EPRP - Classes! Four Realms of Practicioners

Published by Eight Star in the blog Eight Star's Work Load. Views: 269

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


Elemental Enhancement
Type: Instant

Cost: 10 Stamina

Acquired: Elementalist Class

This skill may be used whenever a spell cast by the user succeeds in applying an Elemental Status Effect. The user of this skill rolls 1d12 and adds the result to the power of the effect.




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


Steal Pain
Type: Instant

Cost: 5 Stamina

Acquired: Empath Class

Usable the moment an ally within line of sight takes damage. The user is able to swap the target’s pain with their own safety, making the user take the damage instead. This is usable once per turn cycle.




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 Elemental Realm Spells


Over-Power
Type: Instant

Acquired: Mage Class

Usable when casting a spell. This doubles the cost of the spell, and instantly applies it on the same target a second time. The target and caster both get separate rolls for both applications.




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 Runic Realm Spells
  • Bright Heart
  • NotWhatWeExpected
  • Sick Lollipop
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