Basic and Advanced Classes Worker The most basic of classes, really. Workers can go long hours at their jobs without needing to rest. They can also put extra effort into their chores in order to endure success. Admirable is the pony workforce! In a group, workers can easily haul the goods, supplies, and equipment for an entire team! Often, they will also know how to use the equipment they haul with their great Resilience! Speaking of which, the class may only be chosen if a character has at least 4 Resilience. Starting Health: 75 Starting Stamina: 125 Starting Skills: Tool-Use Skill of Choice, Take a Breather, Gettin’ It Done Warrior A mighty warrior! The warrior is an actively offensive character, relying heavily on their Ferocity. Because they are often the center of attention, this class has heavy Health. The warrior is the main combatant. However, in smaller groups they are usually not as necessary as a Guard. This class may only be chosen if a character has at least 4 Ferocity. Starting Health: 150 Starting Stamina: 50 Starting Skills: Power Strike, Counter, Taunt Bolter We use these to get messages to and from the castle. Bolters are good for Speed, and because they often run for long times, they have high Stamina. A bolter is often good for a group because they can often chase ponies down, and for a pegasus, they make good speed fliers. Since a bolter should be fast, one can only consider this class if they have at least 4 Speed. Though… I would hope they have more. Starting Health: 75 Starting Stamina: 125 Starting Skills: Dodge, Moving Dodge, Endurance Racer Scout Scouts are good at keeping quiet, and… yes… scouting ahead. Their main stat is Awareness, and they have a very average mix of Health and Stamina. Good at spotting ambushes, incoming enemies, and hidden treasures. Scouts can also hide while nopony’s looking, and lie in wait. This class can only be chosen if the character has at least 4 Awareness. Starting Health: 100 Starting Stamina: 100 Starting Skills: Spot Hidden, Lay in Wait, Danger Sense Performer Performers are a must-have! They provide the spice of life which livens this world up! You can only take this class if you have at least 4 Creativity. Starting Health: 50 Starting Stamina: 150 Starting Skills: Musical Performer Skill of Choice, Inspiring Song, Dancer Stalwart The stalwart is a must-have for larger groups, especially those who go on adventures. They keep the integrity and general health of a group up, providing moral and physical support. Because of their mental assistance and defenses, Willpower is their main stat. To be a stalwart, a character must have at least 4 Willpower. Starting Health: 100 Starting Stamina: 100 Starting Skills: Focus, Calm Ally, Provide Aid Guard A personal favorite of mine. This class’ main stat is Resilience, and has a good mix of Health and Stamina. A guard is the main protector of a group, taking on many enemies on at a time in melee, and standing in the way of many of their attacks. Because of this, the class may only be chosen if a character has an 8 Resilience. Starting Health: 125 Starting Stamina: 75 Starting Skills: Iron Pony, Protect, Guard Duty Berserker A scary, but sometimes necessary class. Berserkers hold nothing back as they charge into the midst of their enemies and wreak havoc. Ferocity is their main stat, and they benefit from a high speed to keep their damage coming. To be a berserker, a character must have an 8 Ferocity. Starting Health: 100 Starting Stamina: 100 Starting Skills: Crazed Charge, Fury, Ferocious Yell Speedster This character is fast. Just, really quite fast. Usually with this speed comes arrogance, or so they say. Speedsters are usually racers, or… racers. Really, do I need to spell it out? Speed is in their name, after all. To be a speedster, a character needs to have an 8 Speed. Starting Health: 50 Starting Stamina: 150 Starting Skills: Backing Dodge, Full Throttle, Acrobatic Run Treasure Hunter Those who search after the hidden treasures of ruins, castles… somepony’s home. Treasure Hunters have a great knack for finding and identifying interesting things, making Awareness their main stat. They have the uncanny ability to disable traps and open locks, as well as making items vanish right out in the open. Though, they’d only take something if they’ve discerned it to be valuable enough to them, first. In fact, to be a treasure hunter, a character needs to have an 8 Awareness. Starting Health: 100 Starting Stamina: 100 Starting Skills: Disable Device, Identify, Pilfer Artist Yay! So, an artist is a pony who has the ability to create what they see in their own mind’s eye, bringing their emotions out and into the world they live in! It’s very exciting! To be an artist, a character needs to have an 8 Creativity. Starting Health: 100 Starting Stamina: 100 Starting Skills: Choice of Medium in Artistry, Triumphant Display, Musing General Practitioner Magic… one of the most powerful sources of energy we can call upon is magic. Within every Unicorn is innate magic which they are born with. However, not every unicorn can use this magic to cast any spell. Many are limited to only a few to serve the purpose of their cutie marks. However, those that specialize in magic itself are able to practice it. A General Practitioner is a magic-capable character who has a general-realm talent, allowing them to use magic from any realm at a lower capability. This class requires that you have a cutie mark in some form of magic, and that you have an 8 in Willpower. Starting Health: 50 Starting Stamina: 150 Starting Skills: Quick Cast, Choice of Two Spells from two different sources. Elementalist On the subject of magic, there are the elementalists, who are skilled in casting magic that comes from the elemental realm. The elements of fire, earth, storm, water, and forest are theirs to command! More concentrated elementalists have at times been called Pyromancers, Teramancers, Storm Summoners, Aquamancers, and Druids. This class requires that you have a cutie mark in the elemental realm, general magic, or one of the sources, and at least 6 Willpower. Starting Health: 50 Starting Stamina: 150 Starting Skills: Elemental Enhancement, Choice of Two Elemental Realm Spells Empath Empaths are magic users who specialize in magic of the emotional realm. At times they are known as charmers, gypsies, and other interesting labels. Their sources of power are six sources that encompass 12 prime emotions. Generosity and Kindness, Greed and Malice, Loyalty and Honesty, Fear and Deception, Love and Happiness, Hate and Depression. These sources hold far greater power to an Empath than most ponies. This class requires that you have a cutie mark in the emotional realm, general magic, or one of the sources, and at least 6 Willpower. Changelings ignore these requirements. Starting Health: 75 Starting Stamina: 125 Starting Skills: Steal Pain, Choice of Two Emotional Realm Spells Mage Mages are specific to the purity realm, where the sources of pure magic reside. Time, space, life, death, chaos, and absolution. These elements are by far the most powerful in their raw form, and far less subtle when making an impact. Mages of Time, Space, and Life are often revered, while Necromancers and Sorcerers are generally looked down upon. This class requires that you have a cutie mark in the purity realm, general magic, or one of the sources, and at least 6 Willpower. Starting Health: 25 Starting Stamina: 175 Starting Skills: Over-Power, Choice of Two Purity Realm Spells Rune Caster Rune Casters do not call upon the same sources as other mages. Instead, their sources include deities, mana crystals, and strange elders from the stars. Rune Casters don’t have to be unicorns, but it sure helps. Calling upon Olympus, Tartarus, Equestrian Crystals, and Star Elders can be an exhausting and incredibly dangerous practice. Why, I don’t allow any of these types in my barracks at all! The only requirements for this class are at least 7 Willpower and 2 Creativity. Starting Health: 50 Starting Stamina: 150 Starting Skills: Choice of One Source Name, Choice of Two Rune Words
Warrior Cross-Classes Wrestler Wrestlers specialize in grapples using unarmed attacks and making the enemy work for combat. Some wrestlers only need a little bit of time before they can leap back in for another round. Requires at least 4 Ferocity and 4 Resilience. Starting Health: 125 Starting Stamina: 75 Starting Skills: One Chosen Skill from Warrior, One Chosen Skill from Worker, Improved Grapple Improved Grapple Type: Passive Acquired: Wrestler Class Weapon Type: Unarmed Makes grapples Resilience Vs Resilience with a +4 Bonus, all other grapple rules are the same. Undisputed: As a Wrestler, win 3 wrestling matches in a row. Reward: Improved Grapple now gives a +6 Bonus. +1 Unarmed Skill, +1 Resilience, +1 Creativity Pugilist A fighter who gets right into the thick of things, seeking to deliver a flurry of blows against a single enemy, specializing in countering against an opponent. Requires at least 4 Ferocity and 4 Speed. Starting Health: 125 Starting Stamina: 75 Starting Skills: One Chosen Skill from Warrior, One Chosen Skill from Bolter, Limitless Counter Limitless Counter Type: Instant Cost: 5 Stamina Acquired: Pugilist Class Can be activated after an enemy attacks the user. As long as the enemy is within melee range, the user gets to make an immediate attack against the enemy at -2 Ferocity. For every time this skill is used, another -2 Ferocity penalty is applied. The penalty resets when the user starts their next turn. Rinse, Repeat, Hit: While using the Limitless Counterskill, hit with a counter at -10 Ferocity. Reward: Limitless Counternow costs 6 Stamina, but can now use skills with the counter. +25 Stamina, +1 Speed, +1 Creativity Ranger Somepony who seeks to use their skills at range to make the world safer for others. Requires at least 4 Ferocity and 4 Awareness. Starting Health: 100 Starting Stamina: 100 Starting Skills: One Chosen Skill from Warrior, One Chosen Skill from Scout, Snap Shot Snap Shot Type: Instant Cost: 8 Stamina Acquired: Ranger Class Weapon Types: Bow, Crossbow, or Firearm Usable when an enemy casts a spell, or uses a skill that takes 6 or more Count. The user makes an attack at the target before their action occurs. If this attack hits, the target gets -4 to their rolls associated with the skill or spell being used. This can be used once per turn. Not Going to Happen: Stop the same enemy from using a skill by applying the negative given by Snap Shotat least three times in the same combat. Reward: Snap Shotnow gains a +2 to hit and damage bonus. +1 Speed, +2 Awareness, +1 Creativity Blade Dancer A blade dancer is one that has no problem finding their way into the middle of combat and attacking multiple enemies at a time, always seeking to expand their skill repertoire to combat any number of opponents. Requires at least 4 Ferocity and 4 Creativity. Starting Health: 100 Starting Stamina: 100 Starting Skills: One Chosen Skill from Warrior, One Chosen Skill from Performer, Circle Slash Circle Slash Type: Active Cost: 10 Stamina Count: 8 Acquired: Blade Dancer Class Weapon Type: 1H Weapons Twirling the weapon in a circle, the user makes a normal attack against every unit within melee, rolling only once while each target has a separate defensive roll. Center of Attention: Take out three enemies at once using Circle Slash. Reward: Circle Slashno longer targets allies, and can be used a second time in the same turn for 4 Count if the user has a second 1H weapon equipped. +25 Stamina, +1 Speed, +1 Creativity Dauntless One These warriors are trained to be unerring in their advance on the enemies, pressing against anything thrown at them in order to accomplish the task of combat. Requires at least 4 Ferocity and 4 Willpower. Starting Health: 100 Starting Stamina: 100 Starting Skills: One Chosen Skill from Warrior, One Chosen Skill from Stalwart, Refuse Refuse Type: Instant Cost: 15 Stamina Acquired: Dauntless Class When being affected by a mental status effect, using this skill allows the user to add another 2d12 onto their roll to refuse the condition. Clear of Distraction: Using Refuse, avoid being affected by status effects that would normally affect you three times in the same combat. Reward: Refusenow adds the user’s Willpower to the bonus 2d12. +25 Health, +1 Willpower, +1 Creativity Knight This class brings a new amount of team support to a group, able to use their class skill to keep allies fighting on for many turns beyond their normal abilities allow. Knights are normally more full of purpose than most classes, moving towards a certain goal. This class requires at least 6 Ferocity and 6 Resilience. Starting Health: 125 Starting Stamina: 75 Starting Skills: One Chosen Skill from Warrior, Once Chosen Skill from Guard, Resolute Sign of the Banner Resolute Sign of the Banner Type: Active Cost: 10 Stamina Count: 2 Acquired: Knight Class When used, the knight holds up their symbol of house or estate and encourages nearby allies, restoring their Stamina by 4, and reducing all damage they take by 4 while not their turn. The max range for this skill is 40’. This effect lasts until the beginning of the Knight’s next turn. If used during the previous turn, this skill becomes an instant. Grand Estate: Use Resolute Sign of the Bannerwithout interruption four turns in a row, affecting at least 2 allies each time. Reward: Resolute Sign of the Bannernow restores 5 Stamina, reduces damage by 5, and has a 50’ radius. +25 Stamina, +1 Resilience, +1 Creativity Dervish Tenacious and deadly, the dervish specializes in making more attacks in melee than most starting warriors, and quite a few veterans. This class requires at least 6 Ferocity and 6 Speed. Starting Health: 75 Starting Stamina: 125 Starting Skills: One Chosen Skill from Warrior, Once Chosen Skill from Speedster, Whirling Dervish Whirling Dervish Type: Full Turn Active Cost: 15 Stamina Acquired: Dervish Class Weapon Types: 1H Weapons, Unarmed Usable at the beginning of the turn, the user rolls 1d12. At that point, the user has a number of attacks in their turn equal to the number rolled. Combat skills may be used for these attacks except those that give more attacks. Burst Striker: Achieve a 12 using Whirling Dervishand defeat at least one enemy. Rewards: Rolling a 1 or a 2 on Whirling Dervishresults in a reroll. +1 Melee Skill, +1 Ferocity, +1 Creativity Crusader In the hunt for new artifacts to use for their purpose, or that of their lord, a Crusader has more power over magical equipment than most, and seeks them out with serious fervor. This class requires at least 6 Ferocity and 6 Awareness. Starting Health: 150 Starting Stamina: 50 Starting Skills: One Chosen Skill from Warrior, Once Chosen Skill from Treasure Hunter, Divine Empowerment Divine Empowerment Type: Instant Cost: 15 Stamina Acquired: Crusader Award Activates an artifact, enchanted item, magical device, etc. Any rolls required beyond that, count or timing depend on the device. When activating, any rolls associated with the enchantment gain +2, and an additional +1 for each IQ the item has. Divine Divinity: Use Divine Empowermentwith an IQ 10 enchanted item. Reward: Divine Empowermentnow costs 20 Stamina, but gives +2 for each IQ an item has. +25 Stamina, +1 Willpower, +1 Creativity Martial Artist Beauty in combat, a martial artist uses their skills to and knowledge of both combat and artistry in order to show superiority over their enemies in single combat, and keep a calm mind. Their creativity allows them to have a large repertoire of skills to use against their target. This class requires at least 6 Ferocity and 6 Creativity. Starting Health: 100 Starting Stamina: 100 Starting Skills: One Chosen Skill from Warrior, Once Chosen Skill from Artist, Asura's Song Asura’s Song Type: Active Cost: 6 Stamina Acquired: Martial Artist Class Weapon Type: Martial This skill allows the user to make a normal melee attack at line of sight range by hitting the enemy with a crescent blade of their own Chi. Martial Alacrity: Defeat an enemy using only Asura’s Songwithout the enemy getting into melee range. Reward: Asura’s Songcan now be combined with single-target skills appropriate for the weapon. +1 Martial Skill, +1 Ferocity, +1 Creativity War Mage Combining the experience of a mage with the physical prowess of a warrior, this class can excel at a number of things, depending on the preferences of the character/ This class requires at least 6 Ferocity and 6 Willpower. Starting Health: 100 Starting Stamina: 100 Starting Skills: One Chosen Skill from Warrior, Once Chosen Skill from General Practitioner, Magical Embodiment Magical Embodiment Type: Active Cost: Variable Count: 2 Acquired: War Mage Class Upon using this skill, the user spends stamina equal to their Willpower. This skill increases their Ferocity by half of their Willpower rounded down, and reduces their Willpower by the same amount. For every 2 Ferocity increased in this way, 1 Resilience is also added. Cancelling this effect is an instant. Magical Beefcake: Using Magical Embodiment, break 24 Ferocity. Reward: Magical Embodimentbecomes an instant, allowing it to be activated at any time. +1 Ferocity, +1 Resilience, +1 Creativity, +1 Willpower
Berserker Cross-Classes Brawler Scary in hand to hand combat, a brawler just about lives for the melee. This class requires at least 6 Ferocity and 6 Resilience. Starting Health: 125 Starting Stamina: 75 Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Worker, Pounder Pounder Type: Passive Acquired: Brawler Class Weapon Type: Unarmed This skill passively increases its owner’s unarmed combat against non-monster species by +2, increasing rolls when both attacking with and defending against unarmed. Clobberin’ Time: Using Pounder, defeat 5 non-monster enemies in a row without being defeated. Reward: Poundernow gives a +4 bonus. +1 Ferocity, +1 Resilience, +1 Speed, +1 Creativity Juggernaut A class of characters that just keep coming. With each landed blow, they become more and more the unstoppable force. This class requires at least 6 Ferocity and 6 Speed. Starting Health: 125 Starting Stamina: 75 Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Bolter, Over-Bearing Over-Bearing Type: Passive Acquired: Juggernaut With each consecutive hit on a single target, the owner of this skill gains +2 to their next roll to attack. This skill resets when an attack misses, or the target changes. Unstoppable Force: As a Juggernaut, reach a +10 bonus with Over-Bearing. Rewards: Over-Bearingno longer resets when changing targets. +25 Health, +1 Ferocity, +1 Creativity Assassin One with the darkness, an Assassin has one goal in mind; to eliminate their target with speed and precision, and without a chance for retaliation. To be an assassin, a character must have at least one skill that provides Stealth, or take Lay in Waitfrom Scout, a character must also have at least 4 Ferocity and 6 Awareness. Starting Health: 100 Starting Stamina: 100 Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Scout, Assassinate Assassinate Type: Active Cost: 15 Stamina Acquired: Assassin Class Weapon Types: Bladed Weapons To use this skill, the user must be undetected by the target, and the target must be in melee. This skill allows the user to hit for free, and using a normal attack roll they may add twice their Ferocity and Weapon Damage to the blow. The enemy may not apply any damage reduction to the hit. Dishonorable: Using Assassinate, take an enemy out in one blow. Reward: The user may now activate Assassinateas an instant if they hit with a bladed weapon and roll double 11s or 12s. +1 Bladed Weapon Skill, +2 Creativity Tribal Dressed in colorful clothing or natural garments, these warriors grew up as ones with the natural order of things, and fight for their honor, and their ancestors. This class requires a character have at least 6 Ferocity and 6 Creativity. Starting Health: 75 Starting Stamina: 125 Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Performer, War Dance War Dance Type: Active Cost: 30 Stamina Acquired: Tribal Class The tribal dons the symbols of their people and starts dancing to a beat-heavy song. This inspires their allies and inspires dread into the hearts of their enemies. Allies within 15’ of the dancer gain +2 to rolls against the enemies. Enemies who can see the dancer are demoralized, and receive a -2 penalty to rolls directed against the dancer, or any of the allies within 15’ of them. The tribal is able to move and attack while performing a war dance, but can only use up to 6 count in a turn. Once started, this skill continues for three turns, and the user must pay again to continue the dance. Outside of combat, this skill energizes allies, and allows their next rest period to put them 25 stamina over their maximum. Song of Ancestors: Cause 5 enemy attacks to miss you or your allies due to the penalty caused by War Dance. Reward: War Dancenow costs 5 less for each consecutive renewal of it, it also increases its buff to +3, debuff to -3, range to 20’, and count allowance to 8. +25 Stamina, +1 Ferocity, +1 Creativity Shaman Crazy combat antics come together with the skills of a medicinal healer. This class requires at least a 6 Ferocity and 6 Willpower. Starting Health: 125 Starting Stamina: 75 Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Stalwart, Herbal Remedy Herbal Remedy Type: Active Cost: 10 Stamina Count: 2 or 5 Acquired: Shaman Class Always seeming to have something on hand to treat what ails those around them. If used on an themselves or an ally within melee, this skill counts as a normal inventory action, taking 2 count. Herbal remedy can also be thrown for 5 count, and if thrown, then the base roll needs to make minimum for the range it’s thrown at. The user rolls 2d12+Willpower, and the target heals the amount rolled. They are also cured of one level of Poisonand one stack of Itchy. This healing counts as Plant Based, and won’t work on Fire Basedcreatures. Healin’ Brew: Using Herbal Remedy, heal more than 100 Health in a combat. Reward: Herbal Remedynow removes two stacks of Poisonand Itchy. Brew PotionSkill, +2 Creativity Brew Potion Type: Active Cost: 10 Stamina Acquired: Healin’ Brew Award Not usable in combat, the user takes some time to create a potion. The user rolls 2d12+Creativity. The user then chooses one of the rolled dice. A potion is made that, when consumed, will heal stamina equal to the chosen dice, and health equal to the remainder of the roll’s result. An empty container is required. Warlord Charging into combat as a symbol to follow, these lords lead from the front lines. This class requires at least a 8 Ferocity and 8 Resilience. Starting Health: 125 Starting Stamina: 75 Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Guard, Triumphant Cry Triumphant Cry Type: Instant Cost: 10 Stamina Acquired: Warlord Class Usable at the beginning of the turn. This skill increases each ally’s offensive rolls by +2 until the end of their turn. This also affects the user. Front Lines Leader: Use Triumphant Cryat least 5 turns in a row with at least 4 allies in your party. Reward: Triumphant Crynow increases the Count of affected allies by 4. +1 Combat Skill, +1 Resilience, +1 Creativity Lunatic Absolutely insane, these fighters put themselves into the fray with no regard for their own health as they release a torrent of damage on their targets. This class requires at least a 8 Ferocity and 8 Speed. Starting Health: 50 Starting Stamina: 150 Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Speedster, Rampage! Rampage! Type: Instant Cost: 50 Stamina Acquired: Lunatic Class Active at the point that the warrior takes damage which would put them negative, they suddenly become Berserk, lose all of their Resilience, and gain Ferocity equal to their lost Resilience. This lasts for 3 of their turns, and during this time they will refuse to fall down, no matter how much damage is taken. At the end of this skill, if the user is beyond their Death threshold, they will recover just enough health to be put one point from Death, and will then go unconscious, as per the rules. Rampant Insanity: After activating Rampage!defeat at least 3 enemies, and survive to tell the tale. Reward: Rampage! now costs 65 Stamina, but lasts 4 turns, and adds 6 Count to the user during the course of the skill. +25 Stamina, +1 Ferocity, +1 Creativity Scavenger Tribal warriors who scour the lands and can make materials out of just about any kill. They know how to let nothing go to waste. This class requires at least a 8 Ferocity and 8 Awareness. Starting Health: 150 Starting Stamina: 50 Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Treasure Hunter, Picking the Bones Picking the Bones Type: Passive Acquired: Scavenger Class Scavengers will often find more materials that smiths can use to make weapons and armor. They will also find bonus ammo for weapons when recovering them. Scavengers can often find usable materials off of any monster. Give and Take: Provide a smith with enough parts from a kind of monster to have a set of armor and weapon made. Reward: Picking the Bonesnow allows the user to immediately know the unenchanted properties of any weapon so they may immediately use it. +25 Health, +1 Awareness, +1 Creativity War Painter Partially masochistic, these warriors can paint their allies and ready them for combat, giving them a spiritual boost. This class requires at least a 8 Ferocity and 8 Creativity. Starting Health: 100 Starting Stamina: 100 Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from Artist, Mark of Valor Mark of Valor Type: Active Cost: 10 Health & 10 Stamina Count: 2 Acquired: War Painter Class Paints this mark on the user or an ally, and for the next 5 turns the marked character takes, all of their offensive and defensive rolls are increased by 2. Blood Mark: Use Mark of Valor5 times in a single combat and don’t receive healing, but end the combat conscious. Reward: Mark of Valornow lasts for 10 turns. +25 Health, +2 Creativity Warlock The embodiment of danger, Warlocks collide into melee to over-power their enemies with a barrage of magic, and a whirlwind of attacks. The problem with Warlocks is they can run out of juice quickly. This class requires at least a 8 Ferocity and 8 Willpower. Starting Health: 75 Starting Stamina: 125 Starting Skills: One Chosen Skill from Berserker, Once Chosen Skill from General Practitioner, Burning Out Burning Out Type: Instant Cost: Variable Acquired: Warlock Class When dealing damage at melee, this skill may be activated to immediately cast a spell following the attack. The spell must be a single-turn spell, and may not cost any stamina more than the damage the enemy received (after their defenses.) This skill can activate a spell cast while Berserk, but the spell will cost twice its normal amount. Deadly Decisions: Spend more than 100 Stamina on Burning Outin a single combat and win. Reward: Burning Outno longer limits spell costs by the amount of damage an enemy receives. +1 Combat Spell, +1 Creativity, +1 Willpower