"You rise with the Moon, I rise with the Sun."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 affect 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.
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Anime and Manga
- Happens in Digimon Adventure, when Etemon uses his Dark Network to depower the main 'mons.
- 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.
- During the Black Moon arc of Sailor Moon, she was subjected to a variable gravity field onboard the villain's ship. She managed to pull off Heroic Resolve and save her friends, standing (despite his increasing the gravity on her) and attacking him.
- Some of the players in Saki are like that. 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, though it usually takes her a while...
- The most egregious of them all however, is 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.
- Saki herself has several points to this as well, such as finishing with her signature Rinshan Kaihou, literally meaning 'A Flower Blooms On a Ridge' (go check what the terms mean somewhere else), would show a flower field around her.
- 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 20% Field Power Bonus (actual name) to attack and defence in their preferred terrain - so bugs get it in forests, undead in wasteland, etc.
- 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.
- In some versions of the King Arthur legends, Sir Gawain's strength increases during the morning, is three times his normal strength by noon, and then wanes through the afternoon.
- Another knight, Escanor also has the same ability. He was killed by Gawain though.
- This is the point of Nexus cards in Battle Spirits
- 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 improved a unit's morale.
- Adaptation allowed 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.
- 1st and 2nd Edition had a number of spells that helped groups of characters.
- 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.
- Magic: The Gathering has dozens of such spells for specific colors and creature types.
- Geist 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.
- 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.
- In the Age of Wonders games, 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.
- In 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.
- 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.
- One of Exit Fate's Demon Commandos possesses a spell permanently buffing up his own party, and the other one has a spell Field Power Draining the enemy party.
- In 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).
- 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 Pokemon 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.
- Hail hurts all Pokemon that aren't Ice-type (or have an ability to make them immune) and makes Blizzard 100% accurate. Auto-invoked by Snow Warning.
- Several abilities also have something to do with the above weather effects. They either double their speed, make them gain HP gradually, or power up their moves.
- There's also Fog which lowers Accuracy, but you can't activate it on your own.
- Shadow Sky causes gradual damage to all non-Shadow Pokemon. The reverse of Fog; it MUST be manually activated, as Shadow power is unnatural.
- In addition, 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 Pokemon act first. Gen V's Magic Room and Wonder Room respectively nullify the effects of held items and reverse all Pokemon'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 Pokemon.
- Grass Pledge + Water Pledge = swamp on the opponent's field, reducing the speed of the opposing Pokemon.
- Fire Pledge + Water Pledge = rainbow on the user's field, boosting the chances of secondary effects occurring.
- Pokémon X and Y added Terrain moves, which are similar to (And can stack with) weather, but with the restriction that they only affect Pokemon standing on the ground.
- Grassy Terrain regenerates the HP of Pokemon and powers up Grass type moves.
- Electric Terrain prevents Pokemon from falling asleep and powers up Electric type moves. Auto-invoked by Tapu Koko's Electric Surge.
- Misty Terrain prevents Pokemon from getting status effects and weakens Dragon type moves.
- Gen VII introduces Psychic Terrain, which nullifies increased priority moves.
- The weather in Final Fantasy XII had an effect on both magic and attacks: If conditions were right, elemental magic was strengthened (e.g., fire magic being stronger on a sunny day), and in bad weather conditions (thunderstorms, snowstorms) the accuracy of ranged weapons suffered.
- In one of the last missions of Infamous 2 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.
- A prominent aspect of Tales of Zestiria. 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.
- In the Touhou Omen Trilogy games, the Land Meter is this. It 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.
- A core game play element in Archon. 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.
- 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: On their own team's ink Inklings can quickly swim in it as squids, and doing so quickly refills their ink supply. The opposition's ink, on the other hand, slows Inklings to a crawl, while also leaving them damaged for easy splattering.
- In 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.
- 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.
- BIONICLE: the energy in Karda Nui causes beings of the Light Elemental Powers to grow larger.
- The Disney Gargoyles sleep during the day, and awake at sunset. A somewhat extreme example, since they're helpless from sunrise to sunset.