●●●●xxxxxxS P E C I A L _ A T T A C K SFor a list of all the Special Attacks, please go 
H E R E.
[ Each Azrein can learn up to three Special Attacks that can be used in battle. Many things determine the Special Attacks [SA's] that your Azrein can get. Edits, Level, Experience, and Stats are just some of the things that determine SA. As your Azrein gets stronger and Levels Up, it learns new SA's that can be used. 
][ Each Special Attack costs a certain amount of SP -- Sp.Atk Points. The stronger the move, the more SP it will consume. One SP is recovered after every 
3 rounds, so choose your Special Attacks wisely! 
]●●●● Each Special Attack has an Initial Damage. Now, this damage is set and cannot be lowered. When performing a Special Attack, you subtract your opponent's Charisma from your Intelligence. You add the difference to the Initial Damage.
[ For example: 
I wanted to use a Special Attack, with an Initial Damage of 40.
My Intelligence was 80, and my opponent's Charisma was 70. 
So, 80 - 70 = 10.
I would add 10 to the Initial Damage, 40, to get a total damage of 50. ]]●●●● Now, what if your opponent's Charisma is higher than your Intelligence? In that case, you add on half of the base attack for the match. Your referee will decide on a base attack at the beginning of each battle, so all you do is divide this number by two and add it to your Special Attack's Initial Damage.
[ For example: 
Again, I wanted to use a Special Attack, with an Initial Damage of 40.
My opponent's Charisma is higher than my Intelligence. The referee had decided on a 30 base damage for the battle.
So, I would divide 30 by 2, giving me 15.
I add 15 to the SA's Initial Damage of 40 to get 55. ]]●●●● Well, sometimes Special Attacks have both Initial Damage AND Lasting Damage and / or Lasting Effects. Unless otherwise stated in the description of the SA, ALL Lasting Damage / Lasting Effects go into effect in the same round you were attacked in.  
Lasting Damage/ Lasting Effects ( Commonly called Damage over Time and Effects over Time or DoT's and EoTs) are added into the totals at the end of ever  r o u n d by the Referee before the start of the next round. These are noted in the notations sections.  Please remember to go over the Referee's post every time they post a report when there are Special Effects in play. 
[ For example: 
I did a Special Attack for 40 Initial Damage, plus an extra 10 for the difference between my Intelligence and my opponent's Charisma. Now, the SA also has a Lasting Damage of -20 for 2 Turns.
So, on the Round that I used the attack, my opponent would take 50 damage. Then, in that same Round and in the one after, my opponent will automatically take -20 HP in damage. ]]But why the same turn? 
We have DoT and EoT start at the end of that round as that symbolizes the beginning of the next round.  We are adding that before you even start as it is a hazard to your Azrein.  Yeah, it doesn't seem quite as realistic as we would have liked, but its the best we can do with a completely text based RPG-Fighter as this is what the Battles System is. 
DoT cannot be dodged, nor can EoT, however keep in mind that you still have a chance to doge the attack that causes them using your standard Dodge Roll.