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Field Power Effect

 Field Power Effect
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In Real Life combatants naturally seek the high ground and other places on the battlefield with tactically advantageous Geo Effects, and to maneuver their opponents into tactically disadvantageous positions. A related tactic is to affect allied and enemy morale to make the fighting easier. In fiction the Field Power Effect is a third, supernatural way to make a given set of characters (whether heroes or villains) stronger or weaker.
A Field Power Effect is a spell or environmental condition that affects the fighting ability of one or more characters, strengthening and/or weakening them. Weather and terrain may play a factor, such as a pyrokinetic being weak during a rainstorm while an aquakinetic gains more power. Or a solar powered hero being strongest at noon and weakest when in pitch black darkness. Terrain like the Place of Power affects characters atuned to the type of energy it boosts (and its opposite). You can probably tell that due to Elemental Rock-Paper-Scissors, any Field Power Effect that boosts one set of Elemental Powers will weaken whatever is in its opposition. This is similar to how opposing sides with the ability to use Status Buff and Status-Buff Dispel can also end up canceling each other out. Other possibilities include things like time of day, year, or even the positions of planets and stars.
The reason Field Power Effects work is they somehow affect the Power Source of characters, or failing that their soul. An area filled with Light energy naturally strengthens characters who are good-aligned, while evil characters who are Weakened by the Light will suffer a Depowering. It'd take a very strong Cross-Melting Aura on the part of a villain to overpower that kind of disadvantage. The reverse is also true, an evil wizard who emanates Dark Side energy will make heroes quake and those Allergic to Evil outright faint. In both cases the character will feel soul pains.
Just to clarify, it's also possible for a Field Power Effect to just boost or drain without pairing both.
See Mook Commander for enemies who have this kind of effect to their troops. May overlap with Symmetric Effect.
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Dragonlance
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Flawed Crystals: The Blue Diamond fragment of the Perfect Crystal can use these to debuff the gems' stats or prevent them from generating star points, similar to the Emotion Control effect she displays in canon.
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The Marvel character Noh-Varr, also known as Marvel Boy, has a weaponized form of this called a "pocket battlefield": a glowing cube small enough to be held in one hand, which can expand until it's about fifteen feet along each edge. Once it's expanded, the owner of the cube can subconsciously control the laws of physics inside to disorient their enemies and give them the advantage in a fight.
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The Legend of Zelda: Breath of the Wild: If not killed within a certain limit of engaging them in combat, Wizzrobes will summon a harmful area effect that will last until they are felled. Fire Wizzrobes increase the temperature of the area to harmful levels, Ice Wizzrobes do the same but with cold temperatures, and Thunder Wizzrobes summon thunderstorms that strike metal weapons.
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Final Fantasy IV: The After Years: The phases of the moon affected combat, increasing or decreasing a pair of stats depending. This meant you combat mages could be very powerful but physical fighters like swordsman would lose half their strength and vice versa.
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The Gen IV-exclusive Fog lowers Accuracy for all Pokémon, but you can't activate it on your own—it only occurs if the overworld is foggy. It lingers until the player either gets out of the foggy area or uses Defog.
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In Fullmetal Alchemist, alchemy takes its power from geothermal energy. The Big Bad, Father, can block this energy, rendering alchemy useless in a given area. It does not block the similar magic of alkahestry, however, which has a different power source.
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In The Seven Deadly Sins thanks to his ability Sunshine, Escanor's power is magnified exponentially during the day, reaching its peak at noon, when he's as strong as the Demon King.
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Final Fantasy XII:
The weather has an effect on both magick and attacks: If conditions are right, elemental magick will be strengthened (e.g., fire magick being stronger on a sunny day), and in bad weather conditions (thunderstorms, snowstorms) the accuracy of ranged weapons will suffer.
The Mist is a Background Magic Field usually appearing in places of power, such as during Esper battles. In places with heavy Mist, you will regenerate MP faster than you would in places without Mist.
Some boss battles have gimmicks which disable a specific action or otherwise put you at a disadvantage. Your HP or MP may be drained continuously, or the Attack, Magick, Technick, or Item commands may be disabled, or the Charge Time may slow to a crawl if you wield iron-based weapons. These culminate with the battle against Ultima, who will shuffle between these gimmicks once in a while.
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Used in Inuyasha, occasionally. From dusk to dawn, on the first night of the new moon, Inuyasha turns human, returning to full power at sunrise.
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Disgaea 5 adds Netherworld Effects which that affect the stage, like reducing resistances of all units or spawning weird mushrooms. You can summon your Pocket Netherworld to override the Netherworld Effect with your own.
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The Order of the Stick: The Azure City throne room is consecrated. Notably, it makes any attempt by an evil cleric at "turning" the Ghost-Martyrs of the Sapphire Guard more difficult. It takes one as powerful as Redcloak to have any chance of succeeding.
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Elemental spells in Seraphic Blue leave an elemental charge on the battlefield, which can be used to cast certain spells (like Heal Rain requiring Water on the field, or Lava Wave requiring Fire and Earth). There are five slots for field elements, the first three consisting of mutually-exclusive elemental pairs that can cancel each other out* Fire & Water, Wind & Earth, and Light & Darkness, and the latter two are for standalone elements* Sky and Break.
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Happens in Digimon Adventure, when Etemon uses his Dark Network to depower the main 'mons.
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Exalted has several examples related to the Exalt type. To give a few examples: this is how the several of the Yozis' perfect defenses work. Malfeas' can only be used in developed areas (ranging from primitive villages to the Capitol of Heaven), while Kimberry's can only be used near big enough body of water.
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 Exalted (Tabletop Game)
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Geist: The Sin-Eaters has the Boneyard Manifestation. A Sin-Eater using it is aware of everything within the area encompassed and can perform subtle manipulations to impose penalties or inflict damage on entities inside it, depending on the Key used. They can also remotely use other Manifestations within the Boneyard. And at maximum level the Boneyard's radius is measured in miles.
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Dungeons & Dragons
1st and 2nd Edition had a number of spells that helped groups of characters.
Bless: Raises morale and "to hit" rolls by 1.
Chant/Prayer: All attacks, damage and saving throws are at 1.
The 2nd Edition supplement Tome of Magic had several priest spells of the War sphere that improved the performance of military units.
Courage, morale and rally all improve a unit's morale.
Adaptation allows the unit to fight as if they were in their favored terrain type.
Selective passage cut the movement cost (to travel through an area) in half.
A spell called consumptive field that drains hit-points from all characters in a area, potentially lethally, transferring them to the caster.
The spells hallow and unhallow cause an area to favor good-aligned or evil-aligned characters respectively.
The servants of the Red Death in the Ravenloft spin-off Masque of the Red Death have additional powers within their lairs. The Darklords of Ravenloft likewise have special powers within their domain, although since they're unable to leave this may not exactly count.
Dragonlance: Wizards in the setting had their spellcasting abilities strengthened or weakened based on the phases of the three moons: each moon corresponded to good, neutral, or evil wizards and wizards of that type became stronger or weaker as their associated moon waxed and waned.
In 5th Edition, some extremely powerful monsters have lairs that have supernatural effects that help and protect them or hinder or harm their enemies. For example, a green dragon can turn any small bird or mammal in its lair into an Animal Eye Spy at will, while all food and water brought into a mummy lord's lair instantly rots away and evaporates. On top of that, there are special lair actions that the monster can perform during combat (in addition to taking their normal actions that round) that provide further effects.
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In Avatar: The Last Airbender, Firebenders and Waterbenders gain strength from the sun and the moon, respectively. Firebending is stronger during the day, and Waterbending is strongest on the night of a full moon.
The sun and moon's respective eclipses render their associated bending art unusable. It's used in the Siege of the North, and fuels the plot for about 1/3 of the series.
Fire Lord Sozin also decided to make his own Field Power Effect with a "comet" that drastically powers up Firebending. He used it to wipe out the Air Nomads, except for the one they were looking for, and 100 years later, his descendant, Ozai tried to burn the whole Earth Kingdom at the comet's return.
The series' Bible also states Earthbenders gain power from fault lines, and Airbenders from higher altitudes. Neither is elaborated upon in-show. Other effects, like rain, are self explanatory.
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Dragalia Lost has a number of abilities that set zones.
For adventurers and dragons, these zones can either enhance the ally's performance (like Gala Euden's Rising Circlet and Giovanni's third auto-attack beat) or debilitate or hurt an enemy within (like Sha Wujing's Obstruction Armament or Cat Sith's Elegant Artifice). The enhancement zones, unfortunately, are disabled under the Curse of Nihility (with the exception of those set by Isaac's Wealdfury).
Void Agni projects a zone of extreme heat around itself that barbecues any adventurer within it. "Scorching Air Res" is required to withstand its fury.
Void Poseidon projects a zone of surging water that draws anyone within to him. "Whirlpool Res" is required to not budge, but melee fighters don't care either way.
Kai Yan's Battleground enhances the attack power of everyone within, Kai Yan himself included. Proper spacing is required to win the fight in a timely fashion.
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Battle for Wesnoth: Lawful units fight better at day, and chaotic units fight better at night (and both fight worse at the opposite daytime). As well, the Mage of Light unit can illuminate an area with their presence, being a Field Power Bonus for lawful and a Field Power Drain for chaotic units at the same time.
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Touken Ranbu: Starting from world 6, the game introduces specific battlefield conditions that strengthen or weaken certain types of swords, or enable or disable certain types of troops or horses.
Night battle buffs short swords, debuffs long swords and have no effect on uchigatana. All swords can evade projectiles (only kiwame tantō can do this at daytime).
Urban battle: horses do not take effect.
Indoor battle: horses do not take effect, archer and catapult troops do not attack, attack ranges of ōdachi and naginata are narrowed.
Rain battle: Musketeer troops do not attack.
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This is the point of Nexus cards in Battle Spirits.
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The Disney Gargoyles sleep during the day, and awake at sunset. A somewhat extreme example, since they're helpless from sunrise to sunset.
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Widdershins: The titular City of Adventure is built over an Anchor, a rare natural phenomenon that amplifies magic in the vicinity. Inept Mages have their gifts magnified to a useful level; spiritual activity is higher around the city; and the site of the Anchor itself is so powerful that magic can be triggered by emotion alone.
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The "Pledge" moves introduced in Pokémon Black and White produce certain field effects, depending on which ones are used together.
Grass Pledge + Fire Pledge = fire on the opponent's field, damaging all non-Fire Pokémon.
Grass Pledge + Water Pledge = swamp on the opponent's field, reducing the speed of the opposing Pokémon.
Fire Pledge + Water Pledge = rainbow on the user's field, boosting the chances of secondary effects occurring.
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Age of Wonders: Wizards can cast certain spells that affect an entire battlefield. Examples include Holy Light, which brightens the scenery and buffs Good units and debuffs Evil units, and its Evil counterpart, Unholy Darkness, which does the opposite.
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Pokémon has weather effects that benefit specific types, moves and abilities. It can be on Routes starting from Gen. 3, or you can set it up with respective moves or abilities. Weather abilities lasted indefinitely up to Gen V; weather moves and Gen VI weather abilities only last from five to eight rounds, save for the super abilities Primordial Sea, Desolate Land and Delta Stream, which only cease when the invoker is removed from combat.
Rain boosts Water moves, weakens Fire moves and makes Thunder and Hurricane 100% accurate. Auto-invoked by the Drizzle ability.
Primal Kyogre can invoke a fierce rainstorm with its Primordial Sea ability, which in addition to the above negates Fire moves altogether. This does Kyogre itself little good, but works quite well in Double Battles. Removing Kyogre or Delta Stream is required to stop this weather pattern.
Sun does the opposite to Fire and Water moves, makes Solarbeam skip charging and make Moonlight, Morning Sun and Synthesis heal more HP. Auto-invoked by the Drought ability.
Primal Groudon can invoke harsh sunlight with its Desolate Land ability, which does all of the above and negates Water moves. While potent in its own right, it negates Primal Groudon's compound weakness to Water, making it deadly on its own. Nothing short of Delta Stream can remove this effect unless Groudon is removed.
Mega Rayquaza's Delta Stream negates the weaknesses of the Flying type, which for Rayquaza itself only leaves its Dragon weaknesses. It also locks out all other weather changes while it's on the field, up to and including Primordial Sea and Desolate Land.
Sand hurts all Pokémon that aren't Rock, Ground, or Steel-type (or have an ability to make them immune). It also gives Rock-types a well appreciated Special Defense boost. Auto-invoked by Sand Stream or Sand Spit if the wielder is hit.
Hail hurts all Pokémon that aren't Ice-type (or have an ability to make them immune) and makes Blizzard 100% accurate. It also enables the usage of Aurora Veil, which halves damage from all attack types. Finally, it halves the power of Solar Beam and Solar Blade, and reduces the HP gain from Moonlight, Synthesis, and Morning Sun to 25% of their normal value. Auto-invoked by Snow Warning.
Snow, which replaced hail in Pokémon Legends: Arceus and Pokémon Scarlet and Violet, mostly works the same, but instead of dealing damage, it raises the physical defense of all ice-type Pokémon.
Several abilities also have something to do with the above weather effects. They either double their speed, make them gain HP gradually, boost their evasion, or power up their moves.
The Gen IV-exclusive Fog lowers Accuracy for all Pokémon, but you can't activate it on your own—it only occurs if the overworld is foggy. It lingers until the player either gets out of the foggy area or uses Defog.
Shadow Sky, exclusive to Pokémon XD, causes gradual damage to all non-Shadow Pokémon. It is the reverse of Fog; it MUST be manually activated, as Shadow power is unnatural.
The "Room" series of moves also operate like field effects. Trick Room, introduced in Gen IV, reverses the effect of speed on action order so that slower Pokémon act first. Gen V's Magic Room and Wonder Room respectively nullify the effects of held items and reverse all Pokémon's physical and special defense stats.
The "Pledge" moves introduced in Pokémon Black and White produce certain field effects, depending on which ones are used together.
Grass Pledge + Fire Pledge = fire on the opponent's field, damaging all non-Fire Pokémon.
Grass Pledge + Water Pledge = swamp on the opponent's field, reducing the speed of the opposing Pokémon.
Fire Pledge + Water Pledge = rainbow on the user's field, boosting the chances of secondary effects occurring.
Pokémon X and Y add Terrain moves, which are similar to (and can stack with) weather, but with the restriction that they only affect Pokémon standing on the ground. They are auto invoked by their respective Surge abilities, which were formerly exclusive to the Tapu, but have since been given to other Pokémon.
Grassy Terrain regenerates 6% of grounded Pokémon's HP per turn by and powers up Grass-type moves.
Electric Terrain prevents grounded Pokémon from falling asleep and powers up Electric-type moves.
Misty Terrain prevents grounded Pokémon from getting status effects and weakens Dragon-type moves.
Gen VII introduces Psychic Terrain, which makes grounded Pokémon immune to moves with boosted priority and powers up Psychic-type moves.
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Chrono Cross has a field effect that, when biased completely to one colour, empowers spells of the same element and weakens those of the opposite and makes Summon Magic of that element useable. Good luck doing this when enemies are using their own spells. One character has a special ability where he changes the field colors to all one color (he spills paint), but you can't choose the color. There are also normal spells that can change the field to a single color except black and white.
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Sort of present in Gloomhaven, as certain character abilities can temporarily "activate" elements that can be used by some other character abilities to add new effects to said abilities, generally making them stronger.
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Final Fantasy:
Final Fantasy IV: The After Years: The phases of the moon affected combat, increasing or decreasing a pair of stats depending. This meant you combat mages could be very powerful but physical fighters like swordsman would lose half their strength and vice versa.
Final Fantasy XII:
The weather has an effect on both magick and attacks: If conditions are right, elemental magick will be strengthened (e.g., fire magick being stronger on a sunny day), and in bad weather conditions (thunderstorms, snowstorms) the accuracy of ranged weapons will suffer.
The Mist is a Background Magic Field usually appearing in places of power, such as during Esper battles. In places with heavy Mist, you will regenerate MP faster than you would in places without Mist.
Some boss battles have gimmicks which disable a specific action or otherwise put you at a disadvantage. Your HP or MP may be drained continuously, or the Attack, Magick, Technick, or Item commands may be disabled, or the Charge Time may slow to a crawl if you wield iron-based weapons. These culminate with the battle against Ultima, who will shuffle between these gimmicks once in a while.
Final Fantasy Tactics: If a battle takes place during a thunderstorm, Fire spells will be weakened and Lightning spells will be strengthened. It's not that big a deal, though, as very few battles take place in such conditions.
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Magic: The Gathering has dozens of such spells for specific colors and creature types.
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Yu-Gi-Oh! has several dozen spells that give and remove field power bonuses and penalties. In the Duelist Kingdom arc of the manga, monsters get a 30% Field Power Bonus (actual name) to attack and defence in their preferred terrain — so bugs get it in forests, undead in wasteland, etc.
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The servants of the Red Death in the Ravenloft spin-off Masque of the Red Death have additional powers within their lairs. The Darklords of Ravenloft likewise have special powers within their domain, although since they're unable to leave this may not exactly count.
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Some of the players in Saki have this.
Koromo draws strength from the night and the moon, so she's at her absolute strongest when the finals take place during a full-moon night.
Yuuki is strongest during the East Wind, referring to herself as 'The Thunder of The East', while Nanpo Kazue is strongest during the South Wind. (A battle between Yuuki and Kazue has her hang on by a thread during the East Wind, and then make a huge comeback during the South Wind, winning the game by a large margin.)
Initially, Nodoka also had a Field Power Bonus when playing Online, losing significant power when playing in person, but she eventually gained the ability to go into full 'Online Mode' in a live game.
Shizuno's. The deeper the other players go into the stack, the weaker their gimmicks are. This perfectly counters both Awai's and Saki's ability.
When Saki finishes with her signature Rinshan Kaihou (literally meaning 'A Flower Blooms On a Ridge'), a flower field manifests around her.
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In Fate/EXTRA and its spinoffs, Sir Gawain is said to be utterly invincible while the sun is up. Whenever he's fought as an enemy the characters must make absolutely certain to battle him at night (he's still powerful, but he's not unbeatable at that time).
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Fate/stay night: Both Caster and Rider use such effects to absorb energy, although we only see the effects on the field created by Rider, when it drains life power from the students of the school. Also, Ryuudou temple seems to fulfill a similar role, weakening all the servants who enter it (or so we are told).
Reality Marbles also do this, imposing the user's mental world on their surroundings.
Servants become stronger if they're somewhere where their particular legend is well known. This is shown in Fate/Apocrypha, which features Vlad Tepes as a Servant in his homeland of Wallachia (modern day Romania). Ordinarily, Vlad would just be an average Servant, but since he was summoned on his home territory, his power is boosted massively, such that he's one of the strongest Servants in the war.
In Fate/EXTRA and its spinoffs, Sir Gawain is said to be utterly invincible while the sun is up. Whenever he's fought as an enemy the characters must make absolutely certain to battle him at night (he's still powerful, but he's not unbeatable at that time).
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Granblue Fantasy: A few characters (and bosses) have skills that can deploy special Field effects to the entire raid, which in turn, affects all players and enemies alike under a specific duration. They are represented as skills with a purple border.
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Splatoon has this as a core gameplay mechanic. Matches focus on spreading as much ink of the player's own color as possible, and this ink has effects on them: one can quickly swim in in their own team's ink, and doing so quickly refills their ink supply. The opposition's ink, on the other hand, slows the player down to a crawl while also dealing chip damage, making for easy splatting.
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Warhammer:
The Winds of Magic fluctuate in strength over space and time, so spellcasters can find areas where their chance of successfully casting any given spell are improved or penalized. However, strong Winds can also boost their chance of a Magic Misfire.
Ice magic draws on the Ley Lines of its native Kislev, so Ice Witches can only cast normally within Kislev or in wintry conditions abroad. Otherwise, they need to pass an extra skill test to grasp the foreign Winds of Magic whenever they try to cast a spell, or it fails.
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Exit Fate: One of the Demon Commandos possesses a spell permanently buffing up his own party, and the other one has a spell Field Power Draining the enemy party.
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Archon: A core gameplay element. Units fight best (and in particular have the most health) on squares matching their own side. Some squares are permanently light respectively dark, others cycle through several intermediate stages indicated by color. There is even a spell to reverse/invert specifically that cycle.
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Touhou Omen Trilogy: The Land Meter affects the power of elemental attacks, causes enemies and party members with regeneration in an element to regenerate HP, and can allow or forbid the use of certain spells.
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Evolve: Several both have abilities that make areas deadly to traverse. Gorgon's acid spray coats the ground and will destroy the health of anyone exposed to it for too long. Behemoth's lava bomb sticks to any surface and inflicts a burn DOT on anyone who gets too close, which stacks with the damage it does itself.
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Infamous 2: In one of the last missions, a big thunderstorm appears over the city. The storm allows Cole to recharge his powers by drawing energy from the heavens themselves, making him virtually invincible.
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Snow, which replaced hail in Pokémon Legends: Arceus and Pokémon Scarlet and Violet, mostly works the same, but instead of dealing damage, it raises the physical defense of all ice-type Pokémon.
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Final Fantasy Tactics: If a battle takes place during a thunderstorm, Fire spells will be weakened and Lightning spells will be strengthened. It's not that big a deal, though, as very few battles take place in such conditions.
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During the Black Moon arc of Sailor Moon, the eponymous character was subjected to a variable gravity field onboard the villain's ship. She managed to pull off enough Heroic Resolve to save her friends, standing (despite his increasing the gravity on her) and attacking him.
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Tales of Zestiria: A prominent aspect of the game. Seraphs and Hellions can generate domains that weaken any member of the opposite species in the area. These last until a stronger domain appears, and they can stretch over entire continents.
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DOOM Eternal's Buff Totems amplify the speed and damage of all nearby demons until they're destroyed, in a manner akin to the Archvile. This makes them very high-priority targets, as even the weakest of Mooks can quickly turn the player into sushi while under the effect of one of these, and that's saying nothing of the bigger fellas.
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The whole point of Field Spell Cards in Yu-Gi-Oh!, at least in early metagames, is this. With newer cards, Field Spell Cards start to do less archetypical effects. In any case however, the fact that FSCs affect both players' field can mean that whatever its effects are, it can also be used by a smart opponent.
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Flazzard, in Dragon Quest: The Adventure of Dai, uses this as his primary tactic when invading. He has his troops create a tower of fire and one of ice, so that the ground in a circle around the middle of these two towers acts as a power depletion field for his foes, reducing their strength to a fifth, and sealing all use of magic. It is so bad that the heroes have to first find a way around it before fighting the Blizzblaze General.
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Pokémon X and Y add Terrain moves, which are similar to (and can stack with) weather, but with the restriction that they only affect Pokémon standing on the ground. They are auto invoked by their respective Surge abilities, which were formerly exclusive to the Tapu, but have since been given to other Pokémon.
Grassy Terrain regenerates 6% of grounded Pokémon's HP per turn by and powers up Grass-type moves.
Electric Terrain prevents grounded Pokémon from falling asleep and powers up Electric-type moves.
Misty Terrain prevents grounded Pokémon from getting status effects and weakens Dragon-type moves.
Gen VII introduces Psychic Terrain, which makes grounded Pokémon immune to moves with boosted priority and powers up Psychic-type moves.
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The following is a list of statements referring to the current page from other pages.

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Magic and Powers
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Power
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