Summon Poke`mon: I can summon and any non-legendary Poke`mon for two posts to help me in battle. They fight with me, not for me. Thrid-stage evolutions are locked until I'm R4, and legendaries are locked until I'm R2. At no point will I be able to summon Arceus.
Mimic Poke`mon: I can mimic the abilities of any Poke`mon that is under my control. However, this is exclusive to the abilities like "Torrent" and other abilities that act as supports for the Poke`mon that come with them. An ability can be retained for use for up to three days, but I can train to expand on this. This works on an ability inventory system, in which I can only hold so many abilities at different Ranks, and I must delete one of those that I am presently using in order to gain another, if my inventory is full. Some training may expand on this, but these are the bases at some Ranks:
Inventory size:
R7: 3
R5: 5
R3: 10
R1: 25
Metal Magic: Spells that deal with my affinity for the "element of metal". The kinetic energy of all Metal Magic is enchanted to only be controlled by me.
Form - I can alter my entire body into enchanted metal that allows all of my bodily functions to work normally. I can do this with a minimal cost of mana over time. This greatly increases my defense and magical resistance at the cost of some of my speed. In this form, I am immune to other things that would manipulate metals. As I Rank up, I will be able to develop this into a lighter, yet equally durable metal.
Levitate - At a moderate mana cost, I can make metals float and fly around at my will.
Shard - I can control shards of metals to fly off the metal clump, usually in crescent shapes to slash as blades, and I can have metal shards fuse with metal clumps again. The shards can be curved and/or jagged, as well. The cost varies with the shard size, but it's usually not very much.
Spike - I can control metals to grow spikes, and I can have these spikes be shot off the metal. The spikes can be curved and/or jagged, as well. The cost varies with the spike size, but it's usually not very much.
Fuse - I can make metals fuse at a somewhat high mana cost. I can do this much more effeciently with shard-shaped metals (think mainly of crescent or crescent-like shapes, such as the shapes of material shards in KH games) with the Shard spell.
Black Magic: I can use spells of this set in proportion to my Rank and training. As of yet, I know the fundamentals of the spells, but need to learn methods to put them to use (I know how "Firaga" works, but I need to learn a way to actually cast it.). There are different spells that follow a format, and there are some spells that simply are what they are. For the latter, I have methods to cast them, but need to train and Rank to unlock them. (This is the same system that Noah Ivaldi uses.)
- Format:
Spell - Minimal cost and damage.
a)
Spellra - Medium cost and damage.
Spellga - High cost and damage.
Spellja - Huge cost and damage.
b)
Feyspell - Medium cost for a small boost to range and radius.
Greatspell - High cost for a medium boost to range and radius.
Grandspell - Huge cost for a high boost to range and radius.
a) and b) sets can be combined. For example, if I cast Feywatera (Feyspell + Spellra > Water), I can have the power of Watera with the range and radius of Feywater, though it costs the same as Waterga or Greatwater. Numerically speaking, one could number -ra and Fey- spells as 2, -ga and Great- spells as 3, -ja and Grand- spells as 4, total the numbers of combinations and subtract 1 for the relative cost. (In this example, 2 (-ra) + 2 (Great-) - 1 = 3, the same cost as -ga or Great- spell.) - Formatted Spells:
Fire - fire-elemental spell
Blizzard - ice-elemental spell
Thunder - lightning-elemental spell
Aero - wind-elemental spell
Water - water-elemental spell
Dark - dark-elemental spell
Bio - non-elemental spell, may cause "Sap" (Note that this spell follows the above format, but is not quite as strong as the others, to make up for its secondary effect, which will activate less than 10% of the time.) - Non-Formatted Spells:
Shock - lightning-LIKE shock is generated throughout and across the target's body; non-elemental spell with low cast time (The cost and power are both between Spellgas and Spelljas.) [R5 minimum]
Ardor - red magic encircles an area, then detonates with a poweful, fire-elemental explosion; dring long cast time, those who are caught within magic circle suffer a massive draw-in effect (The cost and power are greater than Spelljas.) [R4 minimum]
Scourge - higher Bio; in a large area, red-green-black, leech-like tentacles appear on foes, dealing non-elemental damage that may cause "Poison" and/or "Sap" (The cost is slightly greater than the power, as with Bio, and the power is about the same as Ardor. The secondary effects will each activate around 10% of the time, slightly more commonly than with Bio.) [R3 minimum]
Scathe - largest target area; a great rune is generated in front of the caster's face, then fires a beam of non-elemental magic at all enemies in the area; beam hits all enemies once each and switches between targets in 1/100th of a second (This has an immense cost and power, though cost slightly exceeds power as a trade-off for the great area and high accuracy.) [R2 minimum]
Elementalism: This variation of the "Geomancy" Support Ability boosts my elemental spells so that those who would normally absorb them absorb less or are immune, those who are immune take reduced damage, those who take reduced damage take more normal damage, those who take normal damage take increased damage, and so on. Unlike "Geomancy", this ability is less absolute, being weaker at lower Ranks and a bit stronger at higher Ranks.
Paladinism: I can convert part of my magical power to physical strength or vice versa for the duration of a battle. However, I only get half the target stat of the sacificed stat. (Spend some STR, get half that in MAG for the battle, or vice versa.)
Substantial Focusbuff: My physical strength and magical power increases by 1% after the first post, another 2% (total of 3%) after the second, 3% after the third (total of 6%), and so on during a battle.