recursal/Fanatic-Fandom huggingface dataset:
Tongues

**Tongues**

Community Rating: 9

Difficulty: 7

Range: voice

Duration: 25 (one day)

Ritual Length: 14 (to minutes)

Effect: allows communication in any language

Attainment Rating: 12

With this miracle in effect, the character can
understand the language of anyone intelligent species or character within
range, and can be understood by any intelligent creature who speaks that
language. There is no guarantee that the creature or character will wish to
speak to the caster. Efforts at persuasion may be necessary to get a
conversation started. The *tongues* miracle affects the person invoking
the miracle only, and allows him to understand one language per invocation. The
*tongues* miracle has no effect on written or signed language.
True Light

**True Light**

Skill: *conjuration/true knowledge* 22

Backlash: 17

Difficulty: 7

Effect Value: 13

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 18 (one hour)

Cast time: 5 (10 seconds)

Manipulation: control, duration, state

*True light* conjures
a glowing, streaming mass of true light, one of the three Principles of nature.
The mage casts the spell by imagining all he believes true to be coalescing
before him, and he shapes these beliefs into the light. The light illuminates
anything within 10 meters. *True light drives away* darkness, whether
physical, mental or spiritual. In addition the mage may concentrate upon one
being within the radius of the light, one being per round. The mage generates
an effect total for the spell. Lies and evil intentions appear as shadows about
the creature if the effect total is greater than the *Mind* of the
creature (if lying) or the *Spirit* (if harboring evil intentions).
Soothe Animal

**Soothe**
Animal

Skill: *alteration/Earthly* 11

Backlash: 9

Difficultly. 10

Effect Value: 14

Bonus Number to: duration

Range: 2 (2.5 meters)

Duration: 18 (one hour)

Cast Time: 3 (four seconds)

Manipulation: range

During *soothe animal,* the caster makes a strong
brew of chamomile tea. The caster places a leather bladder over the tea to
capture the tea's odor, which is sewn shut until needed. To release the spell,
the caster pierces the bladder and compresses it toward the animal's head while
speaking in a soothing voice. Yellow green vapors condense around the animal's
nose as the spell takes effect. Compare the spell's effect value to the
animal's *Mind.* Read the result points on the Power Push Table. The
spell's result modifier is +5. Read the final result points on the General
Results Table. With a *minimal* success the animal will stand still
quietly. On an

*Average or good* success, the animal will relax and be calm. With a *superior* or *spectacular*
*success, the animal will go to sleep.*
Boomerang Thrower

The Boomerang Thrower is a tower in Bloons TD 2, who has since appeared in every BTD Game. He takes the appearance of a yellow monkey wielding a boomerang. As of BTD5, he costs 400 on medium, and throws a boomerang in an arc, popping up to 3 bloons.

The Boomerang Thrower is widely used in Bloons TD Battles, because of its Glaive Riccochet Upgrade in Assault Mode. It is also used in BTD5 because of the Bionic Boomer Upgrade.

 Unlocks at rank
 Appears in

## Strategy

Using Boomerang Throwers around a curve or snap is ideal, because the boomerang will cut through the Bloons.

## Upgrades

* Multi-Target: Introduced in BTD2. Increases attack pierce.
* Sonic Boom: Introduced in BTD2. Allows boomerangs to pop Frozen Bloons.
* Thermite/Red Hot Rangs: Introduced in BTD3. Allows boomerangs to pop Lead Bloons.
* Glaive Thrower: Introduced in BTD3. Increases attack speed and pierce.
* Lightsabre Thrower: Introduced in BTD4. Drastically increases pierce and allows the Boomerang Thrower to pop any Bloon.
* Glaive Ricochet: Introduced in BTD5. Glaives slide along the path, hitting any Bloons that come too close.
* Glaive Lord: Introduced in BTD5. Two Glaives orbit the monkey, shredding nearby Bloons. Also adds Camo detection.
* Bionic Boomer: Introduced in BTD5. Drastically increases attack speed.
* Turbo Charge: Introduced in BTD5. Adds an activated ability which even further boosts attack speed for 15 seconds.
Ugly Stick

Ugly Stick

Skill: alteration/living forces 17

Backlash: 15

Difficulty: 11

Effect Value: 18

Bonus Number to: Duration

Range: Touch

Duration: 15 (15 minutes)

Cast Time: 3 (4 seconds)

Manipulation: state, duration

This focused spell requires the mage to have a large, gnarled, twisted stick. After casting the spell, the mage must then hit the target with the stick, using his melee weapons against the target’s defensive skill. Hitting the target releases the spell. Compare the Effect Value to the target’s Charisma. Read the difference of the Power Push table. The target’s Charisma is reduced by the Result Points plus a modifier of 4. The spell can be disbelieved with a Mind or willpower total of 12 or better.
Voltofs Little Bird

**Voltofs Little Bird**

Skill: *alteration/light 18*

Backlash: 12

Difficulty: 12

Effect Value: 9

Bonus Number to: range

Range: 15 (one kilometer)

Duration: 19 (100 minutes)

Cast Time: 18 (one hour)

Manipulation: cast time, control, range, speed

*Voltofs little bird* is an impressed and focused spell that allows the caster to send a
message to a Specific person or place. The spell must be cast in sunlight
(either natural or magical). The caster needs an object from the person or
location. The mage holds the contagion in his hands and raises it above his
head. He then concentrates on the person or place while making sounds like a
chirping bird. The casting consumes the contagion. To release the spell, the
mage simply flaps his arms like a bird while speaking the message aloud. The
message may be up to one minute long (the spell's effect value). When the
message has been completed, a small white light streaks forth from the mage's
mind and takes to the sky in the form of a bird. The bird travels at a speed
value of 15 (one kilometer per round). The target must be within the range
total generated by the spell, which has a maximum of value of 25 (100
kilometers). The bird seeks the person or location with a divination skill of
15. The bird travels to the midpoint of the range and circles the caster at
that distance until it detects the target. The searched area is a vertical
circle with a radius of 23 (40 kilometers). The target's range· 10 is the
minimum time to reach the target. The maximum time is range· 7. The bird can
travel through cracks and crevices to get to its destination. Upon arrival, the
bird will whisper the message in the ear of the receiver. If a place was
designated, the bird will continuously repeat the message aloud until the end
of spell's duration or someone tells it to stop.
Walk on Water

**Walk on Water**

Community Rating: 15

Difficulty: 12

Range: self

Duration: 14 (ten minutes)

Effect: allows priest to walk on water

Attainment Rating: 17

When under the influence of the *walk on water* miracle,
the invoking priest may walk across bodies of water as if they were solid ground. This does not change
the condition of the water, so walking across boiling water would still damage
the priest involved.
Miracle Modifiers

**MIRACLE MODIFIER CHART**

**Conditions Modifier**

Target of miracle an enemy of the *focus*character’s mythos                                         +Adds of enemy’s *faith*skill

Miracle defends faithful against an enemy of the mythos                                               -3

Need for miracle is urgent or lives of the faithful are threatened                                    -3

Miracle is frivolous                                                                        +5

Miracle stretches or violates tenets of either the *faith* *or*focus *character’s religion       +15*

Miracle stretches or violates tenets of both the *faith* *and*focus *characters’ religions    +17*

Ritual performed in a disruptive environment                                                                 +5
Sense Abilities

**Sense Abilities**

Skill: *divination/living forces 19*

Backlash: 8

Difficulty: 6

Effect Value: 21

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 1400 minutes)

Cast Time: 18 (one hour)

Manipulation: control, duration

This is an impressed spell. Ifthe magician wishes to size up another kindred, then
he may wish to use this spell. To cast the spell, the mage must flip through as
many texts and sources of lore (all regarding kindred) as he can in the cast
time. To release the spell, all the mage needs to do is stare at the creature.
If the effect value of the spell is higher than the *Mind* of the creature
inspected, then the number of result points is read on the Success Column of
the General Push Table. On a Mini*mal* result, the caster learns what
skills the target has under one ability *(Dexterity,* for example). For an
*Average* result, the mage would get descriptions of two attribute skill
groups. And so on. If the caster gets a *Spectacular* success, he should
learn just about every ability the creature has-but there may be one or two
held back by the GM anyway. The caster may change targets as long as the
duration lasts, and he may negate the spell at will.
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**Type(s):** Water / Dragon / Electric
Unarmed Combat+

**Unarmed Combat+**

**Use:** Active
defense cannot be attempted unskilled, passive defense and attacks can be done
unskilled.

**Sample specializations:** Punching,
kicking, grappling

This
skill represents proficiency in normal types of hand-to-hand fighting: boxing,
barroom brawling, wrestling, popular forms of martial arts like Judo and
Karate, etc. A character’s *unarmed*
combat *total is used to see if he hits*
whenever the character is fighting without a weapon; his *Strength* serves as
his base damage value. *Unarmed combat* also
serves as a defensive skill against unarmed attacks as well as armed attacks
made with the *melee weapons* skill.
Unskilled characters may make *unarmed*
combat *attacks and passively defend with their*
*Dexterity* but
they cannot make an active defense.
Wasp Touch

**Wasp Touch**

Community Rating: 12

Difficulty: 15

Range: touch

Duration: NA

Effect: poisons the victim with effects similar to a
giant wasp's sting

Attainment Rating: 20

This miracle delivers a poisonous affliction exactly
like the sting of a giant wasp. The touch delivers sharp pain, but does not
cause the physical damage that the thrust of the stinger does. However, the
venom does damage value 16 plus result points, and if a KO result occurs, the
victim is paralyzed. for one hour.
Ochial's Flaming Circle

**Ochial's Flaming Circle**

Skill: *alteration/fire 18*

Backlash: 15

Difficulty: 8

Effect Value: 26

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 14 (10 minutes)

Cast Time: 6 (15 seconds)

Manipulation: control

The casting of this spell is begun by tracing a
circular area no greater than six meters in diameter and filling it with oil.
The caster lights the oil and invokes the power of the spell. A circle of flame
shoots up six meters and remains until the duration of the spell ends. After
the initial casting, the controlling mage may shrink the circle's circumference
down to a narrow jet of fire or, if it is not already at its maximum diameter
of six meters, he may expand it. The mage may not move the circle off of its
original center. The circle expands or shrinks at a rate of 60 meters per round
(it can only close and widen completely once per round, however). Anything
attempting to pass through the flames (whether voluntarily or because the
circle is now too small to hold it) will take damage equal to the spell's
effect value.
Pass Quietly

**Pass Quietly**

Community Rating: 10

Difficulty, 15

Range: touch

Duration: 18 (one hour)

Effect increases a target's *stealth* value

Attainment Rating: 20

This miracle increases a target's *stealth* value,
either the priest's own or that of one of the faithful. A character so blessed
is quieter and blends neatly into the shadows, receiving a +2 bonus to his normal *stealth* value per level of
success achieved.
Quicksand

**Quicksand**

Skill: *alteration/earth 20*

Backlash: 18

Difficulty: 13

Effect Value: 15

Bonus Number 10: effect

Range: 5 00 meters)

Duration: 18 (one hour)

Cui Time: 6 (15 seconds)

Manipulation: control, duration

A particularly nasty spell*, quicksand* is cast by rubbing a small amount of water
into the earth with one's hands. The caster creates a very soft and extremely
wet 10 by 10 by 10 meter area of earth immediately in front of him. This cube
is soft and wet enough to cause anyone stepping on it to sink rapidly, yet
solid enough to look like normal ground. The *Perception* total needed to
detect the trap is 13 (under normal conditions). This check should only be made
if the victims are actively examining the ground. The suction strength of the
trap is equal to the effect total of the spell. Anyone within the area of
effect must make a *swimming* roll in excess of the trap's suction or be
pulled under. A submerged character will take three fatigue points a round
until unconscious, and then one wound per round thereafter. A swimming character
takes two fatigue per round until free. The caster controls the duration of the
spell. The caster may reverse the alteration, trapping anyone caught by the *quicksand*
*in solid earth.*
Silence

**Silence**

Skill: *alteration/folk 15*

Backlash: 13

Difficulty: 9

Effect Value: 20

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: control, Duration

To cast *silence,* the mage speaks the first half
of the incantation aloud, then passes a hand over his mouth. At that point, he
stops speaking and finishes the incantation in his mind. The target is silenced
for the spell's duration if the spell's effect value is greater than the *Mind*
*of the target.*
Summon

**Summon**

Community Rating: 8

Difficulty: 19

Range: NA

Duration: NA

Ritual Length: 18 (one hour)

Effect: allows the summoning of supernatural entities

Attainment Rating: 24

This ritual will summon a supernatural being from the
dimension chosen by the focus character. Compare the *faith* total of the
ritual to the *Spirit* or *faith* of the being to be summoned. On a *Good*
*result or better, the being appears. The being can actively resist by*
generating a bonus to *Spirit* or *faith.* This miracle does nothing
to either confine or influence the summoned being. Additionally, if the
difficulty number is missed by10 or more points, the focus character is immediately
transported to the being he was trying to summon.
Shape Earth

**Shape Earth**

Skill: *Alteration/earth*16

Backlash: 15

Difficulty: 10

Effect Value: 15

Bonus Number to: Effect

Range: 5 (10 Meters)

Duration: 7 (25 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control, duration

The mage scoops a small piece of earth from the ground and quickly molds it into a crude Image the desired shape. She then points to the ground where she wants the effect to manifest. Shape Earth can be used to create earthen ramparts, pits, ramps, walls, but must be a contiguous shape. Fine detail like arrow slits or crenelations are not possible. The number of cubic meters of earth that can be altered is equal to the final effect value of the spell. If used to create a pit to trap creatures, the casting total must exceed the *Dexterity*or *dodge* of any creatures in the area of effect or they can jump aside*.* Any creatures trapped in a pit at the end of the duration are returned to the surface. Cover created with Shape Earth has a toughness equal to 15 per meter thickness of the cover.
Unlearn

Unlearn

Skill: alteration/living forces 15

Backlash: 16

Difficulty: 14

Effect Value: 26

Bonus Number to: Effect

Range: 8 (40 meters)

Duration: 18 (1 hour)

Cast Time: 18 (1 hour)

Manipulation: state, control

Unlearn is an impressed, focused spell which affects the magical knowledge of the target. The mage sits where they normally do to study their grimoire, but they must hold the book upside down and scratch their heads as if confused. To cast the spell, the mage squints at the target and says, “Huh?”. The spell, if effective, causes the target to “forget” their grimoire spells; they may still cast them, but all spells are cast as if they were being used straight out of the grimoire (i.e., adding 4 points to difficulty and backlash, and always comparing backlash to the skill roll, even if it is below the Mind of the target). Compare the Effect Value to the target’s highest magic skill; if the result is greater than the target’s Mind or Perception (whichever is higher), the spell takes effect. Unlearn is an illusion, and may be disbelieved with a Mind or willpower total of 16.
Trap Use

**Trap Use**

**Use:** Cannot be
used unskilled without the appropriate tools. Unskilled use with tools
penalized. Macro skill

**Sample specializations:** Detecting
traps, disarming traps, setting traps

The
*Trap use* skill
lets a character work with mechanical traps. A character with this skill knows
both how to set traps and how to defeat them. Specialized tools are often helpful
to disable traps but may not be necessary. Detecting traps usually does not
require specialized equipment. This skill does not cover things like opening locks
that involve physical tumblers and mechanisms; those are covered by the *lock picking* skill. *Trap Use* can get
the character open access to the lock, but not any farther. Difficulty numbers
for detecting traps can be based off of the Difficulty Number Scale or based on
the *Trap Use* skill
of the person who set the trap. Difficulty numbers for deactivating or bypassing
traps should be based on the Difficulty Number Scale.
BloodyNgore

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**Caps in bank:**434

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**No of Pokemon:** 27 / 50

**Type(s):** Poison / Ghost / Dark
Precious Metal Plate

**Precious Metal Plate**

Skill: *divination/metal 18*

Backlash: 16

Difficulty: 11

Effect Value: 32

Bonus Number to: effect

Range: touch

Duration: 32 (one month)

Cast Time: 14 (10 minutes)

Manipulation: duration, range, speed

This is a focused spell. The mage enchants a plate by
placing dozens of pieces of iron pyrite or illusory gold (or other illusory
precious metal) onto its surface. Alongside each fake, he places one small real
piece of each precious metal the plate is to detect. He removes the false
metals one at a time, until only the true precious metals are left. He then
casts the spell. To test the plate, he drops the pieces of metal (one at a
time) to be examined onto the plate. If the spell was successful, each real
metal produces a distinct tone when it falls, while the fake metals are
soundless. The user activates the plate by placing the metal onto it. The
effect value of the spell is compared to the disbelief value of the metal
sampled (if the metal is illusory), or the casting total used to create any truly
transformed metal. Precious metals to which the plate has not been attuned will
still sometimes register with a funny, hollow sound.
Survival

**Survival**

**Use:** Unskilled
use penalized. Macro skill.

**Sample specializations:** Specific
type of terrain or climate (desert, forest, arctic, mountains, urban, etc.)

*Survival* is the
ability to find shelter, procure food, water and other supplies, and avoid
natural dangers such as disease, sunstroke, quicksand or other environmental
hazards exclusive of creature encounters.

Each
general type of wilderness environment has a difficulty number listed on the
chart below. The first day a character spends in the hostile environment, she
makes a *survival* skill
check. If she succeeds, the result points earned indicate the number of days
she can remain in the environment before making another such check. Characters
who fail a *survival* check
must make another *survival* check
the day after their failure.

Failing
a *survival* skill
check means the character does not find adequate shelter, food or stumbles into
some kind of dangerous situation. This can either be roleplayed, such as
finding a way to escape from a patch of quicksand, or the gamemaster can assess
an appropriate amount of damage to the character that cannot be healed until a
successful *survival* check
is made or the character returns to “civilization”.

**SURVIVAL CHART**

**Wilderness type Difficulty**

Easy
environment (woods, grasslands) 3

Moderate
environment (aquatic, swamps) 5

Moderately
difficult (mountains, ghost town) 8

Difficult
environment (high mountains) 10

Barren
environment (desert) 12

Inhospitable
environment (tundra) 13

Hostile
environment (arctic) 15
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**No of Pokemon:** 216 / 270

**Type(s):** Fairy / Normal / Flying

 Audinite
 Jade Orb (Rayquaza)
Muse Tongue

**Muse Tongue**

Community Rating: 10

Difficulty: 12

Range: voice

Duration: performance

Effect: aids in eloquent speech

Attainment Rating: 17

The *muse tongue* miracle aids the priest by
swaying the opinions of all who hear his words. For each level of success,
lower the target's *willpower* or *Mind* by -1 for resistance against
the *charm* and *persuasion* skills of the priest.
Plague Ritual

**Plague Ritual**

Community Rating: 10

Difficulty, 16

Range: NA

Duration: 35 (13 weeks)

Ritual Length: 29 (one week)

Effect: brings a plague upon an area

Attainment Rating: 21

This miracle allows the priest to unleash a
devastating plague upon a city or town. When the plague hits, a highly
contagious disease spreads throughout the town. Characters in a plagued town
must make a *Toughness* roll against a difficulty number of 7 when they
first enter the town, or they contract the disease. This means about 40 percent
of the town's mook population can be expected to fall ill. After the first
roll, characters must roll each day in which they come in extended contact with
a diseased person (more than 15 minutes of time) although they can take
precautions, which gives them a +5 bonus modifier to the *Toughness* total.
On a natural roll of 1, the character always catches the disease. *Plague* causes
small sores to break out all over the victim's body, tissues to swell and
eventually burst, causing death. Each day the victim has the plague he is
attacked with a damage value of 15 (roll again on 10 and 20, as this is a
scourge from a god). The resulting shock, KO condition (the victim has fallen
into a coma) and wounds may not be recovered (although, it may be lessened by
spending a Hero Point, as for ordinary damage) except through a *cure disease*
*(difficulty 18) or* great healing. If *he takes shock damage equal to*
his *Toughness,* the victim dies. *Plague* can affect a city or town
of any size. The priest need not be in the town's vicinity at the time the
miracle is invoked. In effect, its range is unlimited. To invoke the miracle,
the priest first makes an offering to his god. At that time the god sends the
plague to the priest, automatically infecting him.

He must then survive one week of the infection, and
complete the ritual. Any community members who give their faith for the ritual
must also be infected.
Persuasion Spell

**Persuasion**

Skill: *conjuration/living forces 16*

Backlash: 19

Difficulty. 12

Effect Value: 20

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 14 00 minutes)

Cast Time: 5 00 seconds)

Manipulation: control, duration, state

The mage casts the spell by nodding in agreement with
the proposition he intends to offer, and then he speaks the proposition to
finish the spell. It is necessary to speak the entire proposition out loud
within the cast time of the spell, so complicated suggestions are usually out
of the question. Substitute the effect value of the spell for the caster's
persuasion skill. Persuasion only works on
beings who can understand the proposition being offered. The spell is illusory,
and even after the proposition is accepted, a Mind or *willpower* total of
12 or more negates the effect of the spell. After the duration expires the
character is no longer persuaded, although unless the character has a pressing
reason to reexamine his acceptance of the offer, or has an attitude of *hostile*
*or* enemy *toward the caster, he will continue with the terms of the*
agreement.
Thorn Staff

**Thorn Staff**

Skill: *alteration/plant 19*

Backlash: 18

Difficulty: 11

Effect Value: 24

Bonus Number to: effect

Range: touch

Duration: 14 (10 minutes)

Cast Time: 0 (one second)

Manipulation: cast time, state

This spell will only work on wooden staves no longer
than two meters. The caster touches the staff to invoke the pattern. This
causes illusory thorns to grow all over the surface of the wood (except where
the caster's hands are). The disbelief difficulty is 12. If an object is struck with the Thorn
Staff, It will take the staff’s normal damage plus the casting value of the
spell. If someone is touching the staff when the spell is cast, he will take
damage equal to the casting value only. The caster can control where on the
wood the thorns grow, but not the duration of the spell.
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Persuasion

**Persuasion**

**Use:** Macro
skill.

**Sample**
specializations: **Con,**
bargain, diplomacy, negotiation, interviewing, salesmanship *Persuasion* is the ability to
convince or sway an acquaintance or onlooker. The exact nature of what it is
the character wants the target to do can be almost anything; buy a product from
the character, answer a question, do the character a favor, loan the character something,
change their opinion about something to match the character’s view, and so on. A
character generates a *persuasion*
*total*
against the *willpower*
*or* Mind *of the target*
character. The difficulty may be modified by the gamemaster using the
Difficulty Number Scale based on the nature of what the character wants the
target to do. Generally the more that a target has to do, especially if it
might be dangerous, the harder it will be to persuade them. The *attitude* of the target affects
how successful a *persuasion*
*attempt*
will be. If the character has the time, it is usually a good idea to first *charm* a target and improve
their attitude towards the character, thereby increasing the chance of a successful
*persuasion*. The complete rules
for using *persuasion*
*can*
be found in Chapter Four.
Obscure Animal's Senses

**Obscure Animal's Senses**

Community Rating: 10

Difficulty: 10

Range: sight

Duration: 17 (30 minutes)

Effect: confuses an animal or creature

Attainment Rating: 15

This prayer allows a priest to escape pursuing animals
or creatures by limiting their sense of sight, smell, and hearing. The miracle
worker gazes on the animal he wishes to confuse and prays for safety. The
animal's *Perception* and related skills are reduced by the amount of
success achieved by the miracle. When trying to confuse more than one animal,
use the Multi·Action Charts.

This miracle cannot be used on folk.

*Minimal* success
reduces the animal's *Perception* by -1, *Average* -2, Good -5, *Superior*
*-7, and* Spectacular *by -10.*
Vacuum

Vacuum

Skill: apportation/air 16

Backlash: 16

Difficulty: 14

Effect Value: 20

Bonus Number to: Effect

Range: 8 (40 meters)

Duration: 0 (1 second)

Cast Time: 0 (1 second)

Manipulation: state, range

This spell creates a column around one person which is completely devoid of air for one second. The mage must point at the target while making a sucking sound to cast the spell. The mage must roll a separate apportation magic total against the target’s Dexterity or dodge to hit. Compare the Effect Value to the target’s Toughness, disregarding any armor worn. Read the results on the Combat Results table. Note that this spell has no effect on creatures who do not need to breathe, such as undead and golems, nor will it affect anyone with an independent supply of air
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**Caps in bank:** 487

**Stardust:** 100

**Mission Rank Completed:** Normal - 0

**No of Pokemon:** 6 / 20

**Type(s):** Dragon / Dark / Fairy
GingerKingfisher

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**Member:** GingerKingfisher https://www.deviantart.com/firetailcat

**Status:**Hiatus since July 10th, 2021

**Caps in bank:** 1401

**Stardust:** 720

**Mission Rank Completed:**Normal - 3

**No of Pokemon:** 21 / 30

**Type(s):** Fire / Flying / Psychic
Breeding

Here in Crescent Caverns we have two breeding days a week, these are **Tuesday** and **Thursday.**All pokémon must have a reference sheet and be level 10 (as a minimum) in order to breed. Each member will be issued with 6 slots for breeding a week. 3 slots for initiating a breeding, 3 slots for participating in one.

In layman's terms: You can send three notes & You're part of three notes savvy?

-If you breed two of **your own pokémon** this will use **two slots** (one participation, one initiation).

**The Breeding Note**

**NOTE TITLE** (Username A, Username B- breeding) ((if it's just you don't bother with the second username))

**PKMN 1**

PKMN 2

**Items used:** Y/N (If Y list items, including gender swap herbs whose inventory they came from)

*Please be sure to keep your reference sheets up to date (Items used, Gender swapped if permanent, evolved etc.) otherwise we may have to deny your breeding note until the ref is updated.*

**What to do with babbies?**
Each clutch can hold 2 to 10 babies max. The clutch owner can decide to sell some of the babies as Colour Your Own or Design Your Owns- Only Half or less of the clutch can be CYO's or DYO's. In the event of an uneven clutch I.e 5, then 3 Must be designed and 2 can be DYO/CYO.

**Clutch Info Needed in artists comment-**

**Clutch ID:**

**Parents: (Provide the links to their ref sheets)**

**Level of clutch:**

With each baby you must state, the gender, the species, special traits, types- maybe a brief explanation to design or what inspired it.

Legendaries (Note: two legendary pokemon cannot breed)

Blue moon Pokemon (note: Two blue moon Pokemon cannot breed)

*The chance to obtain Blue Moons, Legendaries and Exclusives may seem low, however they are supposed to be hard to get a hold of. It's not all doom and gloom though Legendaries can be obtained from eggs.*
Stealth Walk

**Stealth Walk**

Skill: *alteration/folk 17*

Backlash: 16

Difficulty: 9

Effect Value: 21

Bonus Number to: effect

Range: touch

Duration: 20 (2.5 hours)

Cast Time: 5 (10 seconds)

Manipulation: control, duration

To cast this focused spell, the mage must stand three paces from his target and hold his hand out,
palm up. While the caster chants the spell, the target takes three steps toward
the mage and places a personal possession in the upturned hand. The mage must
hold the Item for the spell's duration or it will be ended. *Stealth walk* increase
the target's stealth value. This spell cannot be used on beings larger than man
sized (a safeguard introduced. to prevent the creation of stealthy wyverns) Compare
the spell's effect value to the target's *Dexterity.* Read the result on the
Power Push Table. The spell's result modifier is +8.Add the final result points
to the target's *Dexterity* for purposes of the stealth skill only (the character gains the skill if he does
not have it).
Lunar-Imagination

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**Status:**Active member

**Caps in bank:** 0

**Stardust:** 0

**Mission Rank and Number:** 0

**No of Pokemon:** 0

**Type(s):** Dragon / Water / Ghost
Kiananuva12

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**Member:** Kiananuva12 http://kiananuva12.deviantart.com/

**Status:**Hiatus since July 24th 2019

**Caps in bank:**276

**Stardust:** 100

**Mission Rank:**Normal

**No of missions completed:** 0

**Type(s):**Poison/Fairy/Fire

**No of Pokemon:** 14/20
Ritual of Hope

**Ritual**
of Hope

Community Rating: 5

Difficulty: 12

Range: voice

Duration: NA

Ritual Length: 17 (30
minutes)

Effect: restores lost faith

The *ritual of hope* restores a character’s lost *faith*
*skill, whether it was lost due to a failed miracle or spiritual damage.*
Once the character has undergone the ritual, he may use his *faith* skill
again and may now be fully healed if under that restriction.
Fireboy71

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**Status:** Active

**Caps in bank:** 0

**Stardust:** 0

**Mission Rank Completed:** Normal - 0

**No of Pokemon: 0**

**Type(s):** Fire / Dragon / Electric

**Items:**
Missile Weapons

**Missile Weapons**

**Sample specializations:** Bows,
slings, crossbows, shurikens, throwing knives, rocks,

This skill measures a
character’s ability to use all types of thrown weapons and simple mechanical
and strength-powered projectile weapons. A character generates a *missile weapons* total to hit when
attacking with a missile weapon. *Dodge* is the defensive
skill used against *missile*
weapons. *The*
skill can also be used to make minor repairs to missile weapons as well as perform
routine maintenance tasks to keep a weapon in good working condition.
Skills List

```
**Dexterity Based Skills**

```

Acrobatics+ Beast Riding Dance Dodge Escape Artist Flight Lock Picking+ Long Jumping Maneuver Melee Weapons+ Missile Weapons Prestidigitation Running Stealth Swimming+ Unarmed Combat+

```
**Strength Based Skills**

```

Climbing Lifting

```
**Toughness Based Skills**

```

Resist Pain

```
**Perception Based Skills**

```

Alteration Magic Camouflage Craftsman\* Direction Sense Disguise Divination Magic Evidence Analysis Find First Aid Gambling Language\* Land Vehicles Scholar\* Trap Use Tracking Trick Sailor

```
**Mind Based Skills**

```

Apportation Magic Artist\* Mage Sight Conjuration Magic Medicine Streetwise Survival Test Of Wills Willpower

```
**Charisma Based Skills**

```

Bardic Inspiration Bardic Performance Charm Performance Art\* Persuasion Taunt Training

```
**Spirit Based Skills**

```

Faith\* Focus Frenzy Intimidation Shapeshifting

```
**Attributeless Skills**

```

Arcane Knowledges
Raise Spirits

**Raise Spirits**

Difficulty: 15

Duration: Performance

Performance Time: 5 (10 seconds)

Raise Spirits bolsters the spirit of the heroes making them more resistant to effects that target a hero's spirit. When Raise Spirit is in effect, all heroes get a bonus to resisting effects that target Spirit equal to the success levels if the song. Minimal +1, Average +2, Good +3, Superior +5, Spectacular +5.
Ritual of Purification

**Ritual**
of Purification

Community Rating: 15

Difficulty: 10

Range: voice

Duration: NA

Ritual Length: 17 (30 minutes)

Effect: restores lost focus

The ceremony of *purification* heightens the
character’s awareness of his religion and removes any impurities from the
spirit, whether they are from mundane and material concerns or due to *spiritual*
struggle*. The target regains the use of his* focus *ability whether*
lost to spiritual damage or a failed miracle.
MarshmallowMarshadow

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**Member:** MarshmallowMarshadow https://www.deviantart.com/marshmallowmarshadow

**Status:**Hiatus since May 24th 2020

**Caps in bank:**236

**Stardust:** 100

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 9 / 20

**Type(s):** Psychic/Dark/Fairy

 Exclusive Egg
Enalon

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**Status:** Active

**Caps in bank:** 0

**Stardust:** 0

**Mission rank completed:** 0

**No of Pokémon:** 0

**Reffed:** 0

**Types:** Fairy / Psychic / Grass
Raise Zombie

**Raise Zombie**

Skill: *conjuration/entity* 23

Backlash: 22

Difficulty: 17

Effect Value: 15

Bonus Number to: duration

Range: 2 (2.5 meters)

Duration: 38 (one year)

Cast Time: 18 (one hour)

Manipulation: cast time, control, duration, range,
speed, state

This impressed spell requires the caster to have a
bone with flesh on it. The spell requires a corpse with most of its flesh
remaining. The caster quickly traces the outline of the zombie, and smashes the
bone, animating the zombie. The caster may dispel the zombie at any time. Raise
zombie is illusory and may be disbelieved with a *Mind* or *willpower* of
total 20.

**Zombie**

DEXTERITY 10

Dodge 11, melee weapons 11, missile weapons 11,
unarmed combat 11

STRENGTH 15

TOUGHNESS 11

PERCEPTION 8

Trick (11)

MIND 7

CHARISMA 7

Taunt (10)

SPIRIT 9
DizzyFizzy17

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**Member:** DizzyFizzy17 https://www.deviantart.com/dizzyfizzy17

**Status:**Hiatus since January 12th 2021

**Caps in bank:**33

**Stardust:** 20

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 42 / 90

**Type(s):** Dark / Dragon / Fire

 Legendary DNA
Annabelle-Ailuros

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**Member:** Annabelle-Ailuros <https://www.deviantart.com/annabelle-ailuros>

**Status:** Hiatus since July 22nd, 2021

**Caps in bank:** 500

**Stardust:** 100

**Mission Rank Completed:** Normal - 0

**No of Pokemon:** 3 / 20

**Type(s):** Dragon / Dark / Ice

 Legendary Egg
Nature trail Guide

Every month alongside the events, nature walks will take place in one of the many biomes scattered around the crater.

On these walks both items and pokemon can be found and if you're lucky enough to find them, then they are yours to keep.
Special pokemon may also be found in accordance with the typing of the biome they're in.
Daffupanda

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**Member:** Daffupanda https://daffupanda.deviantart.com/

**Status:** Hiatus since July 7th 2022

**Caps in bank:** 4486

**Stardust:** 3297

**Mission Rank Completed:** Normal - 0

**No of Pokémon:** 468 / 530

**Types:** Dragon / Fairy / Ghost
D0GUE

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**Member:** D0GUE https://d0gue.deviantart.com

**Status:**Hiatus since April 17th 2021

**Caps in bank:** 276

**Stardust:** 260

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 24 / 40

**Type(s):** Fire / Electric / Normal
P-eachmilk

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**Member:** p-eachmilk https://p-eachmilk.deviantart.com

**Status:**Hiatus since February 14th 2020

**Caps in bank:**500

**Stardust:** 100

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 3 / 20

**Type(s):** Ghost / Flying / Dragon

 Reset Poffin
Grasshoppercat

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**Member:** Grasshoppercat https://www.deviantart.com/grasshoppercat

**Status:**Hiatus since January 28th 2021

**Caps in bank:**540

**Stardust:** 130

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 9 / 20

**Type(s):** Water / Electric / Fairy

 Reset Poffin
 Blue Moon Shard
CryptidCreature

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**Member:** CryptidCreature https://cryptidcreature.deviantart.com

**Status:** Hiatus since February 18th 2021

**Caps in bank:** 1391

**Stardust:** 1100

**Mission Rank:** Normal

**No of missions completed:** 0

**No of pokémon:** 21 / 60

**Types:** Ice / Fire / Water
Knightmod

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**Member:** Knightmod https://knightmod.deviantart.com

**Status:**Hiatus since January 7th 2019

**Caps in bank:**500

**Stardust:** 100

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 3 / 20

**Type(s):** Dark / Fire/ Normal

 Legendary DNA
BenevolentBovine

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**Status:** Active

**Caps in bank:** 0

**Stardust:** 0

**Mission Rank Completed:** 0

**No. of Pokemon:** 0

**No. of Swoobats**: 144 /\(w♥w)/\

**Type(s):**

* **Electromagnetic Alley:** Steel | Electric | Ground [main]
* **Iridescent Cavern:** Dragon | Rock | Fairy
* **Grim Forest:** Dark | Ghost | Normal
* **Brilliant Depths:** Water | Dark | Electric
* **The Oasis:** Normal | Ground | Grass
* **Ryver's Garage:** Steel | Electric | Fighting

**Pokemon**

**Items**
Evie-Cakes

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**Member:** Evie-Cakes https://www.deviantart.com/evie-cakes

**Status:**Hiatus since March 19th 2020

**Caps in bank:** 263

**Stardust:** 100

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 10 / 20

**Type(s):** Fire / Dark / Electric

 Blend Poffin
 Legendary DNA
FishBoyLiam

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**Member:** Fishboyliam https://fishboyliam.deviantart.com/

**Status:**Hiatus since January 31st 2019

**Caps in bank:**437

**Stardust:** 220

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 35 / 40

**Type(s):** Steel / Bug / Water
Blixzeta

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**Member:** Blixzeta https://blixzeta.deviantart.com

**Status:**Hiatus since October 8th 2020

**Caps in bank:**260

**Stardust:** 310

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 25 / 30

**Type(s):** Ghost / Fire / Dragon

 Prize Egg
 Sparkle Poffin
LoneWolf91

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**Member:** LoneWolf91 https://www.deviantart.com/lonewolf91

**Status:**Hiatus since April 4th 2020

**Caps in bank:** 722

**Stardust:** 2140

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 67 / 110

* **Reffed :** 27 / 67
* **Gender ratio :** 23 M / 23 F

**Type(s):** Normal / Fire / Steel

 Venusaur Star
Restore Limb

**Restore Limb**

Skill: *alteration/light* 20

Backlash: 19

Difficulty: 16

Effect Value: 21

Bonus Number to: effect

Range: touch

Duration: 37 (10 months)

Cast Time: 25 (one day)

Manipulation: control

With *restore limb,* a focused spell, the mage
repairs damage to a limb that is suffering from the effects of a withering
touch spell (see darkness spells). The spell will also reattach severed limbs.

The caster must have a white silk or sheet large
enough to cover the limb. The target lies down on the floor. The mage drapes
the cloth over his outstretched hands and speaks arcane words of light and
life. The cloth glows with a brilliant white light and it is laid over the limb
(if severed, the limb must be placed next to the recipient). The recipient must
lie still for the duration of the spell while the light drains from the cloth
into the limb.

With severed limbs, compare the effect to the target’s
*Toughness.* Read the result points through the Power Push Table. The result
modifier is +8. Find the final result points on the General Result

Table. *Minimal* success does not reconnect the
limb. *Average* success, or better, reconnects the limb, but the target
may take a number of wounds depending on how successful the spell is. *Average*
*success causes three wounds,* good *success causes two wounds,* superior
*success causes one wound and* spectacular *success reconnects the limb*
with no ill effects. With withered limbs, compare the effect value to the
target limb's reduced *Toughness* Read the result points through the Power
Push Table. The result modifier is +8. The limb regains any lost *Strength,*
Dexterity *and* Toughness *attribute points up to the total of the*
final result points.
Fnafkitten

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**Member:** Fnafkitten https://fnafkitten.deviantart.com

**Status:**Hiatus since July 2th 2019

**Caps in bank:** 457

**Stardust:** 320

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 14 / 90

**Type(s):** Fire / Dark / Fairy
Digital-Heartbeat

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**Status:**Active

**Caps in bank:** 0

**Stardust:** 0

**Mission Rank Completed:**0

**No of Pokemon:** 0

**Reffed:** 0

**Type(s):** Fairy / Psychic / Ghost
New Member Page

\*\*\* NOTE TO MOD -- REMEMBER TO CHANGE PROTECTION OPTIONS + ASSIGN CATEGORY\*\*\*

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**Member:** member\_name <copy paste link to their DA page>

**Status:**Active

**Caps in bank:**500

**Stardust:** 100

**Mission Rank Completed:**Normal - 0

**No of Pokemon:** 3 / 20

**Type(s):** ? / ? / ?
InkversePainter

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**Member:** InkversePainter <https://www.deviantart.com/inkversepainter>

**Status:** Active

**Caps in bank:** 500

**Stardust:** 100

**Mission Rank Completed:** Normal - 0

**No of Pokemon:** 3 / 20

**Type(s):** Water / Dragon / Electric
Fallen-Angel0

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**Status:** Active

**Caps in bank:** 0

**Stardust:** 0

**Mission Rank Completed:** Normal - 0

**No of Pokemon:** 0

**Type(s):** Dark / Fighting / Normal
Heightened Touch

**Heightened Touch**

Community Rating: 9

Difficulty: 10

Range: touch

Duration: 30 minutes

Effect: increases the recipient's sense of touch

Attainment Rating: 15

Someone blessed with this miracle experiences a sense
of touch at a heightened level-a tabletop is perceived as rough as tree bark,
and tree bark is like jagged stone. Although the sense of touch is increased,
the flesh of a person is no more sensitive to damage than it was before. Thus,
tree bark may feel rougher that it was before (feel, in fact, rough enough to
slice a person's skin open), but it won't harm the skin. The skin treats it
just like normal tree bark. If the miracle is cast on an unwilling target, a *Minimal*
*success causes a -1 to all rolls the cursed being makes,* Average *-2,*
*Good* -3, *superior* -4, and *spectacular*
*success causes the cursed being to drop items, remove clothing-anything to*
lessen the heightened sensations. When talking damage, a person with *heightened*
touch *would add one result point of damage to rolls made against him.*
Reflecting the extra shock his body experiences from the extra pain.