- Die Attacks
The user can release/use dice to attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc.
- Dice Ball Projection: Create and launch spheres of dice.
- Dice Beam Emission: Release beams of dice.
- Dice Blast Attacks: Release dice over a specific target area.
- Dice Bolt Projection: Release low powered projectiles of dice.
- Dice Bomb Generation: Create bombs/explosions of dice.
- Dice Breath: Discharge dice from the mouth.
- Dice Bullet Projection: Fire in short sequence over a wide area.
- Dice Cutting: Use dice to cut opponents.
- Dice Infusion: Empower and energize anything touched or used (usually a weapon) with dice.
- Dice Pillar Projection: Project dice pillars.
- Dice Spike Projection: Project dice spikes.
- Dice Vortex Creation: Create spiral/vortex of dice.
- Dice Wave Emission: Send out a wave of dice that repels everything.
- Expanding Dice Bolts: Project dice that expands rapidly on contact with an object.
- Formulated Dice Blasts: Release blasts of dice in a form of a creature or object.
- Hand Blasts: Release dice blasts from hands.
- Hidden Attacks: Channel attacks through a medium.
- Missile Generation: Create missiles of dice.
- Omnidirectional Dice Waves: Send out a wave of dice in all directions.
- Optic Blasts: Emit dice from one's eyes.
- Reflective Attacks: Release attacks of dice that can bounce off of any surface.
- Scatter Shot: Release dice blasts that split into multiple fragments.
- Sword Beam Emission: Release dice blasts from swords and other such bladed weapons.
- Wave Motion Blast: Launch a massive wave of dice.
- Zap: A tiny short release of dice to cause pain or discomfort, usually too low-powered to be destructive.
- Attack Creation
- Attack Expansion
- Bullet Hell
- Clinging Damage
- Combat Merging
- Constructs Creation
- Dice Manipulation
- Force-Field Generation
- Hidden Attacks
- Intangible Attacks
- Invisible Attacks
- Object Attacks
- Oversized Attacks
- Power Augmentation
- Projectile Enhancement
- 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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