
LIST OF PARTNER POWERS
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 (see HOW PP'S WORK). 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 one in particular, your best bet is to hit CNTRL + F and type the name into the resulting box to find it on the page. Otherwise... happy scrolling!
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Fools Fire (Wisp Weaver x Rot)
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.
Smokescreen (Shieldwolf x Rot)
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!
Blight (Raiser x Rot)
These two destructive forces combine to imbue the teeth and claws of the partners with a foul-smelling poison, which burns the skin on impact and if flesh is punctured, turns the victim’s blood inky black. If not treated quickly, this poison is fatal.
Duration: Effect remains on the partners teeth and claws for only 5 minutes. The poison, once used, cannot be recalled.
Restrictions: This poison can only be treated by a Shaman. They must be treated within 48 hours, or they will die.
Light Lure (Wisp Weaver x Enthrall)
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.
Spirit Ward (Wisp Weaver x Shieldwolf)
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.
Spellbreaker (Shieldwolf x Detection)
The shield can call upon the senses of detection, creating a protective shield through which magical wolves cannot pass.
Duration: Up to 30 minutes
Restrictions: If either partner is incapacitated, or the partners are distanced from each other, the shield will dissolve. Casts as a barrier style shield, so can be placed across openings, or protect a line of other wolves.
Shadowhound (Detection x Wraith)
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.
Deduce (Detection x Mimicry)
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.
Moongeist (Living Shadow x Mimicry)
When below moonlight, the partners take on a spectral appearance, making them almost invisible to the eye. In this manner, they are able to travel undetected.
Duration: Up to 2 hours, but the partners must remain in proximity. If they distance, they will fade to their normal appearances.
Restrictions: The partners must remain under the moonlight. If they step into shadow, the PP ceases and they return to their normal forms.
Wendigo (Living Shadow x Changeling)
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.
Ghoulskin (Illusionist x Changeling)
The illusionist’s power of imagination crafts a horrible, beastly new appearance for the changeling - transforming them into a monstrous creature with long arms and legs, a skull in place of their face and antlers towering above them.
Duration: Up to 10 minutes, but the partners must remain in proximity. If they distance, the changeling will fade to their normal appearance.
Restrictions: The changeling cannot speak in this form. The eyes of the ghoul will take the colour of the changeling’s own. This form is very challenging for the changeling to take, and for the illusionist to maintain. For three days after use, both partners will be unable to use their abilities.
Doppelganger (Mimicry x Changeling)
The partnership of the mimic and the changeling allows the mimic to take the changelings form, creating a doppelganger of them. Useful if you need to be in two places at once.
Duration: Up to 10 minutes, but the partners must remain in proximity. If they distance, the mimic will fade to their normal appearance.
Restrictions: The mimic can only take the changeling’s original form via this PP.
Relay (Mimicry x Illusionist)
The mimic is able to duplicate the power of the illusionist, and their combined power allows them to craft a small illusion that can continue to exist beyond the illusionist's field of vision. 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.
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.
Conjure (Faithless x Illusionist)
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.
Psyche Screen (Faithless x Shieldwolf)
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.
Dreameater (Shadow Empath x Dreamweaver)
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.
Hallucinate (Raiser x Dreamweaver)
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.
Resurrect (Shaman x Raiser)
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.
Druid (Shaman x Shaman)
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.
Restoration (Shaman x Obliviate)
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.
Spite (Faithless x Obliviate)
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 the obliviator, the partners can blind another wolf completely.
Duration: N/A - One use
Restrictions: 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.
Hijack (Enthrall x Visionary)
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.
Leech (Parasite x Visionary)
Both partners employ the power of the parasite in order to temporarily drain lifeforce from an individual within their range of sight; either to strengthen the partners and refill their stamina, or to deliberately weaken an enemy.
Duration: One use, on one individual.
Restrictions: Both must focus on the same target.
Nightlight (Aura x Visionary)
The partners are able to see during the darkest night as though it were clear as day, without the glow of aura exposing their position.
Duration: Up to 30 minutes.
Restrictions: Only the partners feel the effects - the area will not be illuminated for any others present.
Beacon (Aura x Detection)
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.
Overwhelm (Parasite x Shadow Empath)
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.
Distortion (Dream Weaver x Obliviate)
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.
Luminary (Soothseer x Aura)
The light cast by aura guides the way and opens the mind’s eye to see clearly, allowing the pair to project a vision or premonition to those in close proximity. In this way, a soothseer can almost prove their vision, or choose to show it rather than trying to describe it.
Duration: N/A - one use
Restrictions: The partners can only project a premonition the soothseer has previously experienced, not project a new or unique one. This PP is subject to Aura’s restriction, and cannot be done in an eclipse.
Misfortune (Soothseer x Shadow Empath)
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.
Lullaby (Enthrall x Soothing Empath)
The suggestive power of the enthrall combines with the soothing abilities of the empath, enabling the partners to put another wolf within close proximity into a deep sleep that could be mistaken for death. Their heartbeat becomes so faint it is almost impossible to detect, and they do not seem to be breathing.
Duration: N/A - one use on one individual
Restrictions: The victim will sleep for a minimum of 5 days, though it can be even longer. They will be drowsy and disoriented for a few hours after waking.
Undermine (Soothing Empath x Soothing Empath)
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.
Sixes (Living Shadow x Learning Empath)
The Living Shadow is able to lift the veil, and the Learning Empath can search through the spirit’s emotions, focusing on a particular feeling in order to call forth or summon a particular spirit. Typically, this is only successful when focused upon negative emotions such as anger or fear. This PP could then allow the partners to try to speak with that spirit - or perhaps they summoned it with less pure intent, hoping to frighten or alarm another.
Duration: N/A - one use to summon one spirit
Restrictions: Once the spirit has been summoned, it behaves as per the descriptions and restrictions of the Living Shadow ability.
Fatechanger (Soothseer x Learning Empath)
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.
Telepathy (Learning Empath x Learning Empath)
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 24 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.
Swiftshade (Shieldwolf x Wraith)
The wraith lends their speed to the shield, creating a shadowed mist that will temporarily increase the travelling/running speed of any wolf who passes through it.
Duration: The mist will linger for only 2 minutes. The effects remain for 1 hour.
Restrictions: This PP can only be used in darkness, and the users must be concealed from light (including moonlight) in order to cast it. The mist can affect any number of wolves as long as they pass through the mist.
Darkwalker (Illusionist x Wraith)
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.
Nullify (Barren x Barren)
By speaking an incantation while in physical contact with their target, the two barren can temporarily nullify a 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. The incantation must be said in unison: “spirits, dispel, empty this vessel.”