Quoted By:
Ability: Crash (Couldn't think of a better name that was short enough)
Makes electric attacks from the using Pokemon hit ground and rock types for normal damage, electric moves take 2 PP instead of 1.
Move: Polar Shot
Half and half chance of either being fire or ice type, probably about 80% damage with 10 PP. Probability of type can be affected by weather (such as hail making Polar Shot Ice type and Sunlight making it Fire).
Ability: Distance
Makes the opponent's accuracy and offenses lower when this Pokemon is sent out, but makes the Pokemon's accuracy and defenses lower too. Negated when inflicted with a status effect or the using Pokemon switches out.
Move: Afforestation
Using Pokemon spreads out seeds which grow and create a forest, negates weather effects until another weather move is used, increases Grass type move damage, but status affects are impossible to inflict on both sides. Forest falls apart when the using Pokemon faints and the next Pokemon sent out isn't grass type.
Ability: Degrade
Opponent's speed lowers 1 stage and HP lowered by a little amount when a non-damaging move is used. Not activated by protect/detect moves.
Ability: Penetrate
Protect/detect moves have no effect.
Move: Possess
Ghost type, gets to stop opponent's Pokemon and choose their move for them, the using Pokemon can't move during this attack unless a continuous move such as Outrage or Uproar are used.
Move: Rerun
The last turn is completely done over (this attack goes last) and no damage has been done, stat changes are reversed, etc. Not counted into protect/detect group. Normal or Psychic type, I dunno.
Move: Field Break
Every field move (Stealth Rocks, Spikes, Toxic Spikes, Afforestation, Sunlight, Hail, etc.) is negated and can't be used for another 5 turns. Deals no damage unlike Rapid Spin.
I just made this off the top of my head with creating nonshitty names in mind and also thinking about complex situations that could come about from these moves.