Esper effects

Esper effects are effects inherent to the characters from the Science Side of the A Certain Magical Index AU which are very similar to Skills, in that they are bonus effects that can be activated at the correct timing to change the course of a Duel. All Espers that are at least Level 1 have at least 1 activated effect, and gain additional effects/have older effects powered up for each Level they gain.

Since having such abilities is overwhelmingly powerful and can be considered a huge disadvantage for anyone without them, non-Espers who are trained to be able to suppress Espers in emergency situations usually run large numbers of floodgates that specifically affect opponents who can activate them, such as Capacity Down.

Anti-Magic Universal Drawbacks
Espers cannot cast magic without causing serious harm to their own bodies. This is reflected through the huge drawbacks inflicted upon them if they use the Summoning methods derived from magic (in Ritual and Fusion):


 * You start the Duel with 1000 less LP for each Magician Spell you control.
 * If you Special Summon a Ritual or Fusion Monster: You lose 1000 LP.
 * If the effect of a Ritual or Fusion Monster you control would be applied: You lose 1000 LP.
 * During each of your End Phases, if you control a Magician Spell, or a face-up Ritual or Fusion Monster that you Special Summoned: Halve your LP.

= Main characters =

Deck: 

Ability: Imagine Breaker - Level 0(?)
 * The following effects cannot be negated.
 * If you would take battle damage from an opponent's attacking monster, whose ATK is different from its original ATK because it was changed by the effect of a Magician Spell or an Esper effect, apply that monster's ATK without those changes for damage calculation.
 * If a monster you control attacks an opponent's monster, whose ATK is different from its original ATK because it was changed by the effect of a Magician Spell or an Esper effect, make that monster's ATK equal to its ATK without those changes during damage calculation.
 * Negate the effects of all Esper and Magician Card effects that would make you take damage.
 * You, and all cards you control, are unaffected by Magician Spells or Esper effects.

Deck: 

Ability: Accelerator - Level 5
 * Post-nerf only:
 * At the start of each turn: You can activate this effect; your Esper effects are not negated this turn. Cards and effects cannot be activated in response to this effect's activation. You can only activate this effect up to [10 / 20] times per Duel.


 * Your opponent takes any battle damage you would have taken.
 * You choose the targets for your opponent's attacks and card effects.
 * Once per turn, if a monster you control battles: You can destroy 1 card in your hand or field; increase that monster's ATK by the ATK of the destroyed card (if it was a monster), or 1000 (if it was a Spell/Trap).
 * Once per opponent's turn (Quick Effect): You can reveal 1 monster in your hand that has a cost or effect which destroys cards; immediately after this effect resolves, apply the cost for that effect, and if you do, activate the effect of that monster in your hand.

Deck: 

Ability: (N/A) - Level 0
 * [N/A]

Deck: //

Ability: Railgun - Level 5
 * Once per turn, if the ATK of a monster(s) on the field is changed by a card effect (Quick Effect): You can pay 1000 LP; quadruple that change.
 * Once per turn, if a card(s) you control is destroyed by card effect (Quick Effect): You can draw 1 card for each.
 * If your opponent targets you with an Esper effect that would inflict effect damage, OR can change control of cards in your possession: You can negate that effect, and if you do, your opponent cannot target you with Esper effects for the rest of this turn, also take 500 damage.
 * Once per turn (Quick Effect): You can target 1 Machine monster your opponent controls; banish it, OR take control of it until the End Phase.
 * Once per turn, if a LIGHT monster in your possession targeted a card(s) your opponent controls with a card effect but did not destroy it (Quick Effect): You can negate that card's effects on the field.

Deck: 

Ability: Teleport - Level 4
 * If you took more than 2000 damage this turn, you cannot activate any of the following effects.
 * Once per turn: You can pay 500 LP; add 1 Quick-Play Spell from your Deck to your hand.
 * Once per turn, if a monster you control is targeted by a card effect (Quick Effect): You can pay 500 LP; move that monster to one of your unoccupied Monster Zones, and if you do, negate that effect.
 * Once per turn: You can reveal 1 monster in your hand, then pay LP equal to that monster's Level x 200; destroy that monster, and if you do, inflict damage to your opponent equal to the amount of LP you paid.
 * Once during each of your Battle Phases, if your opponent controls no Spells/Traps, 1 Level 4 or lower monster you control can attack directly.

Deck: 

Ability: Thermal Hand - Level 1
 * Once per turn: You can pay 1000 LP, then target 2 FIRE monsters you control, and declare a Level equal to or between either of those monsters' Levels; make those monster's Levels that declared Level until the End Phase.

Deck: 

Ability: Aero Hand - Level 0
 * Level Upper exclusive:
 * Once per turn, if you control 3 or more WIND monsters: Target 1 card your opponent controls; shuffle it into the Deck.

= Supporting Characters & Antagonists =

Deck: s (fake Esper Deck) / 

Ability: Auto-Revival - Level 0
 * Once per Duel, if your LP would become 0 while you have 1000 or fewer LP, your LP becomes 100 instead.

Deck:  ( variant)

Ability: Move Point - Level 4
 * If you took more than 2000 damage this turn, you cannot activate any of the following effects.
 * Once per turn: You can activate 1 of these effects.
 * Pay 500 LP; Set 1 Quick-Play Spell from your Deck directly to your Spell & Trap Zones.
 * Pay 1000 LP; add 1 Quick-Play Spell from your Deck to your hand.


 * Once per turn, if a monster you control is targeted by a card effect (Quick Effect): You can pay 500 LP; move that monster to one of your unoccupied Monster Zones, and if you do, negate that effect.
 * Once per turn: You can reveal 1 monster in your Deck, then pay LP equal to that monster's Level x 100; destroy that monster, and if you do, inflict damage to your opponent equal to double the amount of LP you paid.
 * Once during each of your Battle Phases, if your opponent controls no Spells/Traps, 1 Level 6 or lower monster you control can attack directly.

Deck: 

Ability: Dark Matter - Level 5
 * Once per turn: You can pay 1000 LP; create 1 "Number i" Xyz Monster, and if you do, put it in your Extra Deck, also add 1 Rank-Up-Magic - Intrusion Into the Sacred from your Deck or GY to your hand. You can only activate this effect twice per Duel.
 * Your opponent must pay 1000 LP to Special Summon "Number" monsters.
 * Once per turn (Quick Effect): You can pay 500 LP; activate 1 "Numeron" Field Spell from your Deck.
 * Once per turn: You can pay 500 LP, then target up to 2 of your banished Xyz Monsters; return those targets to the Extra Deck.
 * Xyz Summons you conduct cannot be negated.

Deck: 

Ability: Aero Hand - Level 4
 * At the start of each turn: You can reveal any number of WIND monsters with different names from your hand (min. 1) and Deck (max. 1); this turn, you can activate a combination of these effects that number of times.
 * If you Summon a monster(s): You can target 1 monster you control; shuffle 1 card your opponent controls in that monster's column into the Deck.
 * If you Summon a monster(s): You can target 1 zone on the field. At the start of any Phase: You can activate this effect; destroy all cards in those targeted Zones.


 * If a WIND monster you control attacks: You can reveal 1 WIND monster in your hand; increase that attacking monster's ATK by 200 x the Level of the revealed monster.
 * Once per turn, if a WIND monster in your possession targeted a card(s) your opponent controls with a card effect (Quick Effect): You can return that card to the hand, and if you do, inflict 800 damage to your opponent.

Deck: 

Ability: Clairvoyance - Level 3
 * Once per turn: You can declare a card name; if your opponent has that card in their hand or Set on their field, make them place that card in your hand.
 * Once per turn: You can excavate the top 2 cards of your opponent's Deck, then return them to the top of the Deck in any order.
 * If your opponent adds a card to their hand, except by drawing it (Quick Effect): You can pay 800 LP; make your opponent play with their hand revealed, until the End Phase.

Deck: ', '/

Ability: Mental Out - Level 5
 * (Quick Effect): You can pay 1000 LP, then target an opponent; for the rest of this Duel, you can control them and all cards in their possession.
 * You can Special Summon monsters from your opponent's Extra Deck as if they were your own.
 * If you successfully resolve the effect of a "Mental" Esper effect, copy all cards in that opponent's card database to yours.
 * Unaffected by "Mental" Esper effects while your LP are 100 or greater, also unaffected by all "Mental" Esper effects from players of a lower Level.
 * Once per turn (Quick Effect): You can pay 200 LP, then target 1 monster on the field; change its battle position.

Deck: 

Ability: (N/A) - Level 0
 * [N/A]

Deck: 

Ability: Offense Armor - Level 4
 * You never take damage if that damage is equal to or lower than half your current LP.
 * You never take effect damage if that damage is equal to or lower than the ATK of any monster you control.
 * Once per turn, if a monster you control attacks an opponent's monster that has a lower Level/Rank than that monster: You can pay 700 LP; inflict doubled battle damage to your opponent.
 * Once per turn, if your opponent activates a Spell/Trap in response to the activation of a Spell effect in your possession: You can pay 700 LP; negate that card's activation, and if you do, shuffle that card into the Deck.

Deck: /

Ability: Meltdowner - Level 5
 * If you activate an Xyz Monster's effect that targets cards on the field: You can target any number of face-up cards on the field; apply that effect to all of them, then pay 500 LP for each monster targeted this way.
 * Once per turn: You can pay 1000 LP; all Special Summoned monsters you control inflict doubled battle damage this turn.
 * During either player's turn, if a monster(s) you control is destroyed by card effect: You can draw 1 card.
 * When a Special Summoned monster you control attacks, your opponent cannot activate Trap Cards until the end of the Damage Step.
 * Pendulum Summons you conduct cannot be negated.

Deck: 

Ability: AIM Stalker - Level 4
 * During your Main Phase: You can pay 1000 LP, then target up to 3 monsters in your opponent's Extra Deck; while any of those cards remains in your opponent's Extra Deck, your opponent takes 500 damage for each, during each Standby Phase. You can only activate this effect once per Duel.
 * Once per turn, if another Esper in the current Duel would pay LP to activate an Esper effect: You can activate this effect; they do not have to pay LP for the rest of this turn to activate Esper effects.
 * There is no time limit on any of your Duels' turns.
 * You do not lose any LP from Intrusion Penalties.

Deck: 

Ability: Liquid Shadow - Level 4
 * You can pay half your LP; create a Shadow Clone with the amount of LP you paid, with these effects.
 * While either you or the Shadow Clone are in a Duel, you share a Deck (but not a field or GY).
 * If only the Shadow Clone Duels an opponent(s), you cannot see those players' fields.
 * Monsters that the Shadow Clone controls cannot attack directly.
 * Your opponent cannot attack the Shadow Clone directly, also it takes no effect damage.
 * During each End Phase, if the Shadow Clone controls no monsters, its LP becomes 0.


 * Once per turn: You can Tribute 1 Continuous Spell/Trap that mentions Machine monsters in its card text; Special Summon 1 DARK Machine monster from your GY.