Energize (2): The creature gains an Energize rate, or it's Energize is increased by +1.
Energy Sponge (1): The creature's starting Energy is increased by +2. This means that the ring costs one more energy to construct, but that when summoned, it is treated as two higher. For instance, a Lascinth (3) would normally cost three energy to summon, but with this power it costs five energy to summon, and appears with five energy.
Natural Weaponry (1) - When attacking this creature inflicts an extra point of damage, regardless of the success of the attack.
Hulking Size (1) - ___
Diminutive Size (1) - ___
Flight (1) - You are able to take to the air and move through areal Zones at your Base Speed. You can only carry your own weight, although each level of Strength allows you to carry one additional passenger.
Speed (2/4/6) - For each level of Speed, add +1 to your Base Speed each Exchange (Base Speed starts at 1). In addition, add +1 to any Athletics checks due to enhanced dexterity.
Strength (2/4/6) - For each level of Strength, add +1 to the damage done by your physical attacks, as well as +1 to your Might checks. If there is a physical barrier between two Zones, you gain an additional +1 to checks to batter through it.
Toughness (2/4/6) - ___
Immature (-1) - Dream creatures that are young have difficulty adapting to the physical reality of the Moonlands, and take a -1 to any Athletics, Might or attacks.
Dream Creatures must belong the chosen Region to take one of these Powers, or have Storyteller approval.
Arderial
Aerial Aptitude (1) - [Requires Flight] While flying, this creature can provide it's Block from anywhere within five Zones of it's magi.
Flighty (-1) - ___
Shocking (___) - ___
Bograth
Afraid (-1) - Unless you have another Bograth creature summoned already, this creature costs two more energy to Summon.
Muckborn (1) - ___
Swarm (1) - When you summon this creature, if you have another of the same type, you can summon it as part of the same Action.
Cald
Scalding Aura (1) - ___
___ (___) - ___
___ (-1) - ___
Core
Venomous (1) -
Traitor (-1) - This creature doesn't provide an automatic Block to it's controlling magi, although it can take it's action to provide one for a turn.
Shadowstep (1) - This creature can move between Zones directly, so long as a Shadowed/Darkness Aspect is applied to both.
D'Resh
Illusionary (-1) - This creature is not "real", and is not counted as being summoned for purposes of defeat.
Oracle (1) - ___
Redream (1) - ___
Kybar's Teeth
Ponderous (-1) - This creature's Base Speed for moving through Zones is 0.
Rock-solid (1) - ___
Heart of Stone (1) - ___
Nar
Frost Heart (1) - This creature is always considered Frozen, but does not have to pay extra energy to use it's Powers.
Sluggish (-1) - ___
___ (___) - ___
Naroom
Pack Instincts (1) - ___
Shadowed (-1) - The taint of the Core has seeped into this creature, ___
Chloroplastic (1) - ___
Orothe
Aquatic Agility (1) - When moving through Zones with water-based Aspects, this creature has it's Base Speed increased by +2.
Relic Affinity (-1) - Unless you have a Relic active when this creature is summoned, it costs an extra two energy.
___ (___) - ___
Paradwyn
Dreamwarp (1) - When summoning this creature, you can choose to increase or decrease the energy you invest in it by one point, so long as you invest at least one.
Stalker (1) - The first time this creature attacks physically, it does an extra +2 damage.
Scarletsong (1) - For each creature you have summoned that sing the Scarletsong, increase the damage done by each Scarletsong singer by +1 in each attack.
Wild Instinct (-1) - ___
Underneath
Burrowing (1) - This creature can move between ground-based zones and around barriers with no penalty to it's speed.
Crystaline (1) - If affected by a Spell that does damage, this creature can redirect the Spell's target to another creature.
Light Sensitive (-1) - ___
Weave
Unity (1) - When attacked or attacking, you can choose to have this creature give or take one energy from another one of your Weave creatures.
Weave Sense (1) - ___
___ (-1) - ___
Dual Region (1) - This creature belongs to two Regions, and is affected by and able to take advantage of the Regional powers of both.
Shadowed (1) - [Non-Core, not owned by Core Magi] Creatures that are Shadowed are infected by the Core taint, but refuse to give in to it. They do +1 damage to Core creatures and Magi, and take -1 damage from physical attacks by the same.
Skulking (1) - [Non-Core] This creature does +2 damage to creatures and magi of it's own Region(s).