Following is a list of all the abilities that can be generated by the Abilities Generator. Some of them, such as the Breath Weapons have been condenced a little bit for shortnesses sake. This page is absolutely huge, reflecting the fact that I have a rather large number of options in the generator. Some race specific abilities such as Hunter Mind Communication or Hive Mind Communication have not been included.

If you find an obvious hole, or know of some sort of ability that you'd like to include, feel free to email me at starfyre @ silveredmagic . com.

Basic Abilities
Acid Blood The dragon's blood is acidic. Similar to the xeno ability.
Acid Spit The ability to spit acid, similar to the Drak's ability.
Animal Control (Low/Medium/High) The ability to control animals. At low levels, only one or two may be influenced, but cannot be made to go against their nature. At medium levels, up to five made be influenced, but only one can be made to go against their nature. At high levels, any number may be influnced, and any number of them can be made to go against their natures.
Bioluminescence The dragon glows, either all over its body, or it has glowing parts.
Bend Light The ability to bend light. Can be used to create illusions or hide the dragon. If this is used to hide the dragon, then the dragon will be mostly blind (unless having some other means of sight beyond visible light) and it will appear as a strange "blank spot".
Boosted Agility The dragon's agility is much greater than is normal for its species.
Cause Blindness The ability to cause others around the dragon to be temporarily blind (or permanently, depending upon the dragon's whims). The means in which this happens can vary, from a sudden spike in random light, to glows upon the dragon suddenly becoming overwhelmingly bright. The ability has no adverse effect upon the dragon itself.
Cause Sleep The ability to cause others in the dragon's range of sight to fall asleep.
Charm The ability to charm others, no matter what their opinion on the dragon is. The effect wears off as soon as the dragon leaves, though, and does not work while in battle.
Create Cheer The ability to cause cheer in those around the dragon. This has no effect in battle, and only serves to cheer up those around the dragon. It cannot send others into excessive cheer, or kill others through over excitement.
Create Sound The dragon is able to create sounds out of silence or, inversely, to keep sounds from occurring naturally.
Danger Sense The ability to sense immediate danger to the dragon or its bond.
Empathy The ability to feel and respond to the emotional states of others.
Freeze Liquid The ability to freeze any liquid, including living creatures. This is not a magical ability, nor is it Cryokinesis. Living creatures are not harmed by this so long as they aren't broken while frozen, but instead thaw out back to normal.
Finding (people/things/both) The ability to find people, or things, or both, through merely focusing upon the object to be found.
Healing (self/others/both) The ability to heal through touch alone. This is not magical in nature, and is limited in how fast wounds heal. A dragon with Heal Self can only heal itself; Heal Others can only heal others; and Heal Both can heal both itself and others.
Hypnosis The ability to hypnotize others. The dragon must hold eye contact while using this ability.
Intangibility The ability to become intangible like a ghost. They will appear as a misty form of themselves.
Invincibility (partial/full) The state of being invincible at any moment, chosen at will. A partially invincible dragon has one small weak point (ex: Smaug - chink in scales; Achilles - his heel; etc), while a fully invincible dragon is unkillable while the invincibility is up.
Invisibility The ability to become invisible. Note, though, that despite being invisible, the dragon is not intangible.
Long Lived The dragon is extremely long lived, even for its race.
Mental Stun The ability to, through magic or psionics, mentally stun anyone else around. The effect can last anywhere from a few seconds, to a few minutes (most common) to, if the dragon puts enough force into it, being a permanent effect.
Planeshift The ability to shift between alternate planes of existence.
Poisonous Bite The dragon's bite is poisonous.
Poison Sting The dragon has a poisonous stinger somewhere on it, either on the tail, the wing barbs, or claws.
Psionics A strong ability to do both Telekinesis and Telepathy.
Shadow-melding The ability to meld into the shadows. Often, this ability means that the dragon can reappear in any other shadow in the general area.
Silent Stride The dragon's footsteps are silent, no matter what it does, so long as it wants to be silent. It can be tap dancing upon dry leaves and still manage to make no sound if it doesn't want to.
Size Shifting The ability to change size. Commonly between 1/10th original size to 10 times original size.
Speed Enhanced speed, can be combined with wingless flight to enhance flying speed as well.
Stamina Enhanced stamina. The ability to go longer on less.
Telepathy: Color The ability to 'speak' mind to mind through the use of colors to convey emotion.
Telepathy: Emotion The ability to 'speak' mind to mind through the use of emotions to convey desires and feelings.
Telepathy: Words Standard telepathy, speaking mind to mind with words. Such mental communication is 'language-less' and is therefore understandable by everyone.
Teleportation Any of the variants where the dragon vanishes from one local and appears in another.
Verbal Speech The ability to form words in a human language, either through magic or through the vocal cords and tongue actually being able to shape the proper forms.
Voice Boosting The ability to, through magic or otherwise, enhance the volumn of the dragon's own voice.
Warrior Instinct The dragon has a warrior's instinct, and will almost always come out ahead in a battle if it follows those instincts.
Wall Climbing The ability to climb walls like a spider.
Wingless Flight The ability to fly without wings, or with wings that are too small to otherwise lift the dragon, or to fly when tied down.

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The Crafting Abilities
Crystal Crafting The ability to craft crystals into a desired form through the mind alone. Things that are crafted with this never undo themselves.
Fire Crafting The ability to craft fire into a desired form through the mind alone. Attention must be paid and concentration given to the fire, or else the form will vanish.
Ice Crafting The ability to craft ice into a desired form through the mind alone. As with Crystal Crafting, the resulting object will never undo itself except by breaking or melting.
Metal Crafting The ability to craft metal, similar to blacksmithing, but with the mind alone and no need for a forge. It takes much concentration and effort to achieve a result as good as (sometimes better than, depending upon the crafter's skill level) a full time forgemaster. The objects created will never uncreate themselves.
Stone Crafting As with Crystal Crafting, but focusing upon stone instead of just Crystals. While a Stone Crafter can work with crystals, stone like granite, marble, obsidian, and so on are their true medium.
Water Crafting As with Fire Crafting, this is the ability to make water take another shape, like it was held inside an invisible container (this is easier with flowing water than with stagnant water) As with Fire Crafting, attention and concentration must be paid to keep the water in that form.

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Immunities
Acid Immunity The dragon is immune to acid of all sorts.
Corruption Immunity The dragon is immune to the effects of corruption
Fire Immunity The dragon is immune to the effects of fire damage.
Ice Immunity The dragon is immune to the effects of ice damage.
Lightning Immunity The dragon is immune to the effects of lightning damage
Magic Immunity The dragon is immune to the effects of magic of any sort. This includes magical healing, buffing, and otherwise beneficial effects as well.
Poison Immunity The dragon is immune to all poisons.

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Auras
Earth Aura The dragon has a brown glow about them, sometimes faint, sometimes bright, and can slow other living things down just by being near them and desiring it to happen.
Fire Aura The dragon has a fiery glow about them, sometimes faint, sometimes bright. The aura can be either harmless to others or cause burns at the will of the dragon.
Ice Aura The dragon has an icy glow about them, sometimes faint, sometimes bright. The aura can either be harmless to others or cause frostburn at the will of the dragon.
Light Aura The dragon has a white glow about them, sometimes faint, sometimes bright. The aura can cause blindness at the will of the dragon.
Lightning Aura The dragon is surrounded by a crackling aura of energy, sometimes faint, sometimes bright. The aura can be either harmless or cause electrical damage at the will of the dragon.
Shadow Aura The dragon is surrounded by a dark 'anti-glow', sometimes faint, sometimes 'bright' enough to absorb most light that approaches the dragon. The aura can cause blindness (due to lack of light, not overload of light as with Light Aura) at the will of the dragon.
Water Aura The dragon is surrounded by a soft blue glow, sometimes faint, sometimes bright. The aura can either be harmless or cause the person affected feel like they're moving through water, complete with the potential for drowning, at the will of the dragon.

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Shapeshifting List
Full Shapeshifting The ability to shapeshift completely into another form. Sometimes coloraton stays the same, other times it doesn't.
Partial Shapeshifting The ability of the dragon to take an anthropomorphic form of itself.
Following is a List of all Potential Shapes in Alphabetical Order
Armadillo Small mammals with a bony armor shell covering them. There are several species, with the largest being the Giant Armadillo at 39 inches and the smallest being the Pink Fairy Armadillo, at 4 to 5 inches long.
Badger Short legged, heavy set mammals, of which there are eight species. Common colors are grays, with a white nose stripe and a black stripe on either side of the face.
Bear Mammals with a large body with stocky legs, a long snout, shaggy hair, plantigrade paws with five nonretractile claws, and a short tail. Common colors are
Beaver Semi-aquatic rodents with webbed hind-feet, a broad, scaly tail, poor eyesight, and keen senses of hearing, touch, and smell.
Bengal Fox A relatively small fox, with elongated muzzle, long pointed ears, and a relatively long, bushy tail. They have gray to pale brown fur, a paler belly, and the legs tend to be brownish in color. The tail is tipped in solid black.
Black Bat A large, black bat.
Black-Footed Cat A small feline, between 19 inches long and 29 inches in length, with a shoulder hight around 10 inches. They have a coat that can range from cinnamon colored to tawny or off white, with distinct solid black spots that join in bands behind the shoulders and form rings around the legs and tail. The soles of this feline's feet are black.
Bluebird Medium sized insectivorous or omnivorous birds. They have blue or blue and red plumage, with occasional splashes of white.
Brown Bat Bats with glossy, uniformly dark brown fur on the back and upper areas, with slightly paler, grayish fur underneath. Wing membranes are dark brown, and wing length is typically between 9 and 11 inches. They also have small, rounded, black ears.
Caracal About 2 feet in length, with a tail length of about another foot, they have long legs and a generally slim appearance. The fur color may range from wine-red, to gray, to sand colored, with melanistic (black) coloration also occuring. Young have reddish spots on the underside, while adults have no markings but black spots above the eyes. They have very distinct, long, tufted black ears.
Cardinal Seed eating birds with a distinct red plumage. Females are usually an indeterminate gray-brown to help them blend in to their surroundings.
Chinchilla Nocturnal rodents approximately the size of a rabbit. They have soft fur of a variety of colors (though only gray is found in nature) including gray, beige, and ebony. They make many noises, especially barks, chirps, and squeaks, are naturally curious about everything, and have delicate bones and generally do not like to be picked up.
Chipmunk Omnivorous rodents similar to squirrels. They have a variety of fur colors, from red, to brown, to gray, and usually have lighter stripes, one dorsal stripe and two stripes paralleling the dorsal stripe, one on each side. They have a less fluffy tail than squirrels do.
Civet Small, lithe bodied, arboreal or terrestial (depending upon the species) nocturnal mammal. They have a basicly cat-like appearance, though the muzzle is extended and often pointed, like an otter. They range between 17 and 28 inches long. Their color is often black with white or yellowish spots, stripes and bands.
Common Dog Any of the many types of domesticated dogs that humans keep as pets.
Common Gray Fox Carnivorous mammal with gray fur, buff neck ruff, and black-tipped tail. They can climb trees.
Coyote Carnivorous mammal with a pelt color that can vary from grayish brown to yellowish gray on the upper parts, while the throat and belly tend to either buff or white. The forelegs, sides of the head, muzzle, and feet are reddish brown. They often have a black dorsal stripe and a dark cross on the shoulder area, as well as a black-tipped tail. Typically, they range from 30 to 40 inches in length.
Crow Large, black, corvids. Crows are distinct from ravens in that they often fly low in trees, and consider ravens to be not related to them, but instead target the ravens as they would hawks and other raptors.
Dolphin Incredibly intelligent marine mammals, typically a gray in coloration.
Dormouse Tiny omnivorous rodents, often between 2.5 and 7.5 inches in length. They generally appear to be mouse-like, but have a furred instead of a scaly tail. Largely arboreal, they are incredibly agile and suited to climbing, and are often nocturnal in nature. Their hearing is excellent.
Dragon The ability to look like another dragon. Mimicry won't be perfect, but no one will recognize the dragon as itself.
Eagle Large birds of prey, in a variety of colorations dependent upon species, though often a golden, tawny, or dark brown/black color. They are larger, more powerfully built, and have a heavier head and bill than all other birds of prey. Their eyesight is superb and without equal.
Falcon A species of raptor, they have distinct scythe shaped wings when spread. Depending upon the species, the coloration can be anything from brown, to tawny, to black, to red. They can fly at high speeds (the peregrine is the fastest moving creature on earth) and change directions rapidly. As fledges, their flight feathers have a different configuration, to make it easier to learn to fly while beginning to learn the skills it takes to be such exceptional fliers as true adults.
Fennec A small, nocturnal, omnivorous fox with distinctive oversized ears due to its desert habitat. It is around 8 inches tall at the shoulder and up to 16 inches long. They have a sandy colored coat, the soles of their feet are covered by thick fur, and their hearing is sensitive enough to hear the movement of single grains of sand disturbed by a beetle or other insect.
Ferret A domestic ferret is typically colored brown, black, white, or mixed in color. They can be around 20 inches long with a 5 inch tail. They are most active during dusk and dawn, sleep often, and are incredibly curious about everything.
Flamingo Distinct, pink, long legged water birds with long necks. The darker pink the flamingo is, the healthier it is. Chicks are often gray, and begin to develope the pink coloration as they begin to eat solid food on their own.
Flying Squirrel Small, nocturnal rodents with flaps of skin stretching between front and hind legs that permit them to glide from place to place. The bushy tail is used as a stabilizer in flight, and also as an airfoil when braking to land on a tree trunk.
Fossa (FOO-sa or Fah-suh) A carnivorous mammal ranging between 29 and 31 inches long, with a tail that adds another 27 to 35 inches onto its length. Agile like a squirrel, the Fossa can leap easily from tree to tree. It can, and often is, active during both night and day, depending on the needs of the moment. It is often a varied brown in color.
Fruit Bat Any of a number of species that can range from 2.4 inches at the smallest to 16 inches long at the largest. They have large eyes that permit them to see in the twilight of dusk as well as inside caves and forests. Mostly, though, they navigate by smell, not echolocation,
Golden Jackal A carnivorous mammal with short, coarse fur that's usually yellow to pale gold in color, tipped with brown, though the coloration may vary slightly due to season. They're generally around 28 to 42 inches in length, with another 10 inches of tail, and are approximately between 16 and 20 inches in height.
Gopher A small burrowing rodent, they tend to be around 6 inches long, with another 3 inches of tail. They often have a grayish upper side, and a reddish muzzle, throat, and belly.
Gray Wolf The largest wild member of the Canidae family, the Gray wolf is between 26 and 36 inches tall at the shoulder and from 4.5 to 6.5 feet long from nose to tailtip. They are typically a grayish to grayish-brown color, though the occassional black, red, brown, and pure white have been known to occur.
Great Horned Owl A large owl ranging in length from 18 to 27 inches, with a wingspan of anywhere from 40 inches to 60.5 inches. Females are larger than males. They have large ear tufts, a reddish, brown, or gray face, and a white patch on the throat. Their undersides are often a light coloration with brown barring, and the upper parts are a mottled brown.
Hamster A small rodent, with stout-bodies, short tails, small furry ears, short stocky legs, and wide feet. Their fur can be either long or short, and can be any mixture of black, gray, honey, white, brown, yellow, "sapphire", "champagne", or red. Hamsters are omnivours, and like eating practically anything they can get their paws on.
Hare Fast moving, relatively shy mammals with long ears, powerful hindlegs, and have some black markings somewhere on their body. They tend to be brown, grey, white, or black depending upon their species.
Hedgehog A spiny, nocturnal, insectivorous mammal. When threatened, the hedgehog will roll into a tight ball, which makes the spines point outwards. They have some natural immunity to snake venom.
Hoary Bat A dark brown bat with silver frosting on its back, and whose fur covers every part of it, except for the undersides of the wings. It tends to be between 5 and 5.7 inches in length with a wingspan of 15.7 inches. They have small eyes and long tails. They tend to be loners.
Horse Any of the many variants of equine known to man, will all the inherent color, size, and conformation variations.
House Bat Any of a number of relatively small, brown to black bats.
House Cat Any of the various small, "domesticated" felines that people keep around the house as pets.
Hyena Any of four specific types (Aardwolf, Striped Hyena, Brown Hyena, Spotted Hyena) of Feliformia. They have a bear-like gait due to front legs being shorter than their hind legs. The Aardwolf, Striped, and Brown forms have striped pelts and distinct manes that go erect when frightened. The Spotted form has shorter fur, and is, of course, spotted rather than striped. They are well known for being able to crack bones easily.
Jaguar One of the big cat species, ranging in size from 5.3 to 6 feet in lengeth, with another 30 inches of tail, and tends to stand between 27 to 30 inches tall at the shoulders. These cats are adept at climbing, crawling, and swimming, and have the second strongest bite of all known mammals. In color, they can range from reddish-brown, to tawny, to (occasionally) black, and are covered in rosettes. These rosettes vary in both color, size, and shape between individuals, but the spots on the head and neck are generally solid, as are the spots on the tail, which tend to merge together to form bands. The underbelly, throat, and outer surface of the legs and lower flanks are white. Melanistic (black) jaguars show no spots.
Kangaroo
Kangaroo Rat
Large Bat
Leopard
Lemming
Lemur
Lion
Long-eared Bat
Marbled Polecat
Marmot
Maned Wolf
Mastiff Bat
Mongoose
Monkey
Mouse
Muskrat
Ocelot
Otter
Pale Fox
Panda
Panther
Pika
Pipistrelle
Porcupine
Prairie Dog
Puma
Pygmy Bat
Pymgy Owl
Rabbit
Raccoon
Rat
Raven
Rearmouse
Red Fox
Red Wolf
Sand Cat
Seagull
Seal
Sea Lion
Serval
Skunk
Shrew
Spectral Bat
Squirrel
Sun Bear
Tiger
Vampire Bat
Vole
Wren
Wolverine

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Magic Types
Aether Magic Magic of the "starstuff" that makes up the world all around us. While Aether Magic is never obvious, the results can often be widespread and dramatic.
Air Magic Magic of Air. The ability to control, manipulate, and create wind at will.
Blood Magic This is the magic inherent in blood of all types. It is the ability to control, manipulate, and create things out of blood.
Celestial Magic The magic of the stars, the heavens, and so on. One way to look at this is that the dragon has the ability to live in the vacuum between the stars.
Chaos Magic The magic of formlessness and unordered matter. This is the magic of both random creation and destruction, as well as the magic of pure chance.
Earth Magic Magic of Earth. The ability to control, manipulate, and create earth at will.
Fire Magic Magic of Fire. The ability to control, manipulate, and create fire at will.
Healing Magic This is the ability to heal and repair damage that has occured to a person. The dragon's strength in this power determines how much and how quickly it can be repaired.
Ice Magic Magic of Ice. The ability to control, manipulate, and create ice at will.
Metal Magic Magic that deals with metal in all its forms. It is the ability to control, manipulate, and purify metals at will.
Moon Magic Magic cast during the moon's reign. It is strongest when cast during full moons, and weakest at new moons. Often has something to do with hiding things or changing the probability that things will happen.
Narcotic Magic The ability to magically put another to sleep, or otherwise make them groggy.
Order Magic The magic of stately patterns and known truths. This will often include protection or strengthening magics.
Plant Magic The ability to alter and control plants. This also includes the ability to force grow or force stunt plant growth.
Shadow Magic Magic of the Shadows. The ability to control, manipulate, and create shadows at will.
Sun Magic Magic cast during the sun's reign. Strongest during the day and weakest during the night. This will often include magics that have to do with revealing things or blessing/cursing things.
Water Magic Magic of Water. The ability to control, manipulate, and create water at will.
Void Magic Magic of the Void, a lightless, cold place of sensory deprivation where spirits and unnamed forces dwell

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Alter Physical Structure
Crystal The dragon's body becomes crystal, with all the physical properties that crystal carries. They are hard and can withstand a fair amount of abuse, and any edges are incredibly sharp, but they also refract light from themselves. If a fairly large piece of them is broken off, they revert to their non-crystal form and are unable to retake that form until they've rested.
Flame They become a living creature of fire. They can burn anything they touch, can illuminate a room, and are insubstantial enough to avoid damage. But if they are extinguished with water or ice, they revert to their dragon form and are unable to take that form again until they rest.
Ice The dragon's body becomes as ice, with all the physical properties that ice carries. They can easy float in water, tend to chill things around them, and can melt in heat. Upon melting completely, the dragon will revert to their non-ice form, and be unable to change back until they've rested.
Light They become a living creature of light, able to illuminate any area without trouble. They are insubstantial and cannot be harmed. If they are magically doused, they will revert to their dragon form, and be unable to change back until they've rested.
Mist They become mist, insubstantial and able to drift anywhere that air can enter. They cannot be harmed except by fire or intense light, and upon being 'burned away' will revert to their dragon form and be unable to change back until they've rested.
Shadow They become living shadow, able to douse the light in the area around them. They are insubstantial and cannot be harmed except by light magic. They will then revert to their dragon forms and be unable to change back until they've rested.
Steam Like Mist, except as hot steam, able to scald anyone they brush against. They can reach anywhere air can go and cannot be harmed except by drops in temperature. Upon being cooled, they revert to their dragon form and are unable to change back until they've rested.
Stone They become hard stone, heavy and powerful. They are very difficult to harm, and can withstand many things that other cannot. The only thing that can destroy them and make them revert is a swift freeze-thaw cycle that breaks them apart. Upon this, they revert to their dragon forms and are unable to change back until they've rested.

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Speak With
Animals This is the ability to speak with animals. At Low proficiency, the communication is only a general "sense" of an answer, not actual words or pictures, and only a few kinds of animals can be spoken with. At Medium proficiency, the communication is in the form of images and feelings, and more types of animals can be spoken with reliably. At High proficiency, it seems like the animals are actually speaking, and nearly any animal can be spoken with.
Plants This is the ability to understand the "collective consciousness" of plants. At Low proficiency, only a general sense of an answer can be gained. At Medium proficiency, the communication is more reliable, and can often be interpreted in images and feelings. At High proficiency, it seems like the plants are actually speaking, and the communication is very reliable.
Elements This is the ability to understand the four basic elements of the world - Fire, Water, Air, and Earth. The resulting answer depends upon the strength of the element-fragment spoken to. A candle flame will be "less intelligent" than a raging inferno, and a drop of water will respond less than the massive ocean, a breeze will carry less knowledge than a gust of wind, and a stone knows only a fragment of the land's vast knowledge. At Low proficiency, only one may be spoken with. At Medium proficiency, two many be spoken with. At High proficiency, three may be spoken with. Being able to speak with all four is heard of only in legend.

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Kinesis
Aerokinesis The ability to move air with the mind alone.
Atmokinesis The ability to control the weather with the mind. Long term results are often unpredictable, and some weather systems (hurricanes, tornadoes, etc) resist control with all their power.
Biokinesis The ability to manipulate genetics with the mind. This does not permit the user to know the genes, but it does permit them to alter things, especially phenotypes (and also things like resistances, fertility, etc).
Cryokinesis The ability to manipulate ice. A special subclass of Hydrokinesis that specializes in creating and controlling ice. This can be used to cryogenically freeze someone or something with harm coming to the thing. Unlike Freeze Liquid, people and things frozen this way will not unfreeze until a Cryokinesis master frees them.
Electrokinesis The ability to manipulate electricity. This is a special subclass of Atmokinesis that focuses solely on electricity in all its forms, from the charge of individual atoms to directing a lightning bolt across the sky.
Geokinesis The ability to manipulate the earth with the mind. This can be used to cause (or restrain) earthquakes, move land around, cause ground to become fertile or infertile, or any number of other manipulations of the earth itself.
Hydrokinesis The ability to manipulate water with the mind. The larger the body of water that is being manipulated, the more concentration it takes.
Morphokinesis The ability to manipulate the form of both inanimate and animate objects with the mind. Sentient objects will resist having their form manipulated (due to an innate sense of self) and it can swiftly become a battle of wills between the manipulator and manipulated if the creature being manipulated has not given permission for the changes to be made.
Pyrokinesis The ability to manipulate fire with the mind.
Somnikinesis The ability to manipulate sleep cycles and dreams with the mind. This is commonly used on other creatures, but can be used on the self with some practice.
Telekinesis The ability to manipulate objects from a distance with the mind. Standard telekinesis.

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-mancy (Being the ancient art of divination)
Aeromancy The prediction of future events from observation of weather conditions.
Augury The prediction of future events based on the flight of birds
Cheiromancy Palm reading
Oneiromancy The interpretation of dreams

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Vision
Aura Sight The ability to see auras as a natural form of vision. This can either be an ability that can be switched on/off at will, or a permanent method of sight.
Blood Vision
Dark Sight
Earthshine
Enhanced Sight
Foresight
Heat Vision
See the Invisible
X-ray Vision

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Touch
Cold
Fire
Light
Lightning
Shadow

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Summoning
War Elementals
Support Elementals
Elementals
Air
All
Earth
Fire
Ice
Lava
Light
Lightning
Shadow
Storm
Water
Spirits
Anger
Blood
Determination
Faith
Healing
Hope
Insanity
Pain
Torment
Trust

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Breath Weapon
Crystal Shards
Fire
Fire (Assisted)
Freezing Flame
Ice
Light
Lightning
Shadow
Energy Expulsion
Fire
Ice
Light
Lightning

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Hide Pattern Control
Chameleon
Darken
Fade Out
Lighten
Shift Colors

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Creation
Ash Trees
Bats (Elemental)
Choker Vines
Elementals
Elm Trees
Holly Bush
Insect Swarms (Elemental)
Maple Trees
Oak Trees
Pine Trees
Poison Berry Shrubs
Snakes (Elemental)
Spiders (Elemental)
Thorn Bush
Thorny Vine