The most grand magic of all! Absolution! Also known as order, this magic is absolute in its order. It's one of the most expensive, however, and none of the AoEs are party-friendly. However, it has a lot of cancellation effects. The last source in the Purity Realm is… Absolution… the single most powerful source of energy anywhere ever. Absolution doesn’t have any status effects, but its damage is not often able to be resisted, even by Willpower. This form of magic also super-cedes other forms of magic, and has dispelling powers which shut down any continuing magic forms. The only problem with absolution is that there are no lower-power spells, making the list shorter. The list is as follows: 10. Dispel Type: Support Absolution Spell Cost: Variable The spell, when cast, stops a continuing spell or spell effect. This can stop things like Quicksilver if cast before the target of the spell’s turn. It can stop spells like Quicken at any time during its effect. This can also stop any status effects caused by a spell. The cost of this spell is equal to the cost of the spell or spells affecting the target. It can either stop all spells affecting a target, or the spell can target another spell, and just stop that one for its cost. 11. Absolution Shield Type: Support Absolution Spell Cost: 30 Stamina Cast upon a single target, the caster rolls 2d12+Willpower. The target then gains a shield that blocks the next incoming damage equal to the caster’s total roll. This spell can last up to a number of turns equal to the caster’s Power Level in Absolution Magic. 12. Absolution Bolt Type: Combat Absolution Spell Cost: 30 Stamina Cast upon a single target, the caster rolls 2d12+Willpower. The target then takes damage equal to the caster’s total roll. 13. Osmosis Type: Combat Absolution Spell Cost: 20 Stamina Cast upon a single target who has recently cast a spell. Osmosis causes the target to lose Stamina equal to the amount they spent on the last spell they cast. The caster of Osmosis then gains half of the amount lost by the target, (rounded down.) If the target reaches or goes below zero Stamina from this spell, they will pass out. 14. Magic Missiles Type: Combat Absolution Spell Cost: 10 Stamina Per Target This spell may have one target for every point of Willpower the caster has. The caster rolls 2d12+Willpower, and fires off many bolts of energy. These home in at their targets, who may also roll 2d12+Willpower. If they do not beat the caster’s roll, then they take magic damage equal to the caster’s roll, minus the target’s Willpower. 15. Mage Blade Type: Combat Absolution Spell Cost: 80 Stamina Creates a blade of energy that grows up to 25’ wide, and then travels along a line of up to 80’ long. The caster rolls 2d12+Willpower, and any character or object in the way of the line takes that damage. 16. Absolution Field Type: Support Absolution Spell Cost: 80 Stamina, 20 Per Turn Creates a magical shield of energy around the group. The caster rolls 2d12+Willpower at the end of each turn. The shield reduces damage dealt to allies in the field by the amount of the roll each turn. 17. Fail Safe Blast Type: Support Absolution Spell Cost: Variable Stamina Cast upon everything the caster can currently see. All active magic within the field of vision is targeted, and the total of cost for each spell is tallied. If the caster has more stamina than the total cost of those spells, all spells are dispelled. If the caster does not have enough, the spell does nothing, and costs 20 Stamina. 18. Absolution Ray Type: Combat Absolution Spell Cost: 100 Stamina Cast upon a single target, the caster rolls 2d12+Willpower+Willpower+Willpower. The target of the spell takes the total of the roll. The ray then separates and hits up to 2 additional targets, dealing the amount rolled by the 2d12, not adding the Willpower. 19. Energy Shackles Type: Combat Absolution Spell Cost: 40 Stamina, 10 Per Turn Cast upon a single target. Any time the target uses a spell or skill that costs Stamina, they receive Stamina and Health damage equal to the Stamina cost of the spell or skill. This damage counts at the end of their turn. 20. Anti-Magic Bubble Type: Support Absolution Spell Cost: 50 Stamina, 25 Per Turn Creates a bubble in a 20’ radius around the caster. No magic other than this spell may be cast from within, or cast into this spell’s radius. In casting this spell, all magic in affect within the 20’ radius is immediately dispelled. 21. Absolution Bulwark Type: Support Absolution Spell Cost: 100 Stamina This spell creates a barrier between two points up to 50’ long and 50’ tall. This barrier absorbs heavy amounts of damage like a wall. The caster rolls 2d12+Willpower, and the bulwark’s Health is equal to the roll multiplied by 10. The bulwark stays for a number of turns equal to the roll’s total. The bulwark cannot be dispelled, and cannot be walked through, acting like a wall of translucent energy. 22. Omega Blast Type: Combat Absolution Spell Cost: 150 Stamina This spell targets an area on the field, striking with a 30’ radius from above. This spell destroys ceilings and roofs, and any other form of pony-made structure. This spell does not cut through natural terrain, (exploding above if the combat takes place underground.) As long as the spell hits its target, the caster rolls 2d12+Willpower. Anyone caught in the blast takes the total of the roll as damage to their Health and Stamina. 23. Cut Magic Type: Combat Absolution Spell Cost: 50 Stamina, 10 Per Turn Cast upon a single target. The caster and target both roll 2d12+Willpower. If the caster wins, then neither the caster or target may cast magic for as long as the spell is kept active. 24. Ultima Type: Combat Absolution Spell Cost: All Stamina When cast, the caster becomes a conduit for absolution energy, exploding with it. The spell affects a radius around the caster in feet equal to the Stamina the spell consumed. The spell destroys any pony-made structures or mechanics hit, but does not affect natural terrain. The caster rolls 2d12+Willpower. Any character caught within the blast takes damage equal to the amount of the roll, plus the amount of Stamina consumed by the casting of the spell. The caster recovers 1 Stamina at the end of this spell.
Absolution Achievements Denied: Spend 125 Stamina or more on Dispel in one encounter. Reward: Dispel now costs 5 less Stamina to cast, to a minimum of 1 Stamina cost. +1 Awareness,+1 Willpower, +25 Stamina. Under Protection: Use Absolution Shield to block 125 or more damage in one combat. Reward: The caster of Absolution Shield now may roll 3d12+Willpower. +1 Resilience, +1 Willpower, +25 Health. Worse Than it Looks: Use Absolution Bolt to deal 50 damage in one cast. Reward: Absolution Bolt now costs 5 less Stamina and deals +6 damage. +1 Ferocity, +1 Willpower, +1 Absolution Spell. It Was Your Own Undoing: Use Osmosis to KO an enemy. Reward: Osmosis now costs 15 stamina. +2 Creativity, +1 Absolution Spell. Missile Barrageeal at least 120 damage with one casting of Magic Missiles. Reward: Magic Missiles can now target the same enemy twice in a single casting. +1 Creativity, +1 Willpower, +1 Absolution Spell. Energy Blades of Doomeal damage to three or more enemies at once using Mage Blade, dealing at least 35 damage to each. Reward: Mage Blade now costs 60 stamina. +1 Ferocity, +1 Willpower, +25 Stamina Magical Force Field: Absorb 300 damage in one casting with Absolution Field. Reward: Absolution Field now costs 60 Stamina initially, and 15 per turn. +1 Resilience,+1 Awareness, +1 Creativity, +1 Willpower. Something’s Bound to Fail: Fail Safe Blast 250 Stamina worth of spells through one encounter. Reward: Fail Safe Blast now costs 5 less per ongoing spell it targets. +1 Awareness, +1 Willpower,+25 Stamina Only One Blast Needed: Using Absolution Ray, deal more than 125 damage in one casting. Reward: The separated rays add Willpower once to their damage. The main target takes and extra 2d12 damage. +1 Ferocity, +1 Creativity, +2 Willpower,+25 Stamina, +1 Absolution Spell. Brought it on Yourself: Energy Shackles deals the KO blow on an enemy. Either Health or Stamina will count for this. Reward: Energy Shackles now costs 20 Stamina initially. +2 Awareness, +2 Creativity, +25 Stamina, +1 Absolution Spell Back to Basics: Win a combat while using Anti-Magic Bubble the whole time, and killing at least one enemy yourself. Reward: You may now cast spells with a cost of 25 Stamina or less from within the bubble, as long as the target it outside of the bubble. Your allies do not gain this privilege. +2 Ferocity, +1 Speed, + 1 Willpower,+50 stamina. Take a Breather: Use Absolution Bulwark to buy your team at least 3 rounds of much-needed time, starting and ending on your turn. If not in combat, then 3 rounds of enemy actions' worth of time. Reward: Absolution Bulwark now costs 50 Stamina and 10Stamina per turn, and restores health equal to the caster's power level at the end of each of the caster’s turns. If dispelled,instead of disappearing, the bulwark will just no longer restore health. +2 Resilience, +2 Creativity, +2 Willpower,+1 Absolution Spell Magical Doom From Above: Hit a total of at least four enemies at once with Omega Blast,dealing them a total of at least 35 damage each, and KO at least one of them due to stamina or health damage. Reward: Omega Blast now costs 120 Stamina, and the caster may add their Power Level to their roll. +2 ferocity, +2 willpower, +2 creativity, +25 stamina. Taking Their Toys Away: Use Cut Magic on an enemy who relies on magic for the entire duration of the battle, cutting out their effectiveness for the whole combat and leaving them for the last target. Reward: Cut Magic now costs 25 initially and 5 to upkeep, and while upkeeping Cut Magic the caster may now cast Cut Magic on additional targets. +1 Ferocity, +1Resilience, +1 Speed, +1 Creativity, +1 Spell, +25 Stamina. Winning With Magic:KO an entire group of 4 or more enemies with Ultima. This achievement is earned as long as four or more of the enemies you are facing have 100 or more max health, and none of them have been KO'd before you cast the spell. Reward: Ultima no longer affects allies, and the caster adds Power Level to their roll. Enemies hit take Stamina damage equal to the total of the caster’s roll. +4 Stats , +2 Spells.