ability to throw a couple of web grenades.
Commando ($200 each): An elite soldier armed with a light machine gun (which s/he wields easily).
***
Equip Mercenary
Soldier ($25): Better Armor
Medic ($25): Better Armor
Speical Ops ($50): Night Vision and flash bangs
Commandos ($100): Masterkey attachment
Tactical Upgrade
Soldiers ($50): Assault Rifle
Medics ($50): Stimulants and frag grenades
Special Ops ($100): Sniper Scope. Tear Gas.
Commando ($200): M30 Grenade Launcher, Flamethrower Attachment, LRM Rocket Launcher
Necromancer
You're a dark wizard, you are. Raise the dead and modify it to build a legion of the undead! You capture the souls of those you or your minions kill. Zombies do not require a barracks.
Spoiler :
Resurrection: Raise a recently-deceased corpse back to life. Zombies are weak, shambling creations that can take heavy damage. Can also spread disease.
Grave Knight: Ten zombies fuse to form a Grave Knight, a powerful armored undead with a powerful sword.
Lich: 90 Zombies or 9 Grave Knights or some combination form to create the immensely powerful Lich. A Lich have the powers of dark blasts and torrent.
***
Enchant Undead
Zombie (5 souls): Grants vomit ability, which is a highly toxic ranged move.
Grave Knight (15 souls): Increases armor, grants a double-edged broad sword, and the ability to cast Gloom.
Lich: (45 Souls): Increases the power of the Lich, grants Life-Drain and Abyss abilities.
Dark Empowerment
Zombie (10 Souls): Siphons life from kills, regenerating wounds. Turns into a Ghoul.
Grave Knight (30 Souls): Greatly increases armor. Grants te ability to Siphon Life, which can regenerate wounds and armor.
Lich (90 souls): Increases dark power and aura.
Grave Knight: Ten zombies fuse to form a Grave Knight, a powerful armored undead with a powerful sword.
Lich: 90 Zombies or 9 Grave Knights or some combination form to create the immensely powerful Lich. A Lich have the powers of dark blasts and torrent.
***
Enchant Undead
Zombie (5 souls): Grants vomit ability, which is a highly toxic ranged move.
Grave Knight (15 souls): Increases armor, grants a double-edged broad sword, and the ability to cast Gloom.
Lich: (45 Souls): Increases the power of the Lich, grants Life-Drain and Abyss abilities.
Dark Empowerment
Zombie (10 Souls): Siphons life from kills, regenerating wounds. Turns into a Ghoul.
Grave Knight (30 Souls): Greatly increases armor. Grants te ability to Siphon Life, which can regenerate wounds and armor.
Lich (90 souls): Increases dark power and aura.
Kage
Stealth kills increases your Reputation. Competing a mission in which your involvement is a mystery greatly increases your reputation. Kills that don't even look like murder do the same. The same applies to your underlings. Ninjas require barracks.
Use have the once-per-mission ability of a smoke bomb.
Spoiler :
Genin (5 Reputation): Genin are stealthy to a degree and are trained martial artists.
Jounin (10 Repuation): These are your masters of disguise. So good, they can conceal their sword which they are very adapt with. They also carry caltrops around just in case.
Oni (20 Repuation): Oni run in contrast to your usual weapons. For one, they're not very stealthy. The wield burning swords and can throw balls of fire. An Oni is excellent with the blade.
***
Train Ninjas
Genin (5 Reputation each): Your Genin become even more adapt fighters and gain shurkens.
Jounin (10 Reputation each): Jounin gain the ability to placate suspicion, increased martial arts skill, and poison darts. Gain a second sword and a wrist crossbow.
Oni (20 Reputation each): Is engulfed in flame and gains the ability to emit a ring of flame and breathe fire.
Kuji in Zen
Genin (10 Reputation each): The Genin becomes a masterful martial artists and gains the ability to throw explosive shruikens.
Jounin (20 Reputation each): Increases combat power and gains blinding powder, which is capable of putting the target to sleep or immobilizing it.
Oni (40 Reputation): The Oni becomes a roaring whirlwind of death, gaining the ability to char a target and create great firestorms.
Jounin (10 Repuation): These are your masters of disguise. So good, they can conceal their sword which they are very adapt with. They also carry caltrops around just in case.
Oni (20 Repuation): Oni run in contrast to your usual weapons. For one, they're not very stealthy. The wield burning swords and can throw balls of fire. An Oni is excellent with the blade.
***
Train Ninjas
Genin (5 Reputation each): Your Genin become even more adapt fighters and gain shurkens.
Jounin (10 Reputation each): Jounin gain the ability to placate suspicion, increased martial arts skill, and poison darts. Gain a second sword and a wrist crossbow.
Oni (20 Reputation each): Is engulfed in flame and gains the ability to emit a ring of flame and breathe fire.
Kuji in Zen
Genin (10 Reputation each): The Genin becomes a masterful martial artists and gains the ability to throw explosive shruikens.
Jounin (20 Reputation each): Increases combat power and gains blinding powder, which is capable of putting the target to sleep or immobilizing it.
Oni (40 Reputation): The Oni becomes a roaring whirlwind of death, gaining the ability to char a target and create great firestorms.
Inventor
Maybe you're in power armor yourself. Maybe not. Either way, you can create powerful machines of war. Do you control bipedal machines ? Describe your tools of war! Do not require barracks.
Spoiler :
Battle Drone ($200): Fires lasers.
Protector Bot ($200): Fires lasers. Emits force field to protect surrounding allies.
Assault Bot ($400): A killing machine. Armed with a Plasma Cannon.
***
Equip
Battle Drone ($100): Laser upgraded to Heavy Laser.
Protector Bot ($200): Laser upgraded to Heavy Laser. Gains repair ability.
Assault Bot ($400): Gains Flamethrower and Dual Plasma Cannons.
Upgrade
Battle Drone ($200): Heavy Laser upgraded to Auto Lascannon.
Protector Bot ($400): Can fire Photon Grenades and create Seeker Drones.
Assault Bot ($800): Can fire a swarm of missiles and fire missiles.
Protector Bot ($200): Fires lasers. Emits force field to protect surrounding allies.
Assault Bot ($400): A killing machine. Armed with a Plasma Cannon.
***
Equip
Battle Drone ($100): Laser upgraded to Heavy Laser.
Protector Bot ($200): Laser upgraded to Heavy Laser. Gains repair ability.
Assault Bot ($400): Gains Flamethrower and Dual Plasma Cannons.
Upgrade
Battle Drone ($200): Heavy Laser upgraded to Auto Lascannon.
Protector Bot ($400): Can fire Photon Grenades and create Seeker Drones.
Assault Bot ($800): Can fire a swarm of missiles and fire missiles.
Boss
Your minions call you boss. You're the kind of guy who can, you know, get things done. Sure, your guys aren't as strong as others. But they come in numbers and are best at extortion and other criminal activity. Thugs DO NOT require a barracks as they can just grab some room in the local city or something if that's possible. However, away thugs can't protect your base...
Gains the once-per-mission ability of Gang War: Which causes a bunch of Punks and Arsonists to attack what you're attacking for a while.
Spoiler :
Punks ($25): Armed with pistols. These guys can rough up civvies and intimidate easily.
Arsonist ($35): Armed with a pistol and the ability to throw Molotov cocktails.
Enforcer ($50): Armed with a Uzi. Better at intimidation.
Bruiser ($100): Big guy. Brawler. Resistant.
***
Equip
Punks ($10): Punks can dual-wield pistols.
Arsonists ($20): Arsonists are flame-resistant and can spit fire.
Enforcer ($25): SMG is replaced by dual-Uzis. Adds bulletproof vest.
Bruiser ($50): Increases resistance and fighting ability.
Upgrade
Punks ($20): Punks become trained with their weapons and with criminal life.
Arsonists ($40): Can throw Fire Bombs.
Enforcers ($50): Become the best of the trade when it comes to extortion and crime.
Bruiser ($100): Becomes super powerfully strong.
Arsonist ($35): Armed with a pistol and the ability to throw Molotov cocktails.
Enforcer ($50): Armed with a Uzi. Better at intimidation.
Bruiser ($100): Big guy. Brawler. Resistant.
***
Equip
Punks ($10): Punks can dual-wield pistols.
Arsonists ($20): Arsonists are flame-resistant and can spit fire.
Enforcer ($25): SMG is replaced by dual-Uzis. Adds bulletproof vest.
Bruiser ($50): Increases resistance and fighting ability.
Upgrade
Punks ($20): Punks become trained with their weapons and with criminal life.
Arsonists ($40): Can throw Fire Bombs.
Enforcers ($50): Become the best of the trade when it comes to extortion and crime.
Bruiser ($100): Becomes super powerfully strong.
Demonic Wizard
Like Necromancers, you gain souls when you kill. Instead of raising the dead, though, you use souls in the name of possessing others. Possessed mortals are hard to notice when only possessed by Demonlings. Possessed mortals do not actually require a barracks to bunk in since they're possessed and all. The Daemon Prince REQUIRES an Inner Sanctum however and Ember Demons and Hellfire Gargoyles, being stone, will just decorate your manor wink wink.
Gains the one-per-mission ability of Hell on Earth, which amplifies your demons' abilities for a period of time.
Spoiler :
Fire Demonling Possession (1 Soul): Possessed mortal gains ability to shoot small flares. Can survive fires. Emits heat aura.
Cold Demonling Possession (1 Soul): Gains ability to throw ice shards. Temperature around possessed is colder.
Hellfire Demonling Possession (5 Souls): Possessed gains corruption ability, which causes target mental damage over time.
Ember Demon (10 Souls): Possessed's skin becomes stone and the demon grants the ability to throw large balls of fire.
Hellfire Gargoyle (20 Souls): Possessed becomes stone and grows wings, gaining the ability of flight. Able to use corruption ability.
Daemon Prince (40 Souls): Possessed by a Prince, the possessed causes ice to form each step they take. Very powerful.
***
Enchant
Fire Demonling (1 soul): Grants Fire Blast ability
Cold Demongling (1 soul): Grants Ice Blast ability
Hellfire Demonling (5 soul): Grants Hellfire ability
Ember Demon (10 Souls): Grants Fire Breathe and Self-Mending Ability.
Hellfire Gargoyle (20 Souls): Grants Hellfire Breathe and Aura.
Daemon Prince (40 Souls): Grants Ice Sword ability and Encase ability
Abyssal Empowerment
Fire Demonling (2 soul): Grants fire breathe
Cold Demonling (2 souls): Grants ice breathe
Hellfire Demonling (10 souls): Grants Hellfire breathe
Ember Demon (20 souls): Grants fireball, Abyssal Reconstruction
Hellfire Gargoyle (40 souls): Grants Hellfire Burst
Daemon Prince (80 souls): Grants Frozen Hellfire Aura.
Cold Demonling Possession (1 Soul): Gains ability to throw ice shards. Temperature around possessed is colder.
Hellfire Demonling Possession (5 Souls): Possessed gains corruption ability, which causes target mental damage over time.
Ember Demon (10 Souls): Possessed's skin becomes stone and the demon grants the ability to throw large balls of fire.
Hellfire Gargoyle (20 Souls): Possessed becomes stone and grows wings, gaining the ability of flight. Able to use corruption ability.
Daemon Prince (40 Souls): Possessed by a Prince, the possessed causes ice to form each step they take. Very powerful.
***
Enchant
Fire Demonling (1 soul): Grants Fire Blast ability
Cold Demongling (1 soul): Grants Ice Blast ability
Hellfire Demonling (5 soul): Grants Hellfire ability
Ember Demon (10 Souls): Grants Fire Breathe and Self-Mending Ability.
Hellfire Gargoyle (20 Souls): Grants Hellfire Breathe and Aura.
Daemon Prince (40 Souls): Grants Ice Sword ability and Encase ability
Abyssal Empowerment
Fire Demonling (2 soul): Grants fire breathe
Cold Demonling (2 souls): Grants ice breathe
Hellfire Demonling (10 souls): Grants Hellfire breathe
Ember Demon (20 souls): Grants fireball, Abyssal Reconstruction
Hellfire Gargoyle (40 souls): Grants Hellfire Burst
Daemon Prince (80 souls): Grants Frozen Hellfire Aura.
Powers
Spoiler :
Archery (I-IX): You are proficient with a bow.
Assault Rifle (I-IX): You are proficient with your specialized assault rifle.
Electrical Blast (I-IX): Go figure, you are now your own weapon.
Energy Blast (I-IX): With this, you can fire powerful blasts of pure energy.
Fire Blast (I-IX): Make fire your plaything.
Ice Blast (I-IX): Time to kick some ice!
Psychic Blast (I-IX): For one, very powerful against beings with minds. Hopefully, you won't encounter government robots or zombies or something. This set is actually sorta stealthy.
Radiation Blast (I-IX): Radiation moves are piercing attacks, ignoring a lot of kinds of mental and physical defenses.
Sonic Attack (I-IX): Sound can be powerful for disorienting and solid attacks.
Devices (I-IX): You come armed with a variety of gadgets. Who do you think you are? Batman?
Energy Manipulation (I-IX): Where as blast allows you to use powerful, offensive attacks, manipulation grants you the ability to manipulate energy to do things more subtle than high-energy blasts through walls.
Electricity Manipulation (I-IX): Manipulate electricity like your Tesla.
Fire Manipulation (I-VIII): Manipulate fire...you silly firebender you.
Ice Manipulation (I-IX): You're a ice cold dude. And I'm bad at puns.
Mental Manipulation (I-IX): For the telepaths out there.
Earth Control (I-IX): Bend!
Fire Control (I-IX): ...bend?
Gravity Control (I-IX): Pull a Salazar and create a singularity.
Ice Control (I-IX):
Illusion Control (I-IX)
Mind Control (I-IX)
Plant Control (I-IX)
Spoiler :
I: Snap Shot: A shot that can be fired using a quick move. Inaccurate at longer ranges.
II: Aimed Shot: Standard Move that prevents a Move or Quick Action. Highly accurate to longer ranges.
III: Fistful of Arrows: Standard Move. Fire a handful of arrows at once. Like a long-range shotgun.
IV: Blazing Arrow: Standard Move. Fire a flaming arrow.
V: Aim: Passive. Increases your accuracy.
VI: Explosive Arrow: Standard Move. Fire a grenade-tipped arrow.
VII: Ranged Shot: A very long range shot. Standard Move that prevents moves of quick actions.
VII: Stunning Shot: Fires a blunted, weighted arrow. Inaccurate at long range.
IX: Rain of Arrows: Standard Move. Fires several Fistful of Arrows into the air. Works like artillery.
II: Aimed Shot: Standard Move that prevents a Move or Quick Action. Highly accurate to longer ranges.
III: Fistful of Arrows: Standard Move. Fire a handful of arrows at once. Like a long-range shotgun.
IV: Blazing Arrow: Standard Move. Fire a flaming arrow.
V: Aim: Passive. Increases your accuracy.
VI: Explosive Arrow: Standard Move. Fire a grenade-tipped arrow.
VII: Ranged Shot: A very long range shot. Standard Move that prevents moves of quick actions.
VII: Stunning Shot: Fires a blunted, weighted arrow. Inaccurate at long range.
IX: Rain of Arrows: Standard Move. Fires several Fistful of Arrows into the air. Works like artillery.
Assault Rifle (I-IX): You are proficient with your specialized assault rifle.
Spoiler :
I: Burst: Quick Action. Can accurately fire a burst from assault rifles.
II: Slug: Standard Move. Fires a slug. Excellent stopping power.
III: Buckshot: Fires buckshot. Excellent at close range.
IV: M30 Grenade Launcher: Can fire grenades.
V: Beanbag: Can fire beanbags.
VI: Sniper Rifle: Standard Move that prevents moving or Quick Action. Highly accurate to long ranges.
VII: Flamethrower: Your assault rifle now has a flamethrower attachment.
VIII: Ignite: Fires a blog of jellied napalm.
IX: Full Auto. You can now fire at full auto relatively accurately.
II: Slug: Standard Move. Fires a slug. Excellent stopping power.
III: Buckshot: Fires buckshot. Excellent at close range.
IV: M30 Grenade Launcher: Can fire grenades.
V: Beanbag: Can fire beanbags.
VI: Sniper Rifle: Standard Move that prevents moving or Quick Action. Highly accurate to long ranges.
VII: Flamethrower: Your assault rifle now has a flamethrower attachment.
VIII: Ignite: Fires a blog of jellied napalm.
IX: Full Auto. You can now fire at full auto relatively accurately.
Electrical Blast (I-IX): Go figure, you are now your own weapon.
Spoiler :
I: Charged Bolt. Weak move that can be fired using a quick move. Accurate.
II: Lightning Bolt: Fires lightning.
III: Ball Lightning: Fires balled lightning which explodes on contact.
IV: Short Circuit: Unleashes a burst of electrical energy around you. Short-range but powerful.
V: Aim: Passive. Increases your accuracy.
VI: Zapp: Standard move that prevents moving or quick actions. Fires a long-range bolt of concentrated electricity.
VII: Tesla Cage: Can trap a target in a cage of electricity.
VIII: Voltaic Sentinel: Can manifest an electricity field above you which unleashes Lightning Bolts and Ball Lightning at hostiles.
IX: Thunderous Blast: Can fire a very powerful electrical attack.
II: Lightning Bolt: Fires lightning.
III: Ball Lightning: Fires balled lightning which explodes on contact.
IV: Short Circuit: Unleashes a burst of electrical energy around you. Short-range but powerful.
V: Aim: Passive. Increases your accuracy.
VI: Zapp: Standard move that prevents moving or quick actions. Fires a long-range bolt of concentrated electricity.
VII: Tesla Cage: Can trap a target in a cage of electricity.
VIII: Voltaic Sentinel: Can manifest an electricity field above you which unleashes Lightning Bolts and Ball Lightning at hostiles.
IX: Thunderous Blast: Can fire a very powerful electrical attack.
Energy Blast (I-IX): With this, you can fire powerful blasts of pure energy.
Spoiler :
I: Power Bolt: Quick Move. Weak but with knockback.
II: Energy Blast: Fires a beam of energy.
III: Energy Torrent: Fires a medium-range buckshot of pure energy.
IV: Power Burst: Very short range. Very high-powered.
V: Sniper Burst: Prevents Quick/Moving. Highly accurate long range attack.
VI: Aim: Passive. Increases accuracy.
VII: Power Push: Deals little damage itself but propels a target great distances.
VIII: Explosive Blast: Fire a energy attack which explodes on contact.
IX: Nova: VERY powerful move which sends a massive wall of energy surging around you. Chance of knocking you out when used.
II: Energy Blast: Fires a beam of energy.
III: Energy Torrent: Fires a medium-range buckshot of pure energy.
IV: Power Burst: Very short range. Very high-powered.
V: Sniper Burst: Prevents Quick/Moving. Highly accurate long range attack.
VI: Aim: Passive. Increases accuracy.
VII: Power Push: Deals little damage itself but propels a target great distances.
VIII: Explosive Blast: Fire a energy attack which explodes on contact.
IX: Nova: VERY powerful move which sends a massive wall of energy surging around you. Chance of knocking you out when used.
Fire Blast (I-IX): Make fire your plaything.
Spoiler :
I: Flare: Quick Move. Small ball of fire.
II: Fire Blast. Ball of fire.
III: Fire Ball: Like a Fire Blast, but explodes.
IV: Rain of Fire: Causes a torrent of flame to rain down over a target.
V: Fire Breathe: Unlocked Fire Breathing! A quick move.
VI: Aim: Passive. Increases accuracy.
VII: Blaze: Short range, devastating attack.
VIII: Blazing Bolt: Prevents Move/Quick. High-powered sniper bolt of flame.
IX: Inferno: Very powerful move which engulfs the surrounding area in high-temperature flame. Chance of knocking you out when used.
II: Fire Blast. Ball of fire.
III: Fire Ball: Like a Fire Blast, but explodes.
IV: Rain of Fire: Causes a torrent of flame to rain down over a target.
V: Fire Breathe: Unlocked Fire Breathing! A quick move.
VI: Aim: Passive. Increases accuracy.
VII: Blaze: Short range, devastating attack.
VIII: Blazing Bolt: Prevents Move/Quick. High-powered sniper bolt of flame.
IX: Inferno: Very powerful move which engulfs the surrounding area in high-temperature flame. Chance of knocking you out when used.
Ice Blast (I-IX): Time to kick some ice!
Spoiler :
I: Ice Bolt: Quick move. Fires daggers of ice.
II: Ice Blast: Fires...large daggers of ice.
III: Frost Breathe: Quick move.
IV: Aim: Passive. Increases accuracy.
V: Freeze Ray: Fires a beam that freezes target that'll thaw out in a few combat turns.
VI: Ice Storm: Like Ice Blast, only its raining on top your enemies!
VII: Bitter Ice Blast: Fires swords of ice.
VIII: Bitter Freeze Ray: Like the Freeze Ray, only that targets that thaw out will be highly disoriented.
IX: Blizzard: Cause a massive blizzard. Chance of knocking you out.
II: Ice Blast: Fires...large daggers of ice.
III: Frost Breathe: Quick move.
IV: Aim: Passive. Increases accuracy.
V: Freeze Ray: Fires a beam that freezes target that'll thaw out in a few combat turns.
VI: Ice Storm: Like Ice Blast, only its raining on top your enemies!
VII: Bitter Ice Blast: Fires swords of ice.
VIII: Bitter Freeze Ray: Like the Freeze Ray, only that targets that thaw out will be highly disoriented.
IX: Blizzard: Cause a massive blizzard. Chance of knocking you out.
Psychic Blast (I-IX): For one, very powerful against beings with minds. Hopefully, you won't encounter government robots or zombies or something. This set is actually sorta stealthy.
Spoiler :
I: Psionic Dart: Quick Move. Minor damage but disrupts enemy concentration.
II: Mental Blast: Highly disrupts enemy concentration and causes decent damage.
III: Telekinetic Blast: Think Force Push.
IV: Psychic Focus. Passive. Increases power of psychic moves.
V: Will Domination: Highly powerful move which can render target unconscious.
VI: Psionic Lance: Disables move/quick action. Fires a concentrated bolt of psychic hurt.
VII: Psionic Tornado: Unleashes a torrent of uncontrolled psychic power in a target area.
VIII: Scramble Thoughts: Painfully scrambles synapses of target.
IX: Psychic Wail: Besides the standard possibility of knocking you out if used, causes hell on the minds of everybody around you.
II: Mental Blast: Highly disrupts enemy concentration and causes decent damage.
III: Telekinetic Blast: Think Force Push.
IV: Psychic Focus. Passive. Increases power of psychic moves.
V: Will Domination: Highly powerful move which can render target unconscious.
VI: Psionic Lance: Disables move/quick action. Fires a concentrated bolt of psychic hurt.
VII: Psionic Tornado: Unleashes a torrent of uncontrolled psychic power in a target area.
VIII: Scramble Thoughts: Painfully scrambles synapses of target.
IX: Psychic Wail: Besides the standard possibility of knocking you out if used, causes hell on the minds of everybody around you.
Radiation Blast (I-IX): Radiation moves are piercing attacks, ignoring a lot of kinds of mental and physical defenses.
Spoiler :
I: Neutrino Blast: Quick move. Minor damage. Weakens target to all kinds of moves slightly.
II: X-Ray Beam: Deals moderate energy damage. Is very accurate.
III: Irradiate: Emit very lethal amounts of radiation around you.
IV: Electron Haze: Short-range blast of free electrons.
V: Proton Volley: An artillery move. Volley of alpha particles.
VI: Aim: Passive. Increases accuracy.
VII: Cosmic Burst: Short-range blast of cosmic particles.
VIII: Neutron Bomb: Lob an explosive sphere of deadly radiation.
IX: Atomic Blast: Causes a miniature atomic explosion. Will knock you out when used.
II: X-Ray Beam: Deals moderate energy damage. Is very accurate.
III: Irradiate: Emit very lethal amounts of radiation around you.
IV: Electron Haze: Short-range blast of free electrons.
V: Proton Volley: An artillery move. Volley of alpha particles.
VI: Aim: Passive. Increases accuracy.
VII: Cosmic Burst: Short-range blast of cosmic particles.
VIII: Neutron Bomb: Lob an explosive sphere of deadly radiation.
IX: Atomic Blast: Causes a miniature atomic explosion. Will knock you out when used.
Sonic Attack (I-IX): Sound can be powerful for disorienting and solid attacks.
Spoiler :
I: Shriek: Quick Move. Slight damage. Lowers damage resistance.
II: Scream: Serious damage. Lowers defenses of target.
III: Howl: Short-range powerful attack.
IV: Shockwave: Moderate-range cone of solid sound.
V: Shout: Tremendous sonic attack.
VI: Amplify: Increases power. Passive.
VII: Siren's Song: Puts surrounding foes to sleep if weak-willed.
VIII: Screech: Hypersonic attack.
IX: Dreadful Wail: Hyperpowerful attack that will knock you out when used.
II: Scream: Serious damage. Lowers defenses of target.
III: Howl: Short-range powerful attack.
IV: Shockwave: Moderate-range cone of solid sound.
V: Shout: Tremendous sonic attack.
VI: Amplify: Increases power. Passive.
VII: Siren's Song: Puts surrounding foes to sleep if weak-willed.
VIII: Screech: Hypersonic attack.
IX: Dreadful Wail: Hyperpowerful attack that will knock you out when used.
Devices (I-IX): You come armed with a variety of gadgets. Who do you think you are? Batman?
Spoiler :
I: Web Grenade: Toss/fire/whatever a grenade which unleashes a very strong, weblike substance.
II: Caltrops: You carry these little things around with you, which will make pursuing enemies hate you.
III: Taser: Short-range move that works...like a taser.
IV: Targeting Drone: You carry a laptop around that allows you to control a small targeting drone that flies around and helps your allies target.
V: Smoke Grenades
VI: Cloaking Device: You now have a cloaking device!
VII: Trip Mine: And now you have trip mines. Like caltrops but noisy.
VIII: Time Bomb: Plant a bomb which blows up after a while. Very powerful.
IX: Gun Drone: Your laptop/wrist computer/whatever now controls a gun drone which you can have fly around and shoot at people you don't like.
II: Caltrops: You carry these little things around with you, which will make pursuing enemies hate you.
III: Taser: Short-range move that works...like a taser.
IV: Targeting Drone: You carry a laptop around that allows you to control a small targeting drone that flies around and helps your allies target.
V: Smoke Grenades
VI: Cloaking Device: You now have a cloaking device!
VII: Trip Mine: And now you have trip mines. Like caltrops but noisy.
VIII: Time Bomb: Plant a bomb which blows up after a while. Very powerful.
IX: Gun Drone: Your laptop/wrist computer/whatever now controls a gun drone which you can have fly around and shoot at people you don't like.
Energy Manipulation (I-IX): Where as blast allows you to use powerful, offensive attacks, manipulation grants you the ability to manipulate energy to do things more subtle than high-energy blasts through walls.
Spoiler :
I: Power Thrust: Weak touch but can throw a target back with said touch.
II: Energy Punch/Kick
III: Build-Up: Can use a quick/move/standard to charge up for an energy manipulation attack.
IV: Bone Smasher: Like Power Thrust but deals a lot of damage at the touch instead of making the target fly back.
V: Conserve Power: Can save quick/moves/standards.
VI: Stun: Little damage, but stuns the target.
VII: Power Boost: Passive. Increases secondary effects of your EnManip powers.
VIII: Boost Range: Can save quick/moves/standards to give you a speed boost when using an Energy Manipulation attack (increasing the range of the move).
IX: Total Focus: Slow, devastating melee attack.
II: Energy Punch/Kick
III: Build-Up: Can use a quick/move/standard to charge up for an energy manipulation attack.
IV: Bone Smasher: Like Power Thrust but deals a lot of damage at the touch instead of making the target fly back.
V: Conserve Power: Can save quick/moves/standards.
VI: Stun: Little damage, but stuns the target.
VII: Power Boost: Passive. Increases secondary effects of your EnManip powers.
VIII: Boost Range: Can save quick/moves/standards to give you a speed boost when using an Energy Manipulation attack (increasing the range of the move).
IX: Total Focus: Slow, devastating melee attack.
Electricity Manipulation (I-IX): Manipulate electricity like your Tesla.
Spoiler :
I: Electric Fence: A weaker version of a Tesla Cage.
II: Charged Brawl: Charge a punch or kick with electricity.
III: Lightning Field: You're surrounded by a field of electricity which dishes out punishment to enemies. Passive. Can be turned on/off.
IV: Havoc Punch/Kick: Charged Brawl's hellish older brother.
V: Build-Up: Can use a quick/move/standard to charge up for an Electricity Manipulation attack.
VI: Lightning Clap: Clap your hands if you believe in the power of Tesla!
VII: Thunder Strike: Punch/Kick your target with this move and see what happens.
VIII: Power Sink: Leech energy from surrounding enemies to put toward an electrical move.
IX: Shocking Grasp: Reach out and touch someone.
II: Charged Brawl: Charge a punch or kick with electricity.
III: Lightning Field: You're surrounded by a field of electricity which dishes out punishment to enemies. Passive. Can be turned on/off.
IV: Havoc Punch/Kick: Charged Brawl's hellish older brother.
V: Build-Up: Can use a quick/move/standard to charge up for an Electricity Manipulation attack.
VI: Lightning Clap: Clap your hands if you believe in the power of Tesla!
VII: Thunder Strike: Punch/Kick your target with this move and see what happens.
VIII: Power Sink: Leech energy from surrounding enemies to put toward an electrical move.
IX: Shocking Grasp: Reach out and touch someone.
Fire Manipulation (I-VIII): Manipulate fire...you silly firebender you.
Spoiler :
I: Ring of Fire: And she fell fell fe-err. Traps your target in a ring of fire.
II: Fire Weapon: Create a melee weapon of pure flame.
III: Combustion: Violently and rapidly raise temperature around you.
IV: Build-Up: Can use a quick/move/standard to charge up for a Fire Manipulation move.
V: Blazing Aura: Surround yourself with an aura of flame.
VI: Consume: Engulfs target in a CONTROLLABLE flame.
VII: Burn: Whereas blazing aura wouldn't set things you didn't want on fire on fire, burn will. It burns hotter and leaves a trial of fire everywhere you walk.
VIII: Hot Feet: Heat the ground around you.
II: Fire Weapon: Create a melee weapon of pure flame.
III: Combustion: Violently and rapidly raise temperature around you.
IV: Build-Up: Can use a quick/move/standard to charge up for a Fire Manipulation move.
V: Blazing Aura: Surround yourself with an aura of flame.
VI: Consume: Engulfs target in a CONTROLLABLE flame.
VII: Burn: Whereas blazing aura wouldn't set things you didn't want on fire on fire, burn will. It burns hotter and leaves a trial of fire everywhere you walk.
VIII: Hot Feet: Heat the ground around you.
Ice Manipulation (I-IX): You're a ice cold dude. And I'm bad at puns.
Spoiler :
I: Chilblain: Like the freeze ray, only you freeze your target's legs.
II: Frozen Fists: Encase your fists with ice.
III: Ice Melee: Create a melee weapon of ice.
IV: Chilling Embrace: Violently and rapidly lower temperature around you.
V: Build-Up: Can use a quick/move/standard to charge up for a Ice Manipulation move.
VI: Ice Patch: Covers ground around you with ice. You can walk on ice just fine.
VII: Shiver: Blast forth a cone of freezing wind.
VIII: Freezing Touch: You know how Sub-Zero has that move that lets him touch someone and they're encased in a block of ice? Well, here you go.
IX: Frozen Aura: Your aura is so powerful that the longer someone is around you, the greater the chances they freeze.
II: Frozen Fists: Encase your fists with ice.
III: Ice Melee: Create a melee weapon of ice.
IV: Chilling Embrace: Violently and rapidly lower temperature around you.
V: Build-Up: Can use a quick/move/standard to charge up for a Ice Manipulation move.
VI: Ice Patch: Covers ground around you with ice. You can walk on ice just fine.
VII: Shiver: Blast forth a cone of freezing wind.
VIII: Freezing Touch: You know how Sub-Zero has that move that lets him touch someone and they're encased in a block of ice? Well, here you go.
IX: Frozen Aura: Your aura is so powerful that the longer someone is around you, the greater the chances they freeze.
Mental Manipulation (I-IX): For the telepaths out there.
Spoiler :
I: Subdual: Immobilize a weak-minded target.
II: Mind Probe: You can read minds. You can also overwhelm a mind close to you.
III: Telekinetic Thrust: Think Telekinetic Blast, but weaker.
IV: Psychic Scream: A mean-spirited attack that blasts the minds of targets in front of you.
V: Concentration: Like build-up.
VI: Drain Psyche: Drains focus of nearby enemies.
VII: World of Confusion: The target and people around the target become highly confused.
VIII: Scare: Scare the living crap out of a target.
IX: Psychic Shockwave: Like World of Confusion, but only targets enemies around you.
II: Mind Probe: You can read minds. You can also overwhelm a mind close to you.
III: Telekinetic Thrust: Think Telekinetic Blast, but weaker.
IV: Psychic Scream: A mean-spirited attack that blasts the minds of targets in front of you.
V: Concentration: Like build-up.
VI: Drain Psyche: Drains focus of nearby enemies.
VII: World of Confusion: The target and people around the target become highly confused.
VIII: Scare: Scare the living crap out of a target.
IX: Psychic Shockwave: Like World of Confusion, but only targets enemies around you.
Earth Control (I-IX): Bend!
Spoiler :
I: Stone Prison: The ground rises up to entrap your enemy in a dome of stone and earth.
II: Fossilize: Form a stone prison that slowly crushes your enemy.
III: Stone Cages: Trap a large group of foes in a Stone Prison.
IV: Quicksand: Turn earth into quicksand.
V: Salt Crystals: Entrap enemies in individual pillars of salt.
VI: Stalagmites: Causes pointy rocks to shoot up from the ground.
VII: Earthquake: Cause a localized earthquake.
VIII: Volcanic Gasses: A thermal vent opens at the targeted location, unleashing noxious gas.
IX: Animate Stone: Turn stone and earth into a golem of immense power.
II: Fossilize: Form a stone prison that slowly crushes your enemy.
III: Stone Cages: Trap a large group of foes in a Stone Prison.
IV: Quicksand: Turn earth into quicksand.
V: Salt Crystals: Entrap enemies in individual pillars of salt.
VI: Stalagmites: Causes pointy rocks to shoot up from the ground.
VII: Earthquake: Cause a localized earthquake.
VIII: Volcanic Gasses: A thermal vent opens at the targeted location, unleashing noxious gas.
IX: Animate Stone: Turn stone and earth into a golem of immense power.
Fire Control (I-IX): ...bend?
Spoiler :
I: Ring of Fire: Trap your target in a ring of flame
II: Char: Char a target with smoldering soot and ash.
III: Fire Cages: Trap a large group of foes in a Rings of Fire.
IV: Smoke: Blind nearby targets with a smokescreen.
V: Hot Feet: Heat the ground around you.
VI: Flashfire: Target something and watch as a fire quickly springs forth.
VII: Cinders: Cinders will float and twirl around you, doing damage to nearby enemies.
VIII: Bonfire: Cause a huge fire.
IX: Fire Imps: Summon several fiery monsters to assist.
II: Char: Char a target with smoldering soot and ash.
III: Fire Cages: Trap a large group of foes in a Rings of Fire.
IV: Smoke: Blind nearby targets with a smokescreen.
V: Hot Feet: Heat the ground around you.
VI: Flashfire: Target something and watch as a fire quickly springs forth.
VII: Cinders: Cinders will float and twirl around you, doing damage to nearby enemies.
VIII: Bonfire: Cause a huge fire.
IX: Fire Imps: Summon several fiery monsters to assist.
Gravity Control (I-IX): Pull a Salazar and create a singularity.
Spoiler :
I: Crush: Brings flying foes crashing to the ground and crush a ground target.
II: Lift: Cancel gravity around a target.
III: Gravity Distortion: Cause the gravity around a target to become distorted.
IV: Propel: Bend gravity to send an object careening to another target.
V: Crushing Field: Area of Effect version of Crush.
VI: Dimension Shift: Targets phase out of the dimension for a period of time.
VII: Gravity Distortion Field: Causes a large area of gravity to become distorted.
VIII: Wormhole: Opne a wormhole between two points. The entrance sucks in objects around it and spews them out the exit.
IX: Singularity: Create a singularity.
II: Lift: Cancel gravity around a target.
III: Gravity Distortion: Cause the gravity around a target to become distorted.
IV: Propel: Bend gravity to send an object careening to another target.
V: Crushing Field: Area of Effect version of Crush.
VI: Dimension Shift: Targets phase out of the dimension for a period of time.
VII: Gravity Distortion Field: Causes a large area of gravity to become distorted.
VIII: Wormhole: Opne a wormhole between two points. The entrance sucks in objects around it and spews them out the exit.
IX: Singularity: Create a singularity.
Ice Control (I-IX):
Spoiler :
I: Chillblain: Encase target's legs in ice.
II: Block of Ice: Encase an entire target in an ice block.
III: Frostbite: Immobilize a group of foes in ice traps that deal damage over time.
IV: Arctic Air: When activated, the air around you is a freezing fog.
V: Shiver: Blast forth a cone of freezing wind.
VI: Ice Slick: Create a large patch of ice on targeted ground.
VII: Flash Freeze: Freeze the ground, cause targets on top of the frozen ground to be flash frozen and killed.
VIII: Glacier: Freeze a large area.
IX: Jack Frost: Summon an entity of frozen ice.
II: Block of Ice: Encase an entire target in an ice block.
III: Frostbite: Immobilize a group of foes in ice traps that deal damage over time.
IV: Arctic Air: When activated, the air around you is a freezing fog.
V: Shiver: Blast forth a cone of freezing wind.
VI: Ice Slick: Create a large patch of ice on targeted ground.
VII: Flash Freeze: Freeze the ground, cause targets on top of the frozen ground to be flash frozen and killed.
VIII: Glacier: Freeze a large area.
IX: Jack Frost: Summon an entity of frozen ice.
Illusion Control (I-IX)
Spoiler :
I: Spectral Wounds: Causes target to think they've suffered serious wounds.
II: Blind: Painfully blind a target
III: Deceive: Cause target to believe allies are not who they appear to be.
IV: Flash: Generate a powerful blast of light which temporary blinds surrounding enemies.
V: Superior Invisibility: You are invisible.
VI: Phantom Army: Summon phantom copies of yourself that deal spectral wounds.
VII: Spectral Terror: Manifest a terrifying entity in the eyes of a single target.
VIII: Group Invisibility: Make your allies temporary invisible.
IX: Phantasm: Summon a being of pure light that uses Illusion abilities.
II: Blind: Painfully blind a target
III: Deceive: Cause target to believe allies are not who they appear to be.
IV: Flash: Generate a powerful blast of light which temporary blinds surrounding enemies.
V: Superior Invisibility: You are invisible.
VI: Phantom Army: Summon phantom copies of yourself that deal spectral wounds.
VII: Spectral Terror: Manifest a terrifying entity in the eyes of a single target.
VIII: Group Invisibility: Make your allies temporary invisible.
IX: Phantasm: Summon a being of pure light that uses Illusion abilities.
Mind Control (I-IX)
Spoiler :
I: Mesmerize: Puts target to sleep.
II: Levitate: Lifts target into air. Can violently slam them back to earth.
III: Dominate: Take control of a single foe.
IV: Confuse: Causes target to attack allies.
V: Mass Hypnosis: Puts large group of targets to sleep.
VI: Telekinesis: Controlled telekinesis.
VII: Total Domination: Take control of a target and surrounding people.
VIII: Terrify: Causes enemies around target enemy to become terrified of the unknown.
IX: Mass Confusion: Causes a large group to attack everything.
II: Levitate: Lifts target into air. Can violently slam them back to earth.
III: Dominate: Take control of a single foe.
IV: Confuse: Causes target to attack allies.
V: Mass Hypnosis: Puts large group of targets to sleep.
VI: Telekinesis: Controlled telekinesis.
VII: Total Domination: Take control of a target and surrounding people.
VIII: Terrify: Causes enemies around target enemy to become terrified of the unknown.
IX: Mass Confusion: Causes a large group to attack everything.
Plant Control (I-IX)
Spoiler :
I: Entangle: Target's legs are wrapped with thorny vines.
II: Strangler: A powerful vine coils around the target, slowly crushing it.
III: Roots: Area of effect Entantle.
IV: Spore Burst: A spore pod grows at the targeted location, exploding and releasing a cloud of spores which knock out targets.
V: Seeds of Confusion: Throw a handful of spores which release a dust that make a group of targets attack each other.
VI: Spirit Tree: A tree of great regenerative power grows at targeted location.
VII: Vines: Massed Strangler attack.
VIII: Carrion Creepers: Roots+Creeper Vines which slowly poison targets.
IX: Fly Trap: Summons a Fly Trap, which tries to eat your enemies.
II: Strangler: A powerful vine coils around the target, slowly crushing it.
III: Roots: Area of effect Entantle.
IV: Spore Burst: A spore pod grows at the targeted location, exploding and releasing a cloud of spores which knock out targets.
V: Seeds of Confusion: Throw a handful of spores which release a dust that make a group of targets attack each other.
VI: Spirit Tree: A tree of great regenerative power grows at targeted location.
VII: Vines: Massed Strangler attack.
VIII: Carrion Creepers: Roots+Creeper Vines which slowly poison targets.
IX: Fly Trap: Summons a Fly Trap, which tries to eat your enemies.