Some moves I made for Magic and Strength. Spirit will have its own section when I completed my original list of ideas; and Weapons already get enough Love this update, so they’ll be skipped.
If you do have any ideas, feel free to let me know.
I’ll mention this now before anybody asks: the scale and windup are only mildly taken into consideration; enough to represent the move. This is also true for damage, which is just alluded to: ‘Bounce’ deals less damage than Slam; or “this move has high damage scaling”.
Strength
Vouno

Vouno
“Using your body, Sunder the terrain in front of you into a precipice; punishing anybody unable to run out its path.”
Requirements: 300 Strength; using this move requires the person to be on the ground, when activated, they fall towards the floor (like with slam).
Causes the player to slam the floor and create a wave of spiked terrain. This attack will send enemies flying into the air.
-Attributes-
Height: changes how tall the spikes will be, this affects the abilities knockback.
Angle: changes the direction the spike grows towards, and the direction knockback is applied; this can either be: Left, Vertical, Right, Outwards (away from user), or Inwards (Towards user).
Lasting: toggle, activating it ensures the created spikes last as destructible terrain for some duration.
-Affinities-
No special affinities (Power = Damage; Size is width & length; atk-speed is how fast the move is done).
Boulder
Boulder

“Gouge a chunk of material from the floor to toss at foes, which is sturdy enough for multiple uses.”
Requirements: 300 strength; using this move requires the person to be on the ground, when activated, they fall towards the floor (like with slam).
If the player is on solid terrain, pick up a large stone, and after a second, throw it towards the cursor. This stone is affected by gravity, like how weapon throws are. If the stone survives after contact (with a surface or player), it can be hit by abilities to redirect it based on the abilities knockback and attack destruction. Boulders have a 4 second redirection cooldown; any player can redirect a boulder. The boulder will copy the status of any ability it’s hit by until it stops moving.
When the boulder is hit by abilities, it loses durabiliy based on the attacks destructive power + knockback.
-Attributes-
Size: Changes the boulder Size.
Durability: Changes how many hits the boulder can take before being destroyed. More durable boulders are slower.
Implode: A toggle, when active, the boulder’s destruction will unleash an explosion dealing some damage. This toggle increases the boulder’s durability, so that it never breaks in a single impact.
-Affinities-
Power increases the damage/speed ratio.
Attack speed increases the Boulders initial toss speed.
Agility has no bonus effects. Size functions as normal.
When using Cannon fist, this move becomes a giant cannon ball (it would be funny if CFist makes it useable mid-air, as the player pulls a comically large cannonball from their ass; but at the same time somebody would complain about the balancing).
Krisi
Krisi

“Focus your body and lung towards your target, ready to perform another devastating blow”
Requirements: 200 Strength
A move that locks onto a selected character and teleports the user to them. This has a long windup, being hit during this time cancels the move. Once you teleport behind a target, they are slowed for 1 second; while the user has no endlag, allowing the user to quickly perform another attack. The next attack the user tries is mildly enhanced (bonus power/size), this lasts for 5 seconds and is cleared as soon as they use another ability.
-Attributes-
Position: which direction the user is teleported to. Has the following Directions; Left, Right, Infront, Behind, Above, Below (only works on airborne targets).
Distance: how close the user is teleported to the target, the higher this is, the stronger the buffs, from 2% - 10% bonus.
-Affinities-
This skills range is instead determined by Agility.
Pafsi

Pafsi
“Focus the power of your body not into damage, but bewilderment; causing anything hit to be paralyzed in pain.”
Requirements: 150 strength
A M1-like lunge with mildly higher range and a long wind-up. This ability causes the strength user to jab the opponents, if it hits a target who is not blocking, they lose some percent of their agility (namely jump power) and one air movement slot for 10 seconds.
-Attributes-
Stun: changes how much of a target’s max agility is reduced, from 15% to 75%; this modifies the moves windup.
Cripple: Toggle to remove an air movement slot; enabling this reduces this skills range. Cripple duration is 10 seconds.
-Affinities-
No special affinities (Power = Damage; Size is width & length; atk-speed is how fast the move is done).
Bounce

Bounce
“Slam down to the floor while bringing enemies down with you, as you are repelled from the floor to do so several times”
Requirements: 80 Strength, Must be airborne, using this ability on the ground will launch you into the air before commencing.
While in the air, the user will quickly crash down to the floor, and be sent up, causing a large explosion. As this attack sets, enemies will be pulled down if they’re in vicinity. As long as this ability hits 1 target, its cooldown will be refreshed.
-Attributes-
Style: part used to impact the ground
Embodiment: animal embody modifiers and such.
Bounciness: how much extra height the user will gain each bounce.
-Affinities-
Power increases the Height/Damage Scaling.
Agility is the stat that modifies how quickly you move back towards the ground.
Barrage

Barrage
“Release a stream of precise blows to pummel those in your vicinity.”
Requirements: 200 Strength
A miniature version of Surge that allows the person to move whilst cast.
-Attributes-
Style: changes the body part used for barraging (changes the players walkspeed/damage): Dual Fists Average damage/speed, uses both hands; Single hand, more speed, less damage; Dual Legs, more damage, less speed; Single Leg, very high damage, but very low speed.
Rate: the abilities hit rate, higher rates mean less damage per hit, but more damage overall.
Finisher: toggle, adds a final hit which has knockback and increased damage.
-Affinities-
Agility increases your movespeed while Barraging; Atackspeed increases the hit-rate without affecting damage; Size functions as normal.
Inhale

Inhale
“Direct all of one’s might into their lungs, and surge a huge storm from it, causing all but the best to be pulled towards you.”
Requirements: 220 Strength
Large holdable move that pulls enemies towards you, upon activation, enemies are given slowness, and immediately pulled towards you by some amount, holding any further will reapply slowness and gradually move them towards you. Enemies being pulled can still use spells.
-Attributes-
Suction: How far enemies are initially pulled by. Lowers how long the slowness lasts
Size: how big the area is.
-Affinities-
Power will instead change how much a person is initially pulled as this Technique does no damage.