Post by Merloo on Feb 17, 2008 17:52:20 GMT -5
General Notes: All five of the Shaman look like they normally do, except one difference. They all are muted, grey in some way, aside from the shadow their hood casts and their eyes. Upon using an element, their robe takes on the color of the element they are using. All of them are able to use their weapons and LW, regardless of form. Anti-fields disrupt each other, as well as the source they are trying to disrupt, and as such, two Anti-fields will cancel each other out.
Merlee
Universal Traits: These are traits that Merlee has in both her Arcane and Divine Forms.
Chakram: Merlee uses a pair of Chakram's as a weapon. They naturally home in on enemies, and when she throws them, they will return to her.
Cruxis Crystal: Merlee's LW, this allows her to switch between her Divine and Arcane forms.
Jewel of Kyr: A special jewel that represents Merlee's alignment. Usable once per battle, it allows her to tap into either her Arcane or Divine form, regardless of the field in place. All things relating to that form are usable as well.
Arcane Form: Merlee’s Arcane Form. This is her spellcasting form, and the form she normally uses.
Arcane Spells: These are the spells Merlee can cast while in her Arcane Form. These are all Active abilities.
Protect: This creates a magical shield around the target. Physical attacks have difficult penetrating the shield. The shield is naturally invisible, and only shows up when something physical hits the shield. When something physical hits the shield, it appears as a large crystal. The spell is not permanent, nor does it stop all physical things from hitting the target. It merely creates a buffer zone.
Shell: This creates a barrier from energy based effects. A blast of fire might be more of a flame when it gets through shell, things like that. The same rules for Protect apply to Shell, except replace physical with energy.
Reflect: This sends projectiles back to the sender. There is no rule on whether the projectile must be physical or energy-based, but it must be a projectile to be sent back. Otherwise, the same rules for Protect and Shell apply.
Negate: This negates magical protection. In order for the protection to not be negated, the spell must be more powerful than Merlee.
Banish: Merlee can banish creatures back to their base. Against more powerful people this won’t work.
Scry: Merlee can place a magical trace on enemies. This allows her to keep track of what they do after/during the battle. Merlee can then see through their eyes, and hear through their ears when she chooses to.
See into the Future: Merlee can look into the immediate future. This gives her a hint of what may happen. In laymans terms, she may catch a glimpse of the enemies plan. Usually, it is vague, and not very specific.
Object Reader: Merlee can read objects, and find out their past history. She needs to concentrate in order to do this.
Divining Eyes: Merlee is able to see the truth, and as such illusions, invisibility, and other things designed to fool people do not work. Merlee can pass the talent on to others as well.
Detection Deflection: Merlee can cast a spell that foils natural and supernatural eavesdropping. Unless you are in the area, you can not listen or look into the area, unless you can overpower Merlee.
Artifact Abilities: These are powers Merlee can use in her Arcane Form once she combines with the Pure Hearts. The Pure Heart of the right element is needed, of course.
Wind: Merlee is able to create and control the air. This allows her to do a variety of things, like take the air out from under a birds wings, suck the oxygen out of a room, bind someone in the air, fly, etc.
Moon: Merlee is able to create and control lunar energy. This is a bizarre energy, and is akin to the energy of magic itself. The effects of the element are still being explored.
Time: Merlee is able to alter the flow of time. Speeding it up, slowing it down, stopping it, reversing it, all these things are possible.
Cloud: Merlee is able to create and control clouds. The clouds are capable of binding units easily.
Contingency Spells: These are spells that trigger when Merlee’s health is low.
Auto-Wall: When Merlee’s health is low, Protect and Shell are automatically cast on her. Merlee herself does not need to cast the spells, as they are contingency spells, spells that trigger when certain conditions are met.
Pass Without A Trace: When Merlee’s health is low, enemies are unable to detect her.
Foresight: When an attack would normally kill Merlee, she is forwarned and is able to avoid the attack. She can only do this once per battle.
Return: After Foresight has been used, Merlee returns to the base, using a kinder form of Banish.
Divine Form: This is Merlee's Divine Form. When Merlee is unable to tap into the Arcane Power Source, she transforms into her Divine Form. If possible, she can switch between the two at ease. However, just as an Anti-Arcane (Magic) Field of sorts will cause her to switch to this, Anti-Divine will keep her from using this form. Her skills in this are not magical in nature, but rather a representation of the hopes, dreams, wishes, curses of others. Multiple Anti fields cause disturbances with the effectiveness of them.
Divine Powers: These are powers that Merlee has access to in her Divine Form. These are all powers Merlee has to actively use.
Holy Song: Merlee releases a wave of energy from her, buffing all allies with something that will benefit the target greatly. Increased damage output and decreased damage input are some of the things it can do.
Crystal of Life: Merlee encases an ally in a crystal. It protects them from receiving any damage, and also prevents them from receiving any. They restore life while inside the crystal, although it may be shattered by extreme force. It dissipates after enough time has passed.
Angel Feathers: Merlee tosses out her weapons, which is imbued with divine energy. It homes in on the enemy, and returns to her. Later there will be upgrades so it can deal different status effects.
Holy Seal: If Merlee puts this on a target, divine damage is increased when used on this opponent. If used on an ally, then healing caused by divine powers is increased.
Judgment: Merlee calls down divine judgment, causing multiple pillars of pure energy to rain down around the battlefield. This doesn't extend to far from where she is, and the damage isn't particularly powerful.
Retribution: Merlee releases a shockwave of ill intent. Enemies that are hit by it have all sorts of nasty things happen to them, from poison, to powers being locked. What happens to enemies is up to mod discretion, but unless they are immune to all status effects, both magical and natural, something should happen.
Holy Star: Merlee tosses a small star into the air. If Merlee is not engaged in combat, the star slowly increases in size. Once the star has become large enough, if explodes. While Merlee is in combat, it stops increasing in size.
Divine Combat: Merlee can force herself and an opponent (Hero) or group (Regular troops) into a battle, preventing outside influences from stopping the fight. Once the fight is over the circle preventing outsiders from bothering them leaves.
Angelic Copy: The generic name that Merlee has for the copied abilities. She may only have two of these abilities at a time. She can make abilities based off of any of the Artifacts in her book, and may replace created abilities with a project.
Passive Powers: These are powers that are constantly active. Some of them only trigger in certain conditions.
Aura of Healing: Merlee radiates a constant healing aura. Allies that are near her slowly heal. If they naturally heal, that process speeds up. Diseases and other natural or supernatural problems with the ally become fixed as well.
Wings: Merlee will be granted glass-like wings. They appear to be fragile, but are very sturdy. They allow her to glide across the battlefield, and she can fly with them if necessary. They are not sturdy enough to support heavy weight, or roughly double Merlee's weight. They change colors seemingly at random, and are always a blend of two or more colors, usually in shades of warm or cold.
Divine Step: As Merlee moves across the battlefield, she may occasionally drop feathers. When enemies step on them, they explode in a bright burst of divine energy. The energy is merely kinetic, but it knocks the opponent far away from the feather.
Divine Recovery: Merlee naturally heals over time, damage, unnatural spells, you name it, she can fix it. It is a slow process, but fairly strong. The longer that she is in a battle without fighting, the stronger it becomes.
Holy Writings: Merlee copies enemy Artifacts that she sees in battle. The information is kept stored away in a book she carries with her, and a copy is at her room in the base. She can use the information she has to create copies of these Artifacts.
Divine Intervention: Once per battle, Merlee will survive something that would normally kill her. This may be an instant death attack, or something that would just normally take her out because she is weak at that moment. Regardless of what it is, Divine Intervention will take place. Exactly what happens is dependent on the situation and the moderator in charge, of course.
Angelic Travel: After Divine Intervention has triggered, this ability takes place. When Angelic Travel occurs, Merlee warps away from the battlefield and back to her base, or that of an ally.
Artifact Abilities: These are the powers she gets from Artifacts she has combined with. She can use the Artifact normally, or may be able to combine with it.
Merlon
Universal Traits: These are the same for Merlon, no matter what form he is in.
Sword and Shield: Merlon has a fairly standard sword. The sword is capable of shifting from a light rapier to a heavy claymore upon command, or anything in between. However, it is still relatively light in all forms. He also carries a shield that is similar in nature to the sword.
Martial Sphere: This allows Merlon to shift between his Martial and Arcane forms, and also functions as his LW.
Jewel of Tar: A jewel tied into Merlon's alignment, and himself. It allows him to access his Martial, or Arcane, Form, once per battle. As well, it allows all the abilities and items tied to that form to be used.
Arcane Form: Merlon’s basic form. This is his spellcasting form.
Arcane Spells: The spells that Merlon can cast in his Arcane Form. Energy in the spells is Arcane in nature, whether or not I say elemental.
Call: Merlon is able to call troops from his allies bases to the battlefield. He is not able to call many of them at once, and the troops have to be near him upon being summoned.
Construct: Merlon is able to make magical constructs. The constructs are not necessarily very powerful, although he can make many of them. Or, he can make a few more powerful and complex constructs, which are able to handle more complex instructions than those that are less complex.
Summon Object: Merlon is able to summon objects from his base to the battlefield as well. He is also able to summon them from around the battlefield, unless they are being magically guarded. Merlon can summon multiples of them at once, such as summoning the spears from troops right above their heads to spear them.
Teleport: Merlon is able to teleport himself and others around the battlefield. He can take large groups of them at once, but the more he takes, the harder it is for him to teleport far.
Heal: Merlon is able to bring forth healing energy to restore damaged objects or creatures. This can be used on any sort of creature or object, even the undead.
Energy Rain: Merlon causes energy to rain down from the sky.
Kinetic Sphere: Merlon causes a powerful burst of elemental energy from the center of a certain area.
Crushing Grip: Merlon slowly constricts a certain area with elemental energy. Once Merlon starts the spell, an elemental sphere surrounds an area and slowly begins to shrink.
Elemental Wall: Merlon creates a large wall of elemental power and slams it into an enemy from the side, front, or back.
Arcane Burst: Merlon causes energy to blast up from the ground.
Artifact Abilities: These are the elemental control powers Merlon gets from the Pure Hearts.
Fire: Merlon is able to generate and control the powerful element of fire. This also includes increasing heat, which means he could do something like increase the heat of metal till it burns, or melt rubber, using heat without the fire.
Thunder: Merlon is able to generate and control electricity. As such, he could stop robots from working if they run on this, and at close range overload the nervous system of an unit with electrical impulses. Things like that.
Sand: Merlon is able to create and control sand. Sand wears down things very fast over time. It's rough and grainy, capable of many great things when it tries.
Sound: Merlon can also create and control sound. This is a powerful ability. Powerful sonic waves can shatter even the most sturdy of buildings. However, it can also do things like make it sound like someone is saying something else, stop people from talking, and many other things.
Contingency Spells: These are spells that take effect when certain requirements are met.
Arcane Shield: When Merlon’s health is low, he radiates an aura of Arcane energy. This is damaging to enemies and slowly disintegrates physical projectiles. Energy based projectiles are slowly absorbed into the barrier.
Emergency Helper: When Merlon’s health is low, he calls one of his allied Heroes to help. The Hero that is currently doing the least important task comes to help.
Energy Saver: When something would normally kill Merlon, a powerful shield of energy protects Merlon until the attack is over. This only happens once per battle.
Gate: When Energy Saver has been used, Merlon activates Gate, which teleports him back to his base.
Martial Form: This is Merlon's alternate form. In this form, Merlon becomes a battle hardened warrior.
Martial Skills: These are the abilities Merlon has in his Marial Form, and the ones he needs to actively use.
Rallying Cry: Merlon can rally dying or wounded troops to fight on despite their pain. It helps them to forget their pain, and to keep going. This also helps to combat things that would normally keep them from fighting, like fear.
War Shout: Merlon's powerful words of encouragement help his allies to fight. They receive bonuses to physical stats.
Crippling Strike: Merlon hits opponents in key places in order to disable their effectiveness at their role. Depending on the enemies role in combat Merlon will hit different areas. Merlon must encounter the opponent for that combat role before he can use this on that type of opponent. Heroes that are hit by this are just weakened in general.
Jump: Merlon is able to jump high into the air for prolonged periods of time, and remain aloft despite how high he is. Once in the air, Merlon will aim for key people and home in on them, plummeting towards the ground and stabbing them with his weapon.
Alchemical Potion: Merlon tosses various potions, which can do a variety of things. Explosions, paralyzing, things like that. The problem is that the potions are tossed out almost randomly, so they may not always be useful for the situation.
Lay Trap: Merlon is skilled at making traps. The traps he can make are dependent on what is at hand, but in most situations, he can make something.
Focused Strike: When Merlon is not in combat, he is able to focus his energy, allowing him to deal more powerful strikes the longer he isn't fighting.
Taunt: When Merlon taunts his opponent, they become enraged, and focus on Merlon. Not only does the opponent focus on Merlon, but they have difficult keeping themselves under control.
Martial Prowess: Merlon is able to copy two skills from the Troop Handbook. They may be buffed up to the level of a Hero, in order for them to remain useful.
Passive Abilities: These are powers Merlon has constantly active. Some of them trigger when certain conditions are met.
Cover: Merlon blocks enemy attacks when his allies near death. Only important allies are subject to cover.
Impeccable Accuracy: Merlon is able to strike with almost 100% certainty when using a ranged weapon. The weapon can be anything he can pick up with one hand and toss with relative ease. The item, while it may not normally be deadly, becomes so in Merlon's hands. Heroes, or units with extreme luck, are able to avoid these weapons a bit easier, because luck alters events before they happen.
Aura of Fierceness: Merlon has a fierce aura around him. Enemies that are near Merlon are frightened, and as such they may behave irrationally. The effect stays after they leave Merlon, although it does stop after being away from Merlon for a period of time.
Incredible Fortitude: Merlon is immune to physical problems, like natural diseases and poisons. Supernatural things still affect him.
Troop Handbook: Merlon keeps a record of enemy troops he encounters in combat. Just about everything about them is recorded, including the leader or leaders that command them.
Beyond Death: Merlon is able to keep fighting. Once per battle, he can keep on going, even though an attack would have normally killed him. This only triggers when an attack would normally kill Merlon.
Escape Plan: After Beyond Death is used, Merlon flees the battle. Exactly how he flees the battle isn't necessarily known, but it usually involves crazy things.
Merluvlee
Universal Traits: These are traits that are shared in all forms, unless otherwise noted.
Fists: Merluvlee's weapon is psionically/magically powered martial arts. Lucas and Zelda like.
Psionic Pyramid: Merluvlee's LW, it allows her to shift between her Psionic and Arcane forms.
Jewel of Aelor: A jewel tied into Merluvlee's alignment. She wears it around her neck, like her fellow Shaman. It allows her to use either her Arcane or Psionic form, regardless of fields, once per battle.
Arcane Form: Merluvlee’s Arcane Form. Same as the others.
Arcane Spells: The spells Merluvlee can cast in her Arcane Form.
Charm: Merluvlee makes enemies see her and her allies as friends, turning them on each other.
Compulsion: Merluvlee makes an enemy feel the need to do something, such as run and hide.
Aversion: Merluvlee makes an enemy avoid doing certain things, such as attack.
Control: Merluvlee completely controls a certain creature, although she can not do this to multiple targets at once.
Hold: Merluvlee paralyzes the target, preventing them from doing anything. Just like with Control, Merluvlee can not do this to multiple targets at once.
Energy Drain: Merluvlee drains energy from the target and gives it to herself.
Zombie: Merluvlee can bring dead creatures back to life under her control. She can bring either the soul, the body, or both, depending on what she chooses and what is available.
Control Undead: Undead that Merluvlee meets can be put under her control with this spell.
Weakness: Merluvlee can tire enemies out more easily when they are under this spell. Doing things takes twice as much energy as it would normally.
Magic Jar: Switches souls of two targets.
Artifact Abilities: Abilities that are granted by Artifact Abilities
Water: Merluvlee is in control of the power of water, and is able to create it as well. She may rearrange water in the air in order to make a fog of sorts, if necessary.
Ice: Merluvlee can create and control ice, as well as the general concept of cold. She can drop temperatures down to sub-zero, easily, or focus on a small area to lower the temperature.
Space: Merluvlee is able to teleport. She can warp around battlefields by bending space, and also uses this method to keep hovering.
Metal: As her last element, Merluvlee can control metal. Using this, she can stop mechanical foes in their tracks, even cause them to fire on their own teammates.
Contingency Spells: You know what these do.
Draining Aura: When Merluvlee is critically injured, she begins to drain life force from nearby living creatures. She does not take energy from allies if she can help it.
Presence of Mind: When Merluvlee is critically injured, nearby enemies turn on their allies. The ones that don’t begin to panic, and feel like their lives are nearly over.
Savior: When Merluvlee would normally die from a dangerous situation, an enemy troop jumps in to save her.
Astral Projection: After Savior has been triggered, Merluvlee evacuates from her body and flies home. She is able to recreate her body over time, and retains information she had. In case it isn’t obvious, it’s her spirit.
Psionic Form: Merluvlee’s Alternate Form. In this form, Merluvlee uses the power of the mind in order to fight her enemies.
Psionic Powers: The powers Merluvlee can use in her Psionic form.
Damage Transfer: Merluvlee is able to transfer wounds from herself to others, and from others to herself. Using this, she can take damage from allies, and then later transfer it to enemies. The damage taken manifests itself, just as one would expect. She can not take more damage than she can handle.
Crystal Wall: Merluvlee can create large, crystal walls. The crystals are incredibly durable, and they reflect energy based projectiles back at the attacker. Merluvlee can create multiples of these, and can move them around the battlefield at her discretion. The walls will not affect allies negatively.
Energy Ray: Merluvlee can fire off beams of energy from her body. The energy can be of any of the 20 elements, although Merluvlee will have to do various upgrades in order to get them all.
Teleportation: Merluvlee is able to teleport around the battlefield. Even though she can not travel far with each teleport, she can do them in quick succession, and is able to go through just about anything. She is not able to teleport off the battlefield using this.
Deceptive Nature: Merluvlee is able to fool the enemies senses. Using this, she can make them hallucinate, see things that aren't really there, hear, smell, even taste or smell what Merluvlee wants them to. There is a limit to this, but you get the general idea.
Ectoplasmic Goo: Merluvlee is able to create globs of ectoplasm. She can drop them around the field, and when enemy troops move near them, they jump up and entangle them. Merluvlee can also toss these at enemies.
Forced Cooperation: Merluvlee is able to turn enemies from their side to Merluvlee's. She can not turn more than one enemy at a time, and the effect isn't permanent.
Crystal Shield: Merluvlee summons three large crystals to surround an ally she selects. The crystals are made of the same substance as her Crystal Wall ability. The crystals rotate around the ally. Merluvlee can not use this ability in rapid succession on the same target.
Psionic Prowess: The name for Merluvlee's ability. She can copy two abilities from the Akashic Records, and can also teach powers from the Akashic Records to others. She can not teach the abilities to other members of her Shaman Group.
Passive Powers:
Mental Shield: Merluvlee protects allies near her from mental intrusions. The intruder usually feels a mental shock when they try and intrude on the allies. This happens to those who try and find out information by things like crystal balls, or other similar objects as well. Magical, psionic, no matter what it is, if it tries to break into the field, problems for it occur, unless it is more powerful than Merluvlee. Even so, doing so causes pain or damage to the person/object.
Skate: Merluvlee is held aloft by her psionic powers. She glides along the ground at high speeds, in comparison to her movement without Skate. She has less traction when she gets this upgrade, and she can not turn it off. Think a Psycher from FFX-2.
Sleepiness: Enemies that are near Merluvlee get sleepy. The longer they are near her, the more profound the effect is. The effect may not be identical in units that don't sleep, but the effect will still be similar.
Mental Strength: Merluvlee is immune to effects that target the mind. You have to be more powerful than Merluvlee in order to effect her, and any ill effects causes by the intrusion are erased by the next day.
Akashic Records: Merluvlee keeps a record of Heros, Champions, Generals, and Captains. This includes special powers, appearance, all things about them. She must encounter them in order to add them.
Chronoportation: When Merluvlee would normally be killed by a deadly situation, she teleports to the future, a few minutes after the attack is over.
Levitation: After Chronoportation, Merluvlee levitates off of the battlefield, moving faster as time goes on.
Merle
Universal Traits: These are traits shared by both forms, unless specified.
Gun: Merle uses a small, magical gun that fires energy at his opponents.
Technology Suit: Under his robes, Merle wears a technology suit. When Merle needs to, he can switch from one form to another. This is his LW.
Jewel of Jharn: Merle wears this crystal around his neck. It is tied into the forces of those with a Lawful alignment, and is only usable by those with such an alignment. Merle is able to use this to tap into either his Technological form, or his Arcane form, regardless of the fields in place.
Arcane Form: Merle’s Arcane Form. This is his normal form.
Arcane Spells: Merle’s Arcane Spells.
Figment: This allows Merle to make false sensations and objects, things that look to be there but aren’t.
Glamer: This spell changes how others perceive objects. Objects with a glamer appear to be something else.
Pattern: This creates an image all others can see. This creates specialized illusions, so you can help to choose what others may see when they see it.
Phantasm: Creates an image that the target can only see, aside from Merle. The image is in the targets head.
Shadow: Creates an image that is partially real. The image is therefore able to damage others, but only partially.
Shapechange: Merle is able to change into animals using this spell, and can help others change as well.
Transform: Merle is able to transform living substances into metallic or rocky substances.
Statue: Merle is able to transform into a statue and back. Think Kirby and his Rock/Iron forms.
Restore: Merle can restore creatures or objects that have been changed.
Disintegrate: Merle can also cause objects and creatures to simply disintegrate. Obviously doesn’t work all the time, and doesn’t work on Heroes.
Artifact Abilities: Abilities granted by Artifacts.
Earth: Merle is able to create and move rocks, and other parts of the earth. He could cover a large hole with dirt, and then remove it, causing enemies to fall into the hole, if he wanted to.
Forest: Merle is able to create and control trees, and other plants. This excludes sentient beings, like other elements.
Gravity: Merle is able to create and control the effects of gravity. He can increase it to the amount of Jupiter, for instance, in a small area, crushing units. Or he can make the effect as light as Pluto, to provide another real world example. Or he can completely remove it.
Poison: Merle is able to create and control lethal poisons, toxins, and venoms. These can do a variety of things, from simply paralyzing someone, or to hallucinations, or any number of things.
Passive Skills: These skills are always active.
Double Image: When Merle is low on health, a second copy of Merle is created. The longer he remains damage the more clones appear.
To Stone: When Merle is low on health, the longer enemies remain near him the more petrified they become, until they eventually turn to stone.
Protection: When Merle would normally be killed, he turns the air near him into Orichalcum, protecting him from the attack.
Clone Escapade: After Protection has been used, Merle creates numerous illusions of himself, and flees, creating more in his wake.
Technological Form: Merle is able to use the technology, far better than one might expect a mage to use. Once deprived of magic, or when he needs to, he can change into this form.
Technology Abilities: These are the abilites Merle can use in his Technology form.
Nanobots: Merle can create multiple nanobots. These nanobots are injected into the targets bloodstream, or into a mechanical being. The nanobots then begin to restore damage dealt to the target, and continue to do so for a long period of time.
Mental Stimulation: Merle carries with him several metallic bands. Once put on the target, they stimulate the brain, increasing reaction times, and other things, like logic, information processing, and other things relating to the brain.
DNA Gun: Merle has a small gun. Once Merle kills enemies of a certain species, their DNA is encoded into the gun. Merle then is able to fire off blasts that are specifically designed to damage that type of enemy.
Jet Boots: Merle has a pair of jet boots. When Merle clicks his heels the rockets activate, and he is able to use them to fly.
Tractor Beam: Merle carries with him a small device. It emits a tractor beam, which allows him to move things across the battlefield, whichever way he wants.
Stun Gun: Merle's gun is also capable of overloading electrical systems. The nervous system is one of these, and as such, it can stop biological and mechanical beings from working for a short time.
Projectile Suction: Merle can suck in incoming projectiles towards him, or deflect them away from certain places by using his gravity manipulator.
Robotic Clone: Merle carries small robots with him. These small robots follow around a certain target, and copy the target with holograms. These robots then mimic the target as best they can, in order to help keep enemies from attacking the real one. As time passes, the robot creates more holographic copies.
Mechanical Upgrade: The name for the two abilities Merle can copy from his Tech Scanner.
Passive Abilities: These Abilities are always active. Some of them trigger when certain conditions are met.
Adrenalin: Merle has a small group of miniature robots near him. When allies are nearby they fly over and inject them with adrenalin.
Chamo Suit: Merle has a stealth suit. When it is activated, it shimmers for a moment, and then Merle vanishes. When Merle attacks, he reappears, but as time passes without attacking the suit goes back to stealth mode.
Spider Bombs: Merle drops small bombs around the battlefield as he walks around. These bombs sprouts small spider legs and wait for enemies to walk by. When they do, the bomb jumps at the enemy and wraps the legs around him, entangling him.
Survival Suit: Merle's suit also has a defensive mechanism in it. It is designed to help him survive in most environments, and to protect him and his devices from EMP attacks.
Tech Scanner : Merle has a tech scanner. Enemy War Machines he encounters are scanned, and then sent to his database.
Electrical Resurrection: When Merle has been killed by an attack, his suit shocks him back to life. This only happens once per battle.
Transformers: When Electrical Resurrection has been used, Merle’s suit transforms into a small, personal ship, and flies him off the battlefield.
Merlar
Universal Traits: Traits shared between both forms.
Staff: Merlar uses a staff as a weapon.
Crystal Ball: Madam Merlar's Crystal Ball. Using this she is able to switch from her Spirit form and her Arcane Form.
Jewel of Shalali: Merlar's jewel. It is tied into her alignment, and allows her to use either her Spirit or her Arcane form, regardless of fields in place. Once per battle, all the other rules as the other jewels.
Arcane Form: Merlar’s Arcane Form.
Arcane Spells: Spells Merlar can cast in her Arcane Form.
Abjuration: Merlar is able to cast one of Merlee’s Abjuration spells. The spell that she can cast for the duration of the battle is chosen randomly at the start of the battle.
Conjuration: Merlar is able to cast one of Merlon’s Conjuration spells. Same rules as above.
Divination: See above, except for Divination spells.
Enchantment: See above, except Enchantment spells.
Evocation: Same as above, except Evocation spells.
Illusion: Same as above, except Illusion spells.
Necromancy: See above, except Necromancy spells.
Transmutation: Same as above, except Transmutation spells.
Wish: Merlar is able to cast any of the various spells using this, but she can only use this spell once for each school of magic.
Magic Copy: When Merlar is near one of the other Shaman, she can cast any of the spells that they know.
Artifact Abilities: Abilities granted by the fusion of Merlar and Artifact.
Light: The powerful force of light. This shouldn't need an explanation.
Dark: The crushing weight of the dark. See above.
Twilight: A small part of light with a small part of dark. Using this you have something separate from it's parents, yet still powerful.
Nothing: Void, a lack of energy in and of itself. The magical form of non-elemental.
Passive Skills: These are skills that are always active, although the full effects may not trigger until later.
Auto-Ability 1: When Merlar is low on health, she copies the auto-ability of one of the Shaman. She goes in a certain order, from Merlee to Merlon to Merluvlee to Merle to Merlee, and switches from battle to battle.
Auto-Ability 2: See above, except she copies the second power, and uses the second one from the list. So in the above example, she would have the first Auto-Ability of Merlee, but the second Auto-Ability of Merlon.
Avoid Death: When Merlar is going to die, she copies the way a Shaman would avoid death. Except she starts on the third one. So in the above example, she would copy the avoid death plan of Merluvlee.
Escape Plan: After Merlar has Avoided Death, she copies an escape plan from one of the Shaman. The escape plan she copies is the one not used in the above, the fourth and last one in the line, so it would be Merle.
Spirit Form: Madam Merlar's alternate form. Having already died, Madam Merlar is able to slip into the form of a spirit without having to die again, or without too much effort.
Spirit Powers: These are powers Merlar can use in Spirit Form.
Ethereal Form: Merlar is able to grant her corporeal friends the ability to pass through physical objects as well. Energy based attacks will still be able to affect them, as will spells and the like, but physical attacks will not.
Invisibility: Merlar is also able to grant her friends invisibility, if she so chooses. Invisibility rules are the same as always.
Spirit Steal: Merlar is able to strike at an enemies spirit. This deals massive damage to the enemies psyche, and causes them to behave irrationally. More emotional, depressed, whatever you think having your spirit damaged would do to you.
Pass Undetected: When Merlar concentrates, she is able to turn invisible. She can not do more strenuous activity while concentrating on the invisibility. However, there is no normal means of detecting her in this form, and even magical means are often foiled unless she is nearby.
Spirit Swarm: Using her own spiritual self, Merlar splits herself up into multiple copies. These spread around the battlefield, and so long as one lives, Merlar still lives. She can gather together if she needs to.
Draining: Merlar's touch is devastating. When she concentrates, she can set a small part of herself on the enemy to drain energy from him.
Haze: Madam Merlar can emit a powerful haze, making it impossible to see in the area. While enemies are in it, they see hallucinations, very strong, and very bad, hallucinations. Of the people they have killed, for one, or other terrible things they may have done. Villains see things that would shake them up, whatever that may be. If Madam Merlar is distracted, it becomes harder for her to keep up the haze.
Spirit Calling: When Merlar is not in battle, she can concentrate, and call the spirits of the recently deceased to her. Using these, she is able to help protect her allies, as the spirits will take attacks for her allies.
Mimic: Information that Madam Merlar has stolen from enemies she remembers, and she is able to mimic the abilities she has taken from the enemies. The skills do not carry over, although after a battle, she may choose to keep them. Madam Merlar is also able to copy allies, and the same rules apply. She can do this with Heroes, Troops, Artifacts, and War Machines, and she can switch out the two powers she has at the base, although she can only keep one power from each.
Passive Skills: Passive Skills, these powers are always active, and the exact effects may trigger when certain things happen.
Passing Glance: When allies are near Merlar, enemies may not notice them as much. Her spirit nature prevents enemies from noticing them unless they are the only allies in sight.
Ghostly Strike: Merlar is able to strike through armor, and most other physical means of protection. More magical means of protection may still protect the target.
Astral Projection: Enemies that are near Merlar begin to feel out of touch with their bodies. The longer they stay near her, the worse it gets, until their spirits leave their bodies. They return to their bodies once Merlar leaves, but even so, they should be visibly shaken from the episode. However, if they stay away from their bodies for too long, it becomes impossible to return.
Incorporeal: Madam Merlar is naturally incorporeal. Physical attacks do not affect her, and the same rules for incorporeal still apply, except this is permanent.
Forgetfulness: Enemies that fight Merlar find they lose information, and how to do certain talents. If she fights a WM, mechanical glitches happen when the machine tries to perform certain actions it used to be able to, and this slowly spreads to all of them, and all that are made later. Heroes may be capable of remembering their talent later, and when Artifacts are used against her, they may occasionally fail, although they can be used later during the battle.
Ethereal Jaunt: When Merlar would normally die from an attack, she evacuates to the Ethereal Plane. She can only do this once per battle. Only other beings on the Ethereal Plane can hit her.
Beyond Death: After Ethereal Jaunt, Merlar continues in the Ethereal Plane back to her base.
Merlee
Universal Traits: These are traits that Merlee has in both her Arcane and Divine Forms.
Chakram: Merlee uses a pair of Chakram's as a weapon. They naturally home in on enemies, and when she throws them, they will return to her.
Cruxis Crystal: Merlee's LW, this allows her to switch between her Divine and Arcane forms.
Jewel of Kyr: A special jewel that represents Merlee's alignment. Usable once per battle, it allows her to tap into either her Arcane or Divine form, regardless of the field in place. All things relating to that form are usable as well.
Arcane Form: Merlee’s Arcane Form. This is her spellcasting form, and the form she normally uses.
Arcane Spells: These are the spells Merlee can cast while in her Arcane Form. These are all Active abilities.
Protect: This creates a magical shield around the target. Physical attacks have difficult penetrating the shield. The shield is naturally invisible, and only shows up when something physical hits the shield. When something physical hits the shield, it appears as a large crystal. The spell is not permanent, nor does it stop all physical things from hitting the target. It merely creates a buffer zone.
Shell: This creates a barrier from energy based effects. A blast of fire might be more of a flame when it gets through shell, things like that. The same rules for Protect apply to Shell, except replace physical with energy.
Reflect: This sends projectiles back to the sender. There is no rule on whether the projectile must be physical or energy-based, but it must be a projectile to be sent back. Otherwise, the same rules for Protect and Shell apply.
Negate: This negates magical protection. In order for the protection to not be negated, the spell must be more powerful than Merlee.
Banish: Merlee can banish creatures back to their base. Against more powerful people this won’t work.
Scry: Merlee can place a magical trace on enemies. This allows her to keep track of what they do after/during the battle. Merlee can then see through their eyes, and hear through their ears when she chooses to.
See into the Future: Merlee can look into the immediate future. This gives her a hint of what may happen. In laymans terms, she may catch a glimpse of the enemies plan. Usually, it is vague, and not very specific.
Object Reader: Merlee can read objects, and find out their past history. She needs to concentrate in order to do this.
Divining Eyes: Merlee is able to see the truth, and as such illusions, invisibility, and other things designed to fool people do not work. Merlee can pass the talent on to others as well.
Detection Deflection: Merlee can cast a spell that foils natural and supernatural eavesdropping. Unless you are in the area, you can not listen or look into the area, unless you can overpower Merlee.
Artifact Abilities: These are powers Merlee can use in her Arcane Form once she combines with the Pure Hearts. The Pure Heart of the right element is needed, of course.
Wind: Merlee is able to create and control the air. This allows her to do a variety of things, like take the air out from under a birds wings, suck the oxygen out of a room, bind someone in the air, fly, etc.
Moon: Merlee is able to create and control lunar energy. This is a bizarre energy, and is akin to the energy of magic itself. The effects of the element are still being explored.
Time: Merlee is able to alter the flow of time. Speeding it up, slowing it down, stopping it, reversing it, all these things are possible.
Cloud: Merlee is able to create and control clouds. The clouds are capable of binding units easily.
Contingency Spells: These are spells that trigger when Merlee’s health is low.
Auto-Wall: When Merlee’s health is low, Protect and Shell are automatically cast on her. Merlee herself does not need to cast the spells, as they are contingency spells, spells that trigger when certain conditions are met.
Pass Without A Trace: When Merlee’s health is low, enemies are unable to detect her.
Foresight: When an attack would normally kill Merlee, she is forwarned and is able to avoid the attack. She can only do this once per battle.
Return: After Foresight has been used, Merlee returns to the base, using a kinder form of Banish.
Divine Form: This is Merlee's Divine Form. When Merlee is unable to tap into the Arcane Power Source, she transforms into her Divine Form. If possible, she can switch between the two at ease. However, just as an Anti-Arcane (Magic) Field of sorts will cause her to switch to this, Anti-Divine will keep her from using this form. Her skills in this are not magical in nature, but rather a representation of the hopes, dreams, wishes, curses of others. Multiple Anti fields cause disturbances with the effectiveness of them.
Divine Powers: These are powers that Merlee has access to in her Divine Form. These are all powers Merlee has to actively use.
Holy Song: Merlee releases a wave of energy from her, buffing all allies with something that will benefit the target greatly. Increased damage output and decreased damage input are some of the things it can do.
Crystal of Life: Merlee encases an ally in a crystal. It protects them from receiving any damage, and also prevents them from receiving any. They restore life while inside the crystal, although it may be shattered by extreme force. It dissipates after enough time has passed.
Angel Feathers: Merlee tosses out her weapons, which is imbued with divine energy. It homes in on the enemy, and returns to her. Later there will be upgrades so it can deal different status effects.
Holy Seal: If Merlee puts this on a target, divine damage is increased when used on this opponent. If used on an ally, then healing caused by divine powers is increased.
Judgment: Merlee calls down divine judgment, causing multiple pillars of pure energy to rain down around the battlefield. This doesn't extend to far from where she is, and the damage isn't particularly powerful.
Retribution: Merlee releases a shockwave of ill intent. Enemies that are hit by it have all sorts of nasty things happen to them, from poison, to powers being locked. What happens to enemies is up to mod discretion, but unless they are immune to all status effects, both magical and natural, something should happen.
Holy Star: Merlee tosses a small star into the air. If Merlee is not engaged in combat, the star slowly increases in size. Once the star has become large enough, if explodes. While Merlee is in combat, it stops increasing in size.
Divine Combat: Merlee can force herself and an opponent (Hero) or group (Regular troops) into a battle, preventing outside influences from stopping the fight. Once the fight is over the circle preventing outsiders from bothering them leaves.
Angelic Copy: The generic name that Merlee has for the copied abilities. She may only have two of these abilities at a time. She can make abilities based off of any of the Artifacts in her book, and may replace created abilities with a project.
Passive Powers: These are powers that are constantly active. Some of them only trigger in certain conditions.
Aura of Healing: Merlee radiates a constant healing aura. Allies that are near her slowly heal. If they naturally heal, that process speeds up. Diseases and other natural or supernatural problems with the ally become fixed as well.
Wings: Merlee will be granted glass-like wings. They appear to be fragile, but are very sturdy. They allow her to glide across the battlefield, and she can fly with them if necessary. They are not sturdy enough to support heavy weight, or roughly double Merlee's weight. They change colors seemingly at random, and are always a blend of two or more colors, usually in shades of warm or cold.
Divine Step: As Merlee moves across the battlefield, she may occasionally drop feathers. When enemies step on them, they explode in a bright burst of divine energy. The energy is merely kinetic, but it knocks the opponent far away from the feather.
Divine Recovery: Merlee naturally heals over time, damage, unnatural spells, you name it, she can fix it. It is a slow process, but fairly strong. The longer that she is in a battle without fighting, the stronger it becomes.
Holy Writings: Merlee copies enemy Artifacts that she sees in battle. The information is kept stored away in a book she carries with her, and a copy is at her room in the base. She can use the information she has to create copies of these Artifacts.
Divine Intervention: Once per battle, Merlee will survive something that would normally kill her. This may be an instant death attack, or something that would just normally take her out because she is weak at that moment. Regardless of what it is, Divine Intervention will take place. Exactly what happens is dependent on the situation and the moderator in charge, of course.
Angelic Travel: After Divine Intervention has triggered, this ability takes place. When Angelic Travel occurs, Merlee warps away from the battlefield and back to her base, or that of an ally.
Artifact Abilities: These are the powers she gets from Artifacts she has combined with. She can use the Artifact normally, or may be able to combine with it.
Merlon
Universal Traits: These are the same for Merlon, no matter what form he is in.
Sword and Shield: Merlon has a fairly standard sword. The sword is capable of shifting from a light rapier to a heavy claymore upon command, or anything in between. However, it is still relatively light in all forms. He also carries a shield that is similar in nature to the sword.
Martial Sphere: This allows Merlon to shift between his Martial and Arcane forms, and also functions as his LW.
Jewel of Tar: A jewel tied into Merlon's alignment, and himself. It allows him to access his Martial, or Arcane, Form, once per battle. As well, it allows all the abilities and items tied to that form to be used.
Arcane Form: Merlon’s basic form. This is his spellcasting form.
Arcane Spells: The spells that Merlon can cast in his Arcane Form. Energy in the spells is Arcane in nature, whether or not I say elemental.
Call: Merlon is able to call troops from his allies bases to the battlefield. He is not able to call many of them at once, and the troops have to be near him upon being summoned.
Construct: Merlon is able to make magical constructs. The constructs are not necessarily very powerful, although he can make many of them. Or, he can make a few more powerful and complex constructs, which are able to handle more complex instructions than those that are less complex.
Summon Object: Merlon is able to summon objects from his base to the battlefield as well. He is also able to summon them from around the battlefield, unless they are being magically guarded. Merlon can summon multiples of them at once, such as summoning the spears from troops right above their heads to spear them.
Teleport: Merlon is able to teleport himself and others around the battlefield. He can take large groups of them at once, but the more he takes, the harder it is for him to teleport far.
Heal: Merlon is able to bring forth healing energy to restore damaged objects or creatures. This can be used on any sort of creature or object, even the undead.
Energy Rain: Merlon causes energy to rain down from the sky.
Kinetic Sphere: Merlon causes a powerful burst of elemental energy from the center of a certain area.
Crushing Grip: Merlon slowly constricts a certain area with elemental energy. Once Merlon starts the spell, an elemental sphere surrounds an area and slowly begins to shrink.
Elemental Wall: Merlon creates a large wall of elemental power and slams it into an enemy from the side, front, or back.
Arcane Burst: Merlon causes energy to blast up from the ground.
Artifact Abilities: These are the elemental control powers Merlon gets from the Pure Hearts.
Fire: Merlon is able to generate and control the powerful element of fire. This also includes increasing heat, which means he could do something like increase the heat of metal till it burns, or melt rubber, using heat without the fire.
Thunder: Merlon is able to generate and control electricity. As such, he could stop robots from working if they run on this, and at close range overload the nervous system of an unit with electrical impulses. Things like that.
Sand: Merlon is able to create and control sand. Sand wears down things very fast over time. It's rough and grainy, capable of many great things when it tries.
Sound: Merlon can also create and control sound. This is a powerful ability. Powerful sonic waves can shatter even the most sturdy of buildings. However, it can also do things like make it sound like someone is saying something else, stop people from talking, and many other things.
Contingency Spells: These are spells that take effect when certain requirements are met.
Arcane Shield: When Merlon’s health is low, he radiates an aura of Arcane energy. This is damaging to enemies and slowly disintegrates physical projectiles. Energy based projectiles are slowly absorbed into the barrier.
Emergency Helper: When Merlon’s health is low, he calls one of his allied Heroes to help. The Hero that is currently doing the least important task comes to help.
Energy Saver: When something would normally kill Merlon, a powerful shield of energy protects Merlon until the attack is over. This only happens once per battle.
Gate: When Energy Saver has been used, Merlon activates Gate, which teleports him back to his base.
Martial Form: This is Merlon's alternate form. In this form, Merlon becomes a battle hardened warrior.
Martial Skills: These are the abilities Merlon has in his Marial Form, and the ones he needs to actively use.
Rallying Cry: Merlon can rally dying or wounded troops to fight on despite their pain. It helps them to forget their pain, and to keep going. This also helps to combat things that would normally keep them from fighting, like fear.
War Shout: Merlon's powerful words of encouragement help his allies to fight. They receive bonuses to physical stats.
Crippling Strike: Merlon hits opponents in key places in order to disable their effectiveness at their role. Depending on the enemies role in combat Merlon will hit different areas. Merlon must encounter the opponent for that combat role before he can use this on that type of opponent. Heroes that are hit by this are just weakened in general.
Jump: Merlon is able to jump high into the air for prolonged periods of time, and remain aloft despite how high he is. Once in the air, Merlon will aim for key people and home in on them, plummeting towards the ground and stabbing them with his weapon.
Alchemical Potion: Merlon tosses various potions, which can do a variety of things. Explosions, paralyzing, things like that. The problem is that the potions are tossed out almost randomly, so they may not always be useful for the situation.
Lay Trap: Merlon is skilled at making traps. The traps he can make are dependent on what is at hand, but in most situations, he can make something.
Focused Strike: When Merlon is not in combat, he is able to focus his energy, allowing him to deal more powerful strikes the longer he isn't fighting.
Taunt: When Merlon taunts his opponent, they become enraged, and focus on Merlon. Not only does the opponent focus on Merlon, but they have difficult keeping themselves under control.
Martial Prowess: Merlon is able to copy two skills from the Troop Handbook. They may be buffed up to the level of a Hero, in order for them to remain useful.
Passive Abilities: These are powers Merlon has constantly active. Some of them trigger when certain conditions are met.
Cover: Merlon blocks enemy attacks when his allies near death. Only important allies are subject to cover.
Impeccable Accuracy: Merlon is able to strike with almost 100% certainty when using a ranged weapon. The weapon can be anything he can pick up with one hand and toss with relative ease. The item, while it may not normally be deadly, becomes so in Merlon's hands. Heroes, or units with extreme luck, are able to avoid these weapons a bit easier, because luck alters events before they happen.
Aura of Fierceness: Merlon has a fierce aura around him. Enemies that are near Merlon are frightened, and as such they may behave irrationally. The effect stays after they leave Merlon, although it does stop after being away from Merlon for a period of time.
Incredible Fortitude: Merlon is immune to physical problems, like natural diseases and poisons. Supernatural things still affect him.
Troop Handbook: Merlon keeps a record of enemy troops he encounters in combat. Just about everything about them is recorded, including the leader or leaders that command them.
Beyond Death: Merlon is able to keep fighting. Once per battle, he can keep on going, even though an attack would have normally killed him. This only triggers when an attack would normally kill Merlon.
Escape Plan: After Beyond Death is used, Merlon flees the battle. Exactly how he flees the battle isn't necessarily known, but it usually involves crazy things.
Merluvlee
Universal Traits: These are traits that are shared in all forms, unless otherwise noted.
Fists: Merluvlee's weapon is psionically/magically powered martial arts. Lucas and Zelda like.
Psionic Pyramid: Merluvlee's LW, it allows her to shift between her Psionic and Arcane forms.
Jewel of Aelor: A jewel tied into Merluvlee's alignment. She wears it around her neck, like her fellow Shaman. It allows her to use either her Arcane or Psionic form, regardless of fields, once per battle.
Arcane Form: Merluvlee’s Arcane Form. Same as the others.
Arcane Spells: The spells Merluvlee can cast in her Arcane Form.
Charm: Merluvlee makes enemies see her and her allies as friends, turning them on each other.
Compulsion: Merluvlee makes an enemy feel the need to do something, such as run and hide.
Aversion: Merluvlee makes an enemy avoid doing certain things, such as attack.
Control: Merluvlee completely controls a certain creature, although she can not do this to multiple targets at once.
Hold: Merluvlee paralyzes the target, preventing them from doing anything. Just like with Control, Merluvlee can not do this to multiple targets at once.
Energy Drain: Merluvlee drains energy from the target and gives it to herself.
Zombie: Merluvlee can bring dead creatures back to life under her control. She can bring either the soul, the body, or both, depending on what she chooses and what is available.
Control Undead: Undead that Merluvlee meets can be put under her control with this spell.
Weakness: Merluvlee can tire enemies out more easily when they are under this spell. Doing things takes twice as much energy as it would normally.
Magic Jar: Switches souls of two targets.
Artifact Abilities: Abilities that are granted by Artifact Abilities
Water: Merluvlee is in control of the power of water, and is able to create it as well. She may rearrange water in the air in order to make a fog of sorts, if necessary.
Ice: Merluvlee can create and control ice, as well as the general concept of cold. She can drop temperatures down to sub-zero, easily, or focus on a small area to lower the temperature.
Space: Merluvlee is able to teleport. She can warp around battlefields by bending space, and also uses this method to keep hovering.
Metal: As her last element, Merluvlee can control metal. Using this, she can stop mechanical foes in their tracks, even cause them to fire on their own teammates.
Contingency Spells: You know what these do.
Draining Aura: When Merluvlee is critically injured, she begins to drain life force from nearby living creatures. She does not take energy from allies if she can help it.
Presence of Mind: When Merluvlee is critically injured, nearby enemies turn on their allies. The ones that don’t begin to panic, and feel like their lives are nearly over.
Savior: When Merluvlee would normally die from a dangerous situation, an enemy troop jumps in to save her.
Astral Projection: After Savior has been triggered, Merluvlee evacuates from her body and flies home. She is able to recreate her body over time, and retains information she had. In case it isn’t obvious, it’s her spirit.
Psionic Form: Merluvlee’s Alternate Form. In this form, Merluvlee uses the power of the mind in order to fight her enemies.
Psionic Powers: The powers Merluvlee can use in her Psionic form.
Damage Transfer: Merluvlee is able to transfer wounds from herself to others, and from others to herself. Using this, she can take damage from allies, and then later transfer it to enemies. The damage taken manifests itself, just as one would expect. She can not take more damage than she can handle.
Crystal Wall: Merluvlee can create large, crystal walls. The crystals are incredibly durable, and they reflect energy based projectiles back at the attacker. Merluvlee can create multiples of these, and can move them around the battlefield at her discretion. The walls will not affect allies negatively.
Energy Ray: Merluvlee can fire off beams of energy from her body. The energy can be of any of the 20 elements, although Merluvlee will have to do various upgrades in order to get them all.
Teleportation: Merluvlee is able to teleport around the battlefield. Even though she can not travel far with each teleport, she can do them in quick succession, and is able to go through just about anything. She is not able to teleport off the battlefield using this.
Deceptive Nature: Merluvlee is able to fool the enemies senses. Using this, she can make them hallucinate, see things that aren't really there, hear, smell, even taste or smell what Merluvlee wants them to. There is a limit to this, but you get the general idea.
Ectoplasmic Goo: Merluvlee is able to create globs of ectoplasm. She can drop them around the field, and when enemy troops move near them, they jump up and entangle them. Merluvlee can also toss these at enemies.
Forced Cooperation: Merluvlee is able to turn enemies from their side to Merluvlee's. She can not turn more than one enemy at a time, and the effect isn't permanent.
Crystal Shield: Merluvlee summons three large crystals to surround an ally she selects. The crystals are made of the same substance as her Crystal Wall ability. The crystals rotate around the ally. Merluvlee can not use this ability in rapid succession on the same target.
Psionic Prowess: The name for Merluvlee's ability. She can copy two abilities from the Akashic Records, and can also teach powers from the Akashic Records to others. She can not teach the abilities to other members of her Shaman Group.
Passive Powers:
Mental Shield: Merluvlee protects allies near her from mental intrusions. The intruder usually feels a mental shock when they try and intrude on the allies. This happens to those who try and find out information by things like crystal balls, or other similar objects as well. Magical, psionic, no matter what it is, if it tries to break into the field, problems for it occur, unless it is more powerful than Merluvlee. Even so, doing so causes pain or damage to the person/object.
Skate: Merluvlee is held aloft by her psionic powers. She glides along the ground at high speeds, in comparison to her movement without Skate. She has less traction when she gets this upgrade, and she can not turn it off. Think a Psycher from FFX-2.
Sleepiness: Enemies that are near Merluvlee get sleepy. The longer they are near her, the more profound the effect is. The effect may not be identical in units that don't sleep, but the effect will still be similar.
Mental Strength: Merluvlee is immune to effects that target the mind. You have to be more powerful than Merluvlee in order to effect her, and any ill effects causes by the intrusion are erased by the next day.
Akashic Records: Merluvlee keeps a record of Heros, Champions, Generals, and Captains. This includes special powers, appearance, all things about them. She must encounter them in order to add them.
Chronoportation: When Merluvlee would normally be killed by a deadly situation, she teleports to the future, a few minutes after the attack is over.
Levitation: After Chronoportation, Merluvlee levitates off of the battlefield, moving faster as time goes on.
Merle
Universal Traits: These are traits shared by both forms, unless specified.
Gun: Merle uses a small, magical gun that fires energy at his opponents.
Technology Suit: Under his robes, Merle wears a technology suit. When Merle needs to, he can switch from one form to another. This is his LW.
Jewel of Jharn: Merle wears this crystal around his neck. It is tied into the forces of those with a Lawful alignment, and is only usable by those with such an alignment. Merle is able to use this to tap into either his Technological form, or his Arcane form, regardless of the fields in place.
Arcane Form: Merle’s Arcane Form. This is his normal form.
Arcane Spells: Merle’s Arcane Spells.
Figment: This allows Merle to make false sensations and objects, things that look to be there but aren’t.
Glamer: This spell changes how others perceive objects. Objects with a glamer appear to be something else.
Pattern: This creates an image all others can see. This creates specialized illusions, so you can help to choose what others may see when they see it.
Phantasm: Creates an image that the target can only see, aside from Merle. The image is in the targets head.
Shadow: Creates an image that is partially real. The image is therefore able to damage others, but only partially.
Shapechange: Merle is able to change into animals using this spell, and can help others change as well.
Transform: Merle is able to transform living substances into metallic or rocky substances.
Statue: Merle is able to transform into a statue and back. Think Kirby and his Rock/Iron forms.
Restore: Merle can restore creatures or objects that have been changed.
Disintegrate: Merle can also cause objects and creatures to simply disintegrate. Obviously doesn’t work all the time, and doesn’t work on Heroes.
Artifact Abilities: Abilities granted by Artifacts.
Earth: Merle is able to create and move rocks, and other parts of the earth. He could cover a large hole with dirt, and then remove it, causing enemies to fall into the hole, if he wanted to.
Forest: Merle is able to create and control trees, and other plants. This excludes sentient beings, like other elements.
Gravity: Merle is able to create and control the effects of gravity. He can increase it to the amount of Jupiter, for instance, in a small area, crushing units. Or he can make the effect as light as Pluto, to provide another real world example. Or he can completely remove it.
Poison: Merle is able to create and control lethal poisons, toxins, and venoms. These can do a variety of things, from simply paralyzing someone, or to hallucinations, or any number of things.
Passive Skills: These skills are always active.
Double Image: When Merle is low on health, a second copy of Merle is created. The longer he remains damage the more clones appear.
To Stone: When Merle is low on health, the longer enemies remain near him the more petrified they become, until they eventually turn to stone.
Protection: When Merle would normally be killed, he turns the air near him into Orichalcum, protecting him from the attack.
Clone Escapade: After Protection has been used, Merle creates numerous illusions of himself, and flees, creating more in his wake.
Technological Form: Merle is able to use the technology, far better than one might expect a mage to use. Once deprived of magic, or when he needs to, he can change into this form.
Technology Abilities: These are the abilites Merle can use in his Technology form.
Nanobots: Merle can create multiple nanobots. These nanobots are injected into the targets bloodstream, or into a mechanical being. The nanobots then begin to restore damage dealt to the target, and continue to do so for a long period of time.
Mental Stimulation: Merle carries with him several metallic bands. Once put on the target, they stimulate the brain, increasing reaction times, and other things, like logic, information processing, and other things relating to the brain.
DNA Gun: Merle has a small gun. Once Merle kills enemies of a certain species, their DNA is encoded into the gun. Merle then is able to fire off blasts that are specifically designed to damage that type of enemy.
Jet Boots: Merle has a pair of jet boots. When Merle clicks his heels the rockets activate, and he is able to use them to fly.
Tractor Beam: Merle carries with him a small device. It emits a tractor beam, which allows him to move things across the battlefield, whichever way he wants.
Stun Gun: Merle's gun is also capable of overloading electrical systems. The nervous system is one of these, and as such, it can stop biological and mechanical beings from working for a short time.
Projectile Suction: Merle can suck in incoming projectiles towards him, or deflect them away from certain places by using his gravity manipulator.
Robotic Clone: Merle carries small robots with him. These small robots follow around a certain target, and copy the target with holograms. These robots then mimic the target as best they can, in order to help keep enemies from attacking the real one. As time passes, the robot creates more holographic copies.
Mechanical Upgrade: The name for the two abilities Merle can copy from his Tech Scanner.
Passive Abilities: These Abilities are always active. Some of them trigger when certain conditions are met.
Adrenalin: Merle has a small group of miniature robots near him. When allies are nearby they fly over and inject them with adrenalin.
Chamo Suit: Merle has a stealth suit. When it is activated, it shimmers for a moment, and then Merle vanishes. When Merle attacks, he reappears, but as time passes without attacking the suit goes back to stealth mode.
Spider Bombs: Merle drops small bombs around the battlefield as he walks around. These bombs sprouts small spider legs and wait for enemies to walk by. When they do, the bomb jumps at the enemy and wraps the legs around him, entangling him.
Survival Suit: Merle's suit also has a defensive mechanism in it. It is designed to help him survive in most environments, and to protect him and his devices from EMP attacks.
Tech Scanner : Merle has a tech scanner. Enemy War Machines he encounters are scanned, and then sent to his database.
Electrical Resurrection: When Merle has been killed by an attack, his suit shocks him back to life. This only happens once per battle.
Transformers: When Electrical Resurrection has been used, Merle’s suit transforms into a small, personal ship, and flies him off the battlefield.
Merlar
Universal Traits: Traits shared between both forms.
Staff: Merlar uses a staff as a weapon.
Crystal Ball: Madam Merlar's Crystal Ball. Using this she is able to switch from her Spirit form and her Arcane Form.
Jewel of Shalali: Merlar's jewel. It is tied into her alignment, and allows her to use either her Spirit or her Arcane form, regardless of fields in place. Once per battle, all the other rules as the other jewels.
Arcane Form: Merlar’s Arcane Form.
Arcane Spells: Spells Merlar can cast in her Arcane Form.
Abjuration: Merlar is able to cast one of Merlee’s Abjuration spells. The spell that she can cast for the duration of the battle is chosen randomly at the start of the battle.
Conjuration: Merlar is able to cast one of Merlon’s Conjuration spells. Same rules as above.
Divination: See above, except for Divination spells.
Enchantment: See above, except Enchantment spells.
Evocation: Same as above, except Evocation spells.
Illusion: Same as above, except Illusion spells.
Necromancy: See above, except Necromancy spells.
Transmutation: Same as above, except Transmutation spells.
Wish: Merlar is able to cast any of the various spells using this, but she can only use this spell once for each school of magic.
Magic Copy: When Merlar is near one of the other Shaman, she can cast any of the spells that they know.
Artifact Abilities: Abilities granted by the fusion of Merlar and Artifact.
Light: The powerful force of light. This shouldn't need an explanation.
Dark: The crushing weight of the dark. See above.
Twilight: A small part of light with a small part of dark. Using this you have something separate from it's parents, yet still powerful.
Nothing: Void, a lack of energy in and of itself. The magical form of non-elemental.
Passive Skills: These are skills that are always active, although the full effects may not trigger until later.
Auto-Ability 1: When Merlar is low on health, she copies the auto-ability of one of the Shaman. She goes in a certain order, from Merlee to Merlon to Merluvlee to Merle to Merlee, and switches from battle to battle.
Auto-Ability 2: See above, except she copies the second power, and uses the second one from the list. So in the above example, she would have the first Auto-Ability of Merlee, but the second Auto-Ability of Merlon.
Avoid Death: When Merlar is going to die, she copies the way a Shaman would avoid death. Except she starts on the third one. So in the above example, she would copy the avoid death plan of Merluvlee.
Escape Plan: After Merlar has Avoided Death, she copies an escape plan from one of the Shaman. The escape plan she copies is the one not used in the above, the fourth and last one in the line, so it would be Merle.
Spirit Form: Madam Merlar's alternate form. Having already died, Madam Merlar is able to slip into the form of a spirit without having to die again, or without too much effort.
Spirit Powers: These are powers Merlar can use in Spirit Form.
Ethereal Form: Merlar is able to grant her corporeal friends the ability to pass through physical objects as well. Energy based attacks will still be able to affect them, as will spells and the like, but physical attacks will not.
Invisibility: Merlar is also able to grant her friends invisibility, if she so chooses. Invisibility rules are the same as always.
Spirit Steal: Merlar is able to strike at an enemies spirit. This deals massive damage to the enemies psyche, and causes them to behave irrationally. More emotional, depressed, whatever you think having your spirit damaged would do to you.
Pass Undetected: When Merlar concentrates, she is able to turn invisible. She can not do more strenuous activity while concentrating on the invisibility. However, there is no normal means of detecting her in this form, and even magical means are often foiled unless she is nearby.
Spirit Swarm: Using her own spiritual self, Merlar splits herself up into multiple copies. These spread around the battlefield, and so long as one lives, Merlar still lives. She can gather together if she needs to.
Draining: Merlar's touch is devastating. When she concentrates, she can set a small part of herself on the enemy to drain energy from him.
Haze: Madam Merlar can emit a powerful haze, making it impossible to see in the area. While enemies are in it, they see hallucinations, very strong, and very bad, hallucinations. Of the people they have killed, for one, or other terrible things they may have done. Villains see things that would shake them up, whatever that may be. If Madam Merlar is distracted, it becomes harder for her to keep up the haze.
Spirit Calling: When Merlar is not in battle, she can concentrate, and call the spirits of the recently deceased to her. Using these, she is able to help protect her allies, as the spirits will take attacks for her allies.
Mimic: Information that Madam Merlar has stolen from enemies she remembers, and she is able to mimic the abilities she has taken from the enemies. The skills do not carry over, although after a battle, she may choose to keep them. Madam Merlar is also able to copy allies, and the same rules apply. She can do this with Heroes, Troops, Artifacts, and War Machines, and she can switch out the two powers she has at the base, although she can only keep one power from each.
Passive Skills: Passive Skills, these powers are always active, and the exact effects may trigger when certain things happen.
Passing Glance: When allies are near Merlar, enemies may not notice them as much. Her spirit nature prevents enemies from noticing them unless they are the only allies in sight.
Ghostly Strike: Merlar is able to strike through armor, and most other physical means of protection. More magical means of protection may still protect the target.
Astral Projection: Enemies that are near Merlar begin to feel out of touch with their bodies. The longer they stay near her, the worse it gets, until their spirits leave their bodies. They return to their bodies once Merlar leaves, but even so, they should be visibly shaken from the episode. However, if they stay away from their bodies for too long, it becomes impossible to return.
Incorporeal: Madam Merlar is naturally incorporeal. Physical attacks do not affect her, and the same rules for incorporeal still apply, except this is permanent.
Forgetfulness: Enemies that fight Merlar find they lose information, and how to do certain talents. If she fights a WM, mechanical glitches happen when the machine tries to perform certain actions it used to be able to, and this slowly spreads to all of them, and all that are made later. Heroes may be capable of remembering their talent later, and when Artifacts are used against her, they may occasionally fail, although they can be used later during the battle.
Ethereal Jaunt: When Merlar would normally die from an attack, she evacuates to the Ethereal Plane. She can only do this once per battle. Only other beings on the Ethereal Plane can hit her.
Beyond Death: After Ethereal Jaunt, Merlar continues in the Ethereal Plane back to her base.