- Coral Projection
The user can release/use coral to attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc.
- Expanding Coral Bolts: Project coral that expands rapidly on contact with an object.
- Formulated Coral Blasts: Release blasts of coral in a form of a creature or object.
- Hand Blasts: Release coral blasts from hands.
- Hidden Attacks: Channel attacks through a medium.
- Missile Generation: Create missiles of coral.
- Omnidirectional Coral Waves: Send out a wave of coral in all directions.
- Coral Ball Projection: Create and launch spheres of coral.
- Coral Beam Emission: Release beams of a coral.
- Coral Blast: Release coral over a specific target area.
- Coral Bolt Projection: Release low powered projectiles of coral.
- Coral Bomb Generation: Create bombs/explosions of coral.
- Coral Breath: Discharge coral blasts from mouth.
- Coral Bullet Projection: Fire in short sequence over a wide area.
- Coral Cutting: Use coral to cut opponents.
- Coral Infusion: Empower and energize anything touched or used (usually a weapon) with coral.
- Coral Pillar Projection: Project coral pillars.
- Coral Spike Projection: Project coral spikes.
- Coral Vision: Emit coral from one's eyes.
- Coral Vortex Creation: Create spiral/vortex of coral.
- Coral Wave Emission: Send out a wave of coral that repels everything.
- Reflective Attacks: Release attacks of coral that can bounce off of any surface.
- Scatter Shot: Release coral blasts that split into multiple fragments.
- Sword Beam Emission: Release coral blasts from swords and other such bladed weapons.
- Zap: A tiny short release of coral to cause pain or discomfort, usually too low-powered to be destructive.
- Combat Merging using coral
- Coral Manipulation
- Coral Mimicry
- Force-Field Generation
- Organic Attacks
- Organic Constructs
- Organic Manipulation
- Organic Mimicry
- Power Augmentation
- Projectile Enhancement
- Volatile Constructs
- Users may require outside source of coral to create a blasts.
- Users may not be immune to effects of own blast.
- Firing may be involuntary reaction, or released in constant stream.
- Users will be exhausted when too much energy is used.
- Users may be over-charged/wounded if too much energy is used at once.
- Users need control to avoid unnecessary destruction.
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