This page contains the full details for each available partner power. Partner powers are different from standalone abilities in that the development stages for all PPs are the same. Only a short description of each PP is provided, along with any necessary limitations, and a guide to the maximum duration the PP can be used for.
If you're looking for PP's for a particular ability, your best bet is to hit CNTRL + F and type the name of your ability into the resulting box to find it on the page. Otherwise... happy scrolling!
The partners' two abilities combine to generate a ghostly blue fire which can be used offensively against an enemy or attacker. Beware, the trickster nature of the wisps and the destructive nature of the rot make this ability difficult to control.
Duration: N/A, one use to create and command. If the Fools Fire catches flammable materials like woodland, it will burn like a normal fire for as long a duration as necessary until the fire is extinguished or burns out. (Please don’t burn down an entire forest without approval from the staff)
Restrictions: Offensive use only. Ranged ability which can attack a number of individuals at the same time, provided they are within a 4m radius of the partners.
The rot bleeds over the shield, and creates a dense, noxious fog. It would be wise to flee when this power is called upon, for breathing the smokescreen for too long will result in poisoning.
Duration: The smokescreen will disperse after 10 minutes.
Restrictions: Smokescreen’s toxicity affects the partners, too!
The wisps are enveloped with the suggestive powers of enthrall, and can be used to temporarily hypnotise up to four individuals at one time, without the need for eye contact. Those lured will follow the path that the wisps light for them.
Duration: The allure of the light will fade after 10 minutes, releasing the victim(s).
Restrictions: Can only be used on a maximum of four targets.
The defensive capability of the shield joins forces with the wisps, creating a glowing blue shield that has a much longer duration than a normal shield, and cannot be punctured by any physical or magical attack.
Duration: Up to 30 minutes
Restrictions: If either partner is incapacitated, or the partners are distanced from each other, the shield will dissolve. Protects only the partners.
The ability of the Stealth wolf combined with the magic senses of Detection can now help one other wolf go undetected, by casting a kind of shroud over them. Both partners will also be shrouded for the duration.
Duration: Up to 2 hours
Restrictions: Can only be cast upon a target who also has a magical ability. The partners must remain still to cast it. The target must be within eyesight of the partners, and will all three wolves will be shrouded from visible notice as per the stage 3 effects of the Stealth ability.
Together these partners can track the last movements of any magical wolf they have the scent of. Their combined abilities will illuminate a path, visible only to their eyes, which they can follow to easily track a magical wolf across long distances.
Duration: The path will illuminate for up to 1 day.
Restrictions: If either partner is incapacitated, or the partners are distanced from each other, the path will fade. The partners must find a scent of their target before they can engage their PP. This ability can only track wolves with magical abilities.
The mimic copies and supplements the ability of the detector, allowing them to identify the ability of one magical wolf within their range of sight. They will both see an aura around the wolf, that moves in such a way as to describe or represent their power, and their detection sense will allow them to identify what they are capable of.
Duration: N/A - One use
Restrictions: Once this PP is used, the Mimic will return to base level and must wait the usual cooldown of their primary ability before they can use Mimic of any kind again.
The Living Shadow lends a helping hand so that the Changeling may reach behind the veil of the mortal realm, and temporarily take the appearance of a deceased wolf.
Duration: Up to 10 minutes, but the partners must remain in proximity. If they distance, the changeling will fade to their normal appearance.
Restrictions: You must have the permission of the original owner of the deceased character before assuming their appearance. You are welcome to use this for deceased NPC’s but should make the effort to seek similar permission.
The illusionist allows the phantom to draw away from its user's body, and moulds it into a new shape. Taking the form of a small animal, the Relay can be imbued with a short message, which it can then deliver to any desired target no matter the distance from the partners.
Duration: N/A - One use, the Relay will fade once its message is delivered
Restrictions: The Relay can take the form of any small animal, but will be made from shadow/black fog. It is not tangible and cannot be touched or harmed, therefore cannot be prevented from delivering its message. It cannot travel any faster than a normal animal. The delivered message will appear to be “spoken” by the Relay, and once delivered, it will fade. Because of the phantom's tricky nature, the Relay may occasionally disobey the partners.
The faithless is able to read the thoughts of a nearby target, and telepathically project those same thoughts to the mind of the illusionist - who can then bring those thoughts into tangible creation by crafting a matching illusion.
Duration: Up to 10 minutes.
Restrictions: While the faithless is able to read the minds of any wolf, they can only project/pass on the thoughts of one target for the duration of this PP.
To protect their minds and thoughts from outside influence, the partners create something of an internal shield, which prevents the use of any powers that try to infiltrate or influence the mind.
Duration: The Psyche Screen will remain intact for 24 hours.
Restrictions: The partners are able to create the Psyche Screen on themselves and up to two others provided they are in close proximity at the time of use. While protected by this PP, the character’s are immune to the core abilities of Dream Weaver, Obliviate, Enthrall and other Faithless.
These partners join forces to create a nightmare in the mind of another wolf, and then gain strength from the resulting feelings of fear and distress.
Duration: N/A - One use
Restrictions: Both the partners and the target must be asleep in order to use this PP.
The raiser gives life to a fragment of a victim’s dream, bringing into physical being a figure or creature from their slumber.
Duration: The hallucination will fade within 5 minutes.
Restrictions: The Dreamweaver must have previously visited the victims dreams, in order to know what shape or figure to draw out and create. The hallucination will usually behave in the manner it does within the dreams, but it cannot cause harm or make contact with anyone.
The Raiser’s intimate knowledge of reanimating the dead combines with the Shaman’s life-giving skills, to restore the life of one recently deceased character.
Duration: N/A - One use
Restrictions: The PP must be performed within 8 hours of death. The individual can only be resurrected if they died due to natural causes (including but not limited to: injury, suffocation, drowning, natural sickness, plant or mushroom poisoning). Deaths due to old age cannot be reversed, nor can deaths caused by magic. This PP is hugely draining on both partners, and renders them both unable to perform any magic at all for 7 days following use.
This PP cannot be used to revive inactive characters or characters who were removed due to inactivity/leaving the group/failure to submit a retirement piece. This PP can be used as part of a deliberate plot only and is not a loophole for the activity system.
The cumulative power of the shaman’s restorative abilities goes beyond that of healing sick or wounded wolves. Druids are capable of healing other animals, and can even heal the land itself by promoting the quick and fruitful growth of vegetation.
Duration: N/A - One use
Restrictions: Can heal one animal (the larger the animal the more taxing on the user) or one tree or a 1x1 area of vegetation per use.
The healing power of the shaman seeks to undo the damage of the obliviator’s touch, restoring one memory that had previously been wiped away.
Duration: N/A - One use, to restore one memory of choice to one single individual
Restrictions: This PP cannot restore the memories of the obliviator themselves - using their power on their own mind is non-reversible.
Never quite content with the price that had to be paid for their ability, the Faithless looks to pass on their curse. With the help of Stonegaze, the partners can blind another wolf completely.
Duration: N/A - One use
Restrictions: Eye contact is necessary from the Stonegaze to the victim. If the victim is treated by a stage 3 shaman within 8 hours, their sight can be restored; any later, or if no shaman is known, then the blinding is permanent.
This peculiar combination allows the enthraller to see through the visionary’s eyes, and vice versa. Whoever speaks the incantation “lend me your eyes” will take control.
Duration: Up to 10 minutes.
Restrictions: Proximity and eye contact are both necessary for the incantation to work, but once the PP has been cast, the partners are able to distance from one another until the end of the PPs duration. The body of the controlling partner will collapse where they stood, and if the other partner wanders, be unprotected for the duration of the PP.
Working together, these wolves can make the aura of any nearby magic users visible for all to see.
Duration: One use. Aura lasts 5 minutes.
Restrictions: This PP is proximity based and will reveal the aura of any magic user within a 6 metre radius of the partners.
Both the parasite and shadow empath inherently gain strength from the misfortune of others. When combined, their power can increase the strength and range of the parasite’s ability, making them able to drain life force from others, possibly to the point of collapse or death. For two days following use, both the parasite and the empath will find their abilities are naturally amplified. The more force is drained, the more powerful the individual abilities of the partners become.
Duration: One use, but effects remain on partners for two days
Restrictions: A ranged ability that can affect up to 4 others, within eyesight of the partners.
The partners combine their powers to create and implant a false memory into the mind of another wolf while they sleep. Both the victim and the dreamweaver must sleep to activate this PP, but the obliviator can remain awake, as long as they stay by their partners side.
Duration: N/A - One use
Restrictions: The false memory can be obliviated later, it is not immune to the usual obliviate powers. The victim will not be able to tell the memory is fake, but will likely feel surprised, as though they have just remembered something they’d forgotten.
The future sight of the soothseer is warped and twisted by the shadow empath, allowing them to create and project a false vision of the future onto one individual. The vision will instill feelings of despair, fear and anger which strengthen the pair for a limited time after use.
Duration: N/A - one use on one individual
Restrictions: The vision will be “seen” in the minds of both partners and the victim. The partners are aware the vision is false, but the victim is not. After successful use, the strengthened energies of the partners mean that the cooldown period for this PP is halved.
The combined ability of the two soothing empaths give them the ability to assert their own emotions over other wolves temporarily, making them highly susceptible to the partners’ power of suggestion.
Duration: One use. The target remains susceptible to suggestion for 1 hour after.
Restrictions: The partners need to be in complete agreement in order to both assert the same emotions over the target. If the partners are not working in harmony, the PP is likely to backfire and create confusion in the target.
The soothseer is able to call upon the learning empath’s intuitive skill, and together they can read the threads of another wolf’s fate to view the many different outcomes of their lives. What they do with the information gained is up to the partners.
Duration: N/A - One use on one individual
Restrictions: In order to read the correct fates, the partners need to acquire a few strands of the target's fur. Then they must meditate together in silence, each with one paw over the furs.
The two learning empaths match one another in their intense power of intuition, and gain the ability to communicate with one another through thought alone.
Duration: Up to 12 hours
Restrictions: The partners must be in proximity to initiate this PP, but afterwards, are able to go their separate ways and maintain their PP for the full duration. They can only communicate if they are both awake. The mind is only intended to hold your own consciousness, and as a result, this PP is exhausting to use at length. The cooldown period between uses is 3 days.
By speaking an incantation while in physical contact with their target, the two barren can temporarily nullify a single character’s abilities so that they cannot be used.
Duration: One use, effects last up to 1 day
Restrictions: The pair must both be touching the target for Nullify to work. Cooldown between uses is 1 month.
A power that strengthens the volume and range of the partners’ voices. The pair release a deafening shriek which induces madness in other wolves within a certain radius around them, causing their victims to lose their inhibitions and lash out violently until the effect dissipates, or the maddened wolves fall unconscious.
Duration: Effects last up to 30 minutes
Restrictions: Will affect any wolf within a 5 metre radius of the partners. The farther the distance from the partners, the weaker the effects and the quicker they wear off. Deaf wolves will not be affected.
By summoning a blackened fog, the partners are able to create their own darkness, covering themselves in shadow and crafting shadows ahead of their path. In doing so, they can both travel faster than a normal wolf, even during the day.
Duration: Up to 1 day
Restrictions: The farther the pair travels, the harder this PP becomes to maintain. They must remain in proximity for the full duration - if they distance, the crafted shadows will fade.
Instead of turning their target’s body into stone, the combined power of Stonegaze and Corrode afflicts the victim with the phantom sensation of their body being set ablaze, as though acid is burning through their skin. No true harm is inflicted, but the hallucination is extremely intense and renders the victim unable to move due to the pain.
Duration: Effects last 10 minutes.
Restrictions: Requires eye contact between the target and either one of the partners. Cooldown between uses is 5 days. As with Stonegaze, excessive use could cause blindness to the users.
Detection allows a wolf to see magical abilities and identify hidden strengths. When combined with Oakflesh the interpretation appears to become more literal, and the Oakflesh is able to temporarily surrender their own invulnerability to bring out strength in others. Allies will be temporarily protected from tooth and claw attacks.
Duration: One use, protects an ally from 2 attacks before fading
Restrictions: Can apply the effects upon a maximum of 5 allies. Allies must be within sight. Cannot be applied to the Detection partner. The Oakflesh temporarily loses their power as they effectively transfer and disperse it among the allies. Grants protection from physical attacks only, allies can still be harmed by magic.
This powerful and destructive partnership allows the pair to freeze and shatter a single memory from their target. Ice, however, can be unpredictable - the partners have no control over which memory is erased, and any memories they destroy can never be recalled or recovered.
Duration: N/A - One use
Restrictions: This PP can remove one memory on a permanent basis. Due to the uncontrollable nature, canon knowledge of the memory is not required - when activated, the partner power will remove a memory at random from the target. It is a very powerful ability, and renders the partners completely unable to perform magic for 7 full days after use.
The trickster Phantom uproots the efflorescence trail, and replants it somewhere else, allowing the efflorescent user a brief reprieve from being followed.
Duration: The efflorescence trail will mislead for 12 hours maximum
Restrictions: The effect is only maintained for as long as the partners are in proximity. If the phantom and the efflorescent part ways, the trail will return to the efflorescent’s paws, even if the duration has not elapsed.
The dark power of the shadow empath reaches toward the fated enemy of the Devourer; each time either of the partners kill a Raised wolf, they inflict pain upon the Raiser who summoned them. The pain of the Raiser temporarily energises and strengthens both partners.
Duration: Temporary stamina boost to partners lasts 3 hours, no matter how many Raised are killed
Restrictions: Activates when the partners are in proximity to each other and to a Raised wolf. The Raiser will feel pain for each Raised felled by either partner, regardless of the Raiser’s physical distance from the partners.
The spirit drain pulls power from the mimic, and allows the partners to command and cast - only once - the ability which the spirit drain had last drained prior to the partner power.
Duration: One use
Restrictions: As with Mimic’s base restrictions, the Echo will be a slightly weakened version of the ability; to show this, step one stage down from the target’s current level. This partner power will also temporarily drain the Mimic of their power, as per Spirit Drain’s base effects.
Causes both partners to appear visually displaced - they appear to be standing in one spot, but are actually in a different position. Causes confusion and increases the partner’s capability to sneak attack.
Duration: One use, until the displacement vanishes or the partners reveal themselves
Restrictions: Must be within eyesight of their displaced. If attacked or touched, the displacement will vanish. Partners will be revealed if their displaced vanishes or if they move/attack and reveal themselves.
With the help of the mimic, the illusionist is no longer restricted to the casting of illusions on the outside world. Together the partners can telepathically project an illusion into the mind of their target.
Duration: Illusion can last up to 10 minutes.
Restrictions: Can be used on one target only. The partners must be within visible range of their target. Because the illusion is projected telepathically, it can only be seen by the partners and the victim; anyone else in the area will not see the illusion. In addition, because of the telepathic nature of the power, it can be used on blind characters. Cooldown after use is 7 days.
A dimensional shift that switches the locations of the partners, leaving a path of ice between them which stuns all wolves caught in the line of fire, freezing their paws to the ground.
Duration: Shift is instant, one use; freezing effect lasts 5 minutes
Restrictions: Cooldown between uses is 5 days.
The illusionist manipulates mind and matter. In partnership with a Raiser, this power will cause a Raised wolf to take on the illusionary appearance of the wolf an enemy target cares for, even if neither partner knows who that is. Targets are aware that it is an illusion, as they will witness the shift in appearance, but the end result remains undoubtedly disarming, particularly if commanded by it’s master to attack.
Duration: 1 use, lasts as long as the partners are focused and in proximity
Restrictions: Partners must get permission from the owner of the character that will be depicted. The illusion can be applied to one Raised only, and will only be crafted once both partners and the Raised wolf are within sight of the target. The illusion fades if partners are separated and/or if the Raised is killed.
The power of visionary combines with psychometry to allow the users to peer inside a target's past, circumventing the passive nature of psychometry and allowing the partners to hone in on a specific target.
Duration: One use, permits a short series of flashbacks
Restrictions: Must be touching the target or an item belonging to the target (such as a dropped canonical accessory). Flashbacks are visible in the minds of the partners, are quick and brief, and depict a maximum of 3 defining moments from the target's past at random. Partners cannot control what they witness. After use, both partners are unable to use their abilities for 7 full days.
The powers of the Changeling pull and shift the Phantom into a seemingly tangible form, until it appears as real as any other wolf. The Decoy cannot talk, attack, or even be commanded, and since it is borne from the trickster Phantom it is often downright unhelpful, but it offers a viable distraction in a pinch.
Duration: Decoy will disperse after 10 minutes or when the partners separate
Restrictions: In decoy form the Phantom appears as a fully black wolf, with black eyes. The decoy cannot be commanded, cannot cause harm to any other, and is actually not a tangible object. While active, neither partner will have a shadow. Upon dispersal, their shadows will return.
The shield cast is imbued with minor healing properties thanks to the shaman. Rather than deflecting an attack, the shield will cloak nearby allies and will heal any minor wounds such as scratches and cuts. Wolves who are not injured will find their focus temporarily improved.
Duration: One use for injuries, will heal 1 minor cut/scratch per ally. 10 minute duration for focus buff
Restrictions: Can affect a maximum of 5 allies at once. Cooldown between uses is 1 week. Will only heal wounds inflicted within the past 12 hours.
With the Stealth’s natural affinity for espionage and the visionary’s unique sight, the partners can see through a solid object and view what lies beyond it.
Duration: 1 use, to look through one physical object
Restrictions: Both partners must be awake to use, and must both look through the same object. Can look through physical matter such as through trees, heavy thickets, stone, rock, etc. Cannot look through living creatures or other wolves. Cooldown between uses is 3 days.
The astral plane of the sleepwalker seems to blur with reality. As a result, the users can move through solid objects and ignore most physical effects in their way.
Duration: 1 use, to move through one physical object
Restrictions: Both partners must be awake to use, and must both move through the same object in the same direction. Can move through physical matter such as trees, heavy thickets, stone, rock, etc. Cannot move through living creatures or other wolves. Cooldown between uses is 3 days.
A power that amplifies the senses of the partners, allowing both to temporarily see the emotions of those around them as an aura of colours.
Duration: 5 minutes
Restrictions: Only the partners can see the aura created by their power. The colourcast will only apply to wolves within eyesight at the time of casting. If a new wolf enters the location afterward, they will not be affected.
A power that makes the weaver’s wisps induce sleep on those who see them, or are touched by them, instead of requiring the tranquilizer to touch the victim directly.
Duration: N/A - Applies whenever the wisps are summoned in the presence of the Tranquilizer
Restrictions: Will affect a maximum of 3 targets before a cooldown of 7 days will apply. Normal Tranquilize effects apply to the target.
A power that induces sleep in wolves nearby who hear the partners’ combined howl.
Duration: N/A - One use
Restrictions: Affects anyone in hearing distance and gently induces sleep. Duration of the sleep varies from wolf to wolf, and though it is a natural sleep, the listener will grow drowsy and then fall asleep wherever they are. The farther the distance from the partners, the weaker the effects. Deaf wolves will not be affected.
The partners render their target unable to feel any emotion for a short while, leaving them apathetic and suggestible to commands where ordinarily they might hesitate due to fear, anger, defiance, etc.
Duration: Effects last 1 hour
Restrictions: The target must be within eyesight of the partners. Affects one wolf per use. The effects will last the full duration, even if the target leaves the proximity of the partners. The target’s suggestibility can be influenced by any wolf they encounter, not just the partners.
The partners use their combined powers to invade the mind of their victim and inflict a blanket amnesia that makes them unable to recall anything they've done while under the partners' influence.
Duration: 4 hours
Restrictions: The victim can still move around and be directed by others, but their behaviour is mostly akin to sleepwalking - aimless and confused. This partner power will also temporarily drain the Obliviator of their power, as per Spirit Drain’s base effects.
Creates a mystical beam of light at the pair’s position that’s visible for some distance.
Duration: Dissipates after 5 minutes
Restrictions: The flare does not make any sound, cannot cause harm, and cannot be manipulated or moved through.
The dream weaver may enter the dream of the siren, and with their combined powers, the wolves can "lure" a sleeping wolf into their shared dream state. The lured wolf may become "lost" in the dreamscape, and wolves might be unable to wake them for some time.
Duration: Target may sleep for up to 24 hours
Restrictions: Target and partners must all be asleep. Partners must be in proximity, but the target can be any sleeping wolf within the user’s territory. Cannot be used under a new moon, per the restrictions to the Dreamweaver’s ability.
By combining their abilities, the two wolves can determine whether something another wolf says is a lie.
Duration: N/A - one use on the answer to one question
Restriction: Result is dependent on whether or not the wolf believes themself to be lying, not the canonical truth. Partners must ask a direct question, and can use their Intuit power on the responding statement.
The powers of frostfoot appear to move through the conduit of the bloodhound. Together the pair can chill the blood of their victim - literally. The target is slowed and finds movement difficult, as though ice runs through their veins, and they are cold to the touch.
Duration: One use, duration varies (see below)
Restrictions: The bloodhound must have tasted the blood of the target in order to inflict damage. The effects vary depending on the climate the target is in at the time; the warmer the day, the faster the target ‘thaws’. This ability is more potent in the winter and in colder climates.
The mixture of burning blood and healing properties, when focussed on a bleeding wound, sears into the skin and can stop heavy bleeding that might otherwise quickly lead to death.
Duration: N/A - One use on one wound
Restrictions: Must both be touching the injury site. This ability is incredibly painful for the recipient and may result in shock. The recipient will also need to heal physically for some time after the cautery has been applied.
By touching an item that had been worn by or from the den of a wolf, the Psychometric can transfer flashes of the ‘owner’ of said item’s appearance to the Changeling who can temporarily take that face regardless of whether or not they had met.
Duration: Once a form is taken, usual Changeling duration applies
Restrictions: Permission from the player of the target is required. Partners must have reasonable access to said items - able to go into their den, dropped their accessory ect.
The combined powers of the users can summon an image of a familiar wolf to the Bloodhound. For the duration, the seer can watch the target in real time, so long as they are in contact with the Bloodhound.
Duration: Up to 10 minutes
Restrictions: Consent and a description of the actions of the target must be received from the player of said character. The Seer will not be able to hear anything or feel what the target is feeling, and will not be able to see any wolves with clarity beside the target. The Bloodhound must be familiar with the target in order for the PP to work. Scrying can be used to see a wolf anywhere in the Isle but the location will only be identifiable if the Seer recognises the surroundings.
With the psychometry’s past-sight and the banshee’s death-sense, their combined powers allow them to witness the moment of death of any one individual by visiting their burial place. They will be able to see both the place of death, and the cause.
Duration: N/A - one use at one time
Restrictions: The witnessed moment can only be seen by the partners. It will “replay” before their eyes by spiritual forms. You can use this PP at will for your own storylines or NPCs, but you must seek permission from character owners if you wish to use this PP to witness the moment of death of any other player owned characters or NPCs.
Together the banshee and the soothing empath are able to draw out and soothe the pain felt by a living creature in its last moments before death - including wolves.
Duration: N/A - one use on one dying creature
Restrictions: This PP will only activate for living creatures who, without outside or magical influence, are certain to die. It’s possible that the target could be healed or saved by a Shaman, but the PP will not activate unless their wounds are fatal under normal circumstances.
A power that allows the partners to expel a dark, suffocating fog that makes it difficult to breathe and saps the energy of those who come into contact with it.
Duration: One use to create, fog will remain for up to 10 minutes
Restrictions: The fog has a relatively short range, reaching a maximum of 4 metres from the centre point of the partners. Prolonged exposure to the fog (over 8 minutes) can cause death by suffocation. The partners are unaffected.
Any wolf who looks into the eyes of the users (or the visionary’s familiar) find themselves temporarily immobilised - frozen to the spot, if you will - and experience a lasting sense of lethargy for some time after eye contact is broken.
Duration: Up to 24 hours, or until the partners separate/distance
Restrictions: This PP requires eye contact - if the eye contact is broken, the victim is freed from their paralysis. Each partner can only use this on one individual. If they break eye contact, they cannot then look at a different wolf and paralyse them.
This powerful and destructive partnership allows the pair to completely destroy multiple memories from the mind of their target, and any memories they destroy can never be recalled or recovered.
Duration: N/A - One use
Restrictions: This PP can remove up to three memories on a permanent basis. At least one of the partners must have canonical knowledge of the target memory in order to be able to destroy it. It is a very powerful ability, and renders the partners completely unable to perform magic for 7 full days after use.
The partners are able to look through the eyes of any wolf the Bloodhound has tasted, offering them the unique ability to spy on others.
Duration: One use, for up to 5 minutes
Restrictions: The partners can only temporarily look through the eyes of the target - they cannot control them in any way, nor can they feel any other senses (touch, smell, hear). The victim will not be aware of the PPs influence, but may have a headache afterward.
The partners howl in unison, causing the certain and immediate death of their target - be it animal or wolf. This is the toll they must pay for a brief reprieve from their life-limiting abilities.
Duration: N/A - one use
Restrictions: The partners must be within visible range of their target, and agree their focus on it. If the partners try to use this PP while focused on different targets, both partners will black out. After use, both partners' abilities will be nullified for 7 full days.