Separate names with a comma.
(Main reason for making them playable is... because of the comics.) From the depths and the caverns of the world, giant spiders enter the world of adventuring more through necessity than anything else. Often shunned and seen as little more than monsters, they have at times worked with Diamond Dogs in collaborative efforts when it came to dirty ruins, where the ceilings were more accessible to the spiders than it would be to the diamond dogs. As a race the spiders have their Arachnid Traits. This means that they can see much better in the dark than most creatures, but are much more prone to blinding. They also have dangerous claws, able to deal 4 extra damage when attacking with them. They also apply Spider Venom to attacks against targets that they make by biting them, instead of adding the damage from their claws. They are also immune to Spider Venom. They also have Spider Mobility, which allows them to scale almost any surface, and they can also create webbing from their spinnerets. Useful not just for descending from the ceiling, they can Entangle enemies by making a grapple roll in melee. A strange species of creature for sure, but as intelligent as anypony, the giant spiders have developed their own speech, and can use common with ease to communicate to ponies, even as much as their voice causes their words to roll. Base Stats Are: +1 Ferocity +1 Resilience +3 Awareness +1 Creativity +1 Willpower
Scythe Spider “That's just sick...” Tough Health: 350 Stamina: 250 Ferocity: 20 Resilience: 12 Speed: 10 Awareness: 12 Creativity: 6 Willpower: 12 Passive Skills Scything Talons: +6 Damage, with extended melee range. Hitting with a normal physical attack applies a Hemorrhaging Blow. Hard Carapace: Has Defense equal to its Resilience. Instant Skills Moving Dodge, 10 Stamina, Instant: Uses Speed instead of Resilience, adds 6 points to the roll, and if the dodge succeeds, the spider can then move up to 10’ away. Active Skills Bite, Attack: Removes the Scything Talons passive for this attack. If the attack hits, the target gains one stack of Spider Venom for every 10 Damage they've received. Blood Flay, 15 Stamina, 8 Count: Attacks up to three enemies within a 25’ line, (where all enemies are within range of normal attacks.) With one roll to hit, enemies must roll one at a time. For each target that is hit, consecutive enemies take an additional +6 Damage if they fail to defend. Power Fissure, 15 Stamina, 8 Count: Creates a fissure of up to 30’ long between the user and the target of Unstable Ground 4. The skill uses Willpower to attack the target, and the target uses Willpower to defend. If the attack hits, it deals Magic Damage and causes 10’ Knockback. Scythe Wave, 10 Stamina, Attack: Targets a line 40’ long, and 5’ wide. At the beginning of the spider’s next turn, any unit still within the area of effect takes Ferocity + Willpower (32) in Storm Damage and becomes Disoriented 6. Webbing, 10 Stamina, Attack: Target’s a single opponent, the spider must roll 2d12+Resilience to grapple the opponent. If the spider wins, then the opponent is Entangled at a power equal to the sum of their roll. The spider can reinforce any webbing already made for free, adding another 6 to its strength. Having this ability makes the spider immune to this ability.
Just some late night Spriting. IT'S OVER!
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 Cry at least 5 turns in a row with at least 4 allies in your party. Reward: Triumphant Cry now 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 Bones now 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 Valor 5 times in a single combat and don’t receive healing, but end the combat conscious. Reward: Mark of Valor now 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 Out in a single combat and win. Reward: Burning Out no longer limits spell costs by the amount of damage an enemy receives. +1 Combat Spell, +1 Creativity, +1 Willpower
Well, since we've covered Warrior's cross-overs, let's go a step up. To Berserker cross-overs! 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: Pounder now 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-Bearing no 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 Wait from 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 Assassinate as 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 Dance now 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 Poison and one stack of Itchy. This healing counts as Plant Based, and won’t work on Fire Based creatures. Healin’ Brew: Using Herbal Remedy, heal more than 100 Health in a combat. Reward: Herbal Remedy now removes two stacks of Poison and Itchy. Brew Potion Skill, +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.
This time we'll explore the other five classes that cross over with Warrior. 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 Banner without interruption four turns in a row, affecting at least 2 allies each time. Reward: Resolute Sign of the Banner now 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: 30 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 Dervish and defeat at least one enemy. Rewards: Rolling a 1 or a 2 on Whirling Dervish results 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 Empowerment with an IQ 10 enchanted item. Reward: Divine Empowerment now 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 Song without the enemy getting into melee range. Reward: Asura’s Song can 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 poys 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 Embodiment becomes an instant, allowing it to be activated at any time. +1 Ferocity, +1 Resilience, +1 Creativity, +1 Willpower
In this post, we'll explore some cross classes. We'll start with classes that cross with one of the top classes taken. Warrior. 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 Counter skill, hit with a counter at -10 Ferocity. Reward: Limitless Counter now 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 Shot at least three times in the same combat. Reward: Snap Shot now 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 Slash no 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: Refuse now adds the user’s Willpower to the bonus 2d12. +25 Health, +1 Willpower, +1 Creativity
Na-na-na-na-na-na-na-na-na-na-na-na-na-na-na-na... hah, ME! Previously thought to be just a pegasus with leathery wings, these bat ponies have been proven to be a totally separate race. Once thought just as a rare birth defect, perhaps given as a gift by the Princess of the Night, it's now assumed that there are many more in caverns or underground, living in colonies in the darkness. As with the other ponies they have Cutie Mark. These are simplified representations of their talents and can cover anything under the moon. General talents (like being a general artist,) would give a pony +1 to all rolls involving that talent. Talents a little more specific (like canvas artist,) would give a pony +3 to rolls involving that talent, (such as sketching, painting, etc.) Talents that are specific (like airbrushing,) would give a pony +5 to rolls involving that talent. These ponies have the species trait Gone Batty. This, first off, allows them flight. They can't land on clouds like normal pegasai, but can fly. They also have certain situations that will give them bonuses/detriments that are different from other ponies. +1 to Awareness in an enclosed area. +1 to Combat Rolls at night. -1 to Combat Rolls during the day. -1 to Awareness in areas with heavy noise. Lastly, their vision works normally at night or in darkness, but receive negatives in bright light that are normally reserved for the darkness. Stat Bonuses: +1 Resilience +3 Awareness +2 Creativity
“Creatures of the cold, warriors eternal.” – Glacial Frost Medium Health: 100 Stamina: 100 Ferocity: 6 Resilience: 8 Speed: 0 Awareness: 6 Creativity: 2 Willpower: 2 Passive Skills Scything Claws: +4 damage applied at melee. Elemental Resilience: When rolling against, or applying damage reduction towards Elemental damage, an additional +6 is given. Active Skills Acid Spittle, 6 Stamina, Attack: Rolled as a normal ranged attack, if the attack hits, it deals 18 Water Damage. Equipment will also take the damage, largest item first. Leaping Strike, 10 Stamina, Attack: Targeting a single opponent, the syacin can clear up to 15’ of space before occupying an open space and making a normal attack. The roll and damage receive a +2 bonus each, (equaling +4 damage total from this skill, +8 when including the species passive.) TwV - The grandfather system's info: Syacin, Common Classification: Bestial Insectoid CR = 2 Size: Average Health: 100 Mana: 100 Stamina: 100 Soul: 100 Init: +6 Aggression: Territorial Attack: +8 Defend: +10 Special Att: +10 (10 Stamina) Special Def: --- Physical Defense: 10/10 (20) Magical Defense: 2/0 (2) Elemental Defense: 10/0 (16) Anti: Death Scything Claws, Innate: Gains +4 damage at melee. Elemental Resilience, Innate: When rolling against elemental attacks, and reducing elemental damage, syacins get a +6 bonus. Acid Spittle, 6 Stamina, Attack: The syacin fires a wad of acidic spittle. When hitting, this deals damage to equipped equipment, starting with armor, and the largest item first. R: 15/30/60 Damage: 18 Water Elemental Leaping Strike, 10 Stamina, Attack: Targeting a single opponent, the syacin can clear up to 15’ of space before occupying an open space and making a normal attack. The roll and damage receive a +2 bonus each, (equaling +4 damage total from this skill, +8 when including the species passive.) Base Stats: Ferocity: 8 Resilience: 10 Magic: 0 Willpower: 2 Speed: 2 Awareness: 6 Creativity: 2 Knowledge: 2 Monstrous Lore: Check 14: When further researched, syacin were found to be more than just part turtle and part bug, they were noted to be incredibly difficult to crack creatures who all seemed to follow a sentience known as “The Prince,” a much more powerful syacin that held power over the main drones of a syacin colony. Without a prince, syacin only attack those that impede on their territory. Their low speed makes them easy to get away from, so their predator methods involve trapping prey by looking like rocks, then springing themselves when they feel something nearby.
Well, recently I've had a lot more time away than originally planned. Back on the 4th of July, I left for vacation to Anthrocon. You all probably know that bit from the Community Post of the time. A vacation that was supposed to last until the 8th. Well, driving up on the 4th took a lot longer than it should have. Since my car started overheating, the 4.5 hour drive ended up at 17 hours. Not a fun time. Got to my hotel around 1 AM on the 5th, and finally got registered at about 10:30 AM on Friday. Well, I was expecting some kind of internet there, but the only equivalency was a 56k speed connection. On a custom-built OS that crashed anytime I tried to open Photobucket, which became a big issue for many of the artists there who had limited personal access. Some of us had to pay for momentary access at the Westin's Office Section... but I wasn't about to pay $17 for an hour I would only use a small portion of. So, no internet access then. Well, when it came time to go, knowing that I had a broken car, we set out Sunday night, getting home Monday Morning at about 7:45 AM. I didn't sleep much that day, and knew I'd have to work on Tuesday, so I stayed up, and spent most of my time on here. Fortunately, I like you ponies. I got to read news including the leaving of a staff, and a rejuvenation thread that had a lot of arguing going on in it. Anyway, sometime between then and Wednesday, my computer stopped wanting to boot. Well, that wasn't exactly a good thing, as I'm sure you can imagine. So I had borrowed my friend's computer for a few things, but for some reason couldn't get to here from it. Anyway, it ended up booting up properly this morning, and... ta-dah! The internet wasn't working! Well, I knew it wasn't last night, but this morning I had to handle it. Get a new router? Fine... whatever. So, things have been happening... crazy things. Other than that, I'm here now. Aside from the fact that while writing this very blog, my mother called and asked for my assistance in helping her friend to move out of her house. So off I go again, to help out my old mother. What fun, what fun...
SoulEmber reminded me to post this. Now, I feel I'm missing a bunch. What am I missing? Now it’s time to talk about one of my least favorite subjects, and something I hope that you’ll be able to avoid at all costs! That’s right, I’m talking about; Combat! I’m allergic to pain, (did I mention that already?) so I try to avoid fighting at all costs. I suggest you do too, but in case you can’t, I’ll tell you all about how it works! Combat, like a few other encounter situations, starts with Initiative! This is the order of turns, of course. Each participant rolls 2d12+Awareness to determine the turn order. If two participants from opposing sides roll the same amount, they have to reroll the lowest of their two dice. Those who roll double 1s in this instance will miss the first initiative round, and end up joining in at the end on the second turn. The highest roll goes first, the lowest roll goes last, and new participants are automatically added in at the end of the list. So, when it becomes your turn, you have your Count to use. This is equal to your Speed, and determines the amount of moves/attacks your can perform in a single turn. Almost every action performed during a turn costs a certain amount of Count unless it is labeled an Instant. No matter your total Count, you can always perform at least one action. Movement costs one count for every 5’ moved past the initial 5’, which is free. When in gallop-speed, it becomes one for every 10’ moved. When going full-throttle it’s one count for every 15’ moved. To enter gallop-speed normally, the previous turn has to end in a run during normal speed. Certain skills can circumvent this. Attacking is not advised… but if you do it, a normal attack is a 5 Count action. Skills also have a Count cost, but will give you the cost in each skill. If no cost is given, it defaults to a 5 Count action. Whew, I hope that wasn’t confusing. Let’s do a short review on what we have so far: Initiative = 2d12+Awareness Count = Speed Movement = 1 Count Per 5’, 10’ During Gallop, 15’ During Full Throttle Normal Attack = 5 Count Skills = Variable I usually spend my turns in combat running away, or talking the enemy down. Compliments and eye-lash batting goes a long way! After all, sometimes bad guys are only bad because they’ve only gotten bad treatment, so violence is their only answer! I mean, unless they’re monsters. They’re just hungry, I hear. Okay, so I mentioned Attacking and its relevance to Count, but I still didn’t tell you what to do when you attack, did I? Well, I saved it for here because it depends on what you’re using. A Normal Melee Attack is performed with anything that you fight up close with. From bare hooves to some kind of pole arm. Even with the reach, it still counts as melee for you. When attacking in melee, your roll becomes 2d12+Ferocity! Ferocity, rawr! If you roll more than the target’s defensive roll, then the damage you deal is equal to your roll, plus any damage bonus from the weapon. If you find yourself Attacked at Melee, then a normal defensive check without any skills is made with 2d12+Resilience! If you get higher than the opponent, then you’ve deflected the attack, and take no damage! A Normal Ranged Attack is made with anything that is thrown, or fired, like a rock, or a slingshot. Each weapon will have its own ratings of range, and depending on the range depends on how easy a target is to hit. The attack is made with 2d12+Awareness. As long as the roll meets the range target, the attack is successful! The attack targets are: Short: 12 Medium: 18 Long: 24 Extended: 36 So like, if I had a bow with the ranges 10’/20’/40’, and I fire at a target that is like… 12’ away… then I’d need to roll and meet an 18! If you find yourself Attacked by Range, then a normal defensive check without any skills is made with only 2d12. Without a form of dodge, you’re a pretty easy target for rangers. Pfew! That’s the normal attacks. Let’s review quick, shall we? Normal Melee Attack = 2d12+Ferocity Melee Damage = Equal to Roll Made Normal Melee Defense = 2d12+Resilience Normal Ranged Attack = 2d12+Awareness Ranged Damage = Equal to Item Damage Normal Ranged Defense = 2d12 So with that nasty business out of the way, let’s… oh, right. There’s a few more things to cover I think. Bugger. Magic that is cast during combat can come in a few different flavors, but there’s one universal rule. Active Magic is Normally 6 Count. Which means that if you cast a spell, you need to have 6 Count free… or have it be your single action turn. There are exceptions! Like Rune Magic, which is dual-turn use. That means that one Rune Magic Spell costs 6 Count on the first turn it’s being written, and 6 Count on the second turn it’s written. If a Rune Caster is interrupted between the two turns they can go back and spend the second 6 Count later, as long as it is within 4 turns. So… to sum up: Magic = 6 Count Dual-Turn Magic = 6 Count, 6 Count Again
These are pretty big mushrooms. From the size of a large dog to the size of a griffon, they bounce around freely on their stems without worrying about being rooted. Each type can be combined with another, combining all stats and skills. That's how when we were playing I had "Red Striped" and "Blue Wavy." This also means that you can have super mushbooms. "Red & Blue Spotted & Striped Mushboom" is about 4 times the power of a starting character, (making them a Dangerous catagory enemy.) Spotted Mushboom</SPAN></SPAN> Fungus</SPAN></SPAN> Health</SPAN>: 100 Stamina: 100</SPAN></SPAN> Ferocity</SPAN>: 4 Resilience: 4</SPAN></SPAN> Speed</SPAN>: 4 Awareness: 4</SPAN></SPAN> Creativity</SPAN>: 4 Willpower: 4</SPAN></SPAN> Passive Skills</SPAN></SPAN> Plant-Based</SPAN>: Has doubled defense rolls and damage reduction against Earth Damage. Takes no damage from Plant Damage. Has no damage reduction or defensive bonuses when rolling against Fire Damage. Normal attacks deal Plant Damage.</SPAN></SPAN> Itching Spores</SPAN>: Any time this creature successfully deals damage to an enemy, the enemy is inflicted with the Itchy condition. This stack lasts for 10 minutes, or about 30 turns. If another hit is landed, the condition refreshes the stacks from this and any other creatures that hit the target.</SPAN></SPAN> Instant Skills</SPAN></SPAN> Spot Explosion, 5 Stamina</SPAN>: Usable immediately following an enemy melee attack, the mushboom rolls 2d12+Ferocity, and the enemy rolls 2d12+Resilience. If the enemy fails, they take the mushboom’s total roll +6 in health damage.</SPAN></SPAN> Active Skills</SPAN></SPAN> Area Boom, 15 Stamina, Attack</SPAN>: Jumps to a target location up to 15’ away and releases a cloud of spores covering a 10’ area surrounding it. The mushboom then rolls 2d12+Ferocity, and all non-plant creatures caught in the cloud roll 2d12+Resilience. Any enemy failing to roll higher than the mushboom takes the roll’s amount in damage.</SPAN></SPAN> Sporeling, 10 Stamina, Attack</SPAN>: Stands in place and shakes to release spores that quickly plant and grow into a single location. During the mushboom’s turn, these sporelings can make melee attacks, sharing the mushboom’s Ferocity. Sporelings have 15 Health and Stamina.</SPAN></SPAN> Green Mushboom</SPAN></SPAN> Fungus</SPAN></SPAN> Health</SPAN>: 100 Stamina: 100</SPAN></SPAN> Ferocity</SPAN>: 4 Resilience: 4</SPAN></SPAN> Speed</SPAN>: 4 Awareness: 4</SPAN></SPAN> Creativity</SPAN>: 4 Willpower: 4</SPAN></SPAN> Passive Skills</SPAN></SPAN> Plant-Based</SPAN>: Has doubled defense rolls and damage reduction against Earth Damage. Takes no damage from Plant Damage. Has no damage reduction or defensive bonuses when rolling against Fire Damage. Normal attacks deal Plant Damage.</SPAN></SPAN> Itching Spores</SPAN>: Any time this creature successfully deals damage to an enemy, the enemy is inflicted with the Itchy condition. This stack lasts for 10 minutes, or about 30 turns. If another hit is landed, the condition refreshes the stacks from this and any other creatures that hit the target.</SPAN></SPAN> Sleepy Spores</SPAN>: Any time this creature successfully deals damage, one of the dice used in the attack is chosen. It is taken off of the health damage dealt, and applied to the target's stamina.</SPAN></SPAN> Active Skills</SPAN></SPAN> Vile Cloud, 10 Stamina, Attack</SPAN>: Attacks all enemies at melee with a putrid cloud of gas. Enemies may roll 2d12+Awareness. If they reach at least 24, they are unaffected. If they don’t, they lose 2 points of Resilience. The enemy may make this Awareness check again at the beginning of each turn to make this effect go away.</SPAN></SPAN> Refresh Cloud, 5 Stamina, 2 Count</SPAN></SPAN>: Scatters green spores to the nearby 15’. This heals allies and the user for 10 Health, and allies for 10 Stamina.</SPAN> Striped Mushboom</SPAN></SPAN> Fungus</SPAN></SPAN> Health</SPAN>: 100 Stamina: 100</SPAN></SPAN> Ferocity</SPAN>: 4 Resilience: 4</SPAN></SPAN> Speed</SPAN>: 4 Awareness: 4</SPAN></SPAN> Creativity</SPAN>: 4 Willpower: 4</SPAN></SPAN> Passive Skills</SPAN></SPAN> Plant-Based</SPAN>: Has doubled defense rolls and damage reduction against Earth Damage. Takes no damage from Plant Damage. Has no damage reduction or defensive bonuses when rolling against Fire Damage. Normal attacks deal Plant Damage.</SPAN></SPAN> Itching Spores</SPAN>: Any time this creature successfully deals damage to an enemy, the enemy is inflicted with the Itchy condition. This stack lasts for 10 minutes, or about 30 turns. If another hit is landed, the condition refreshes the stacks from this and any other creatures that hit the target.</SPAN></SPAN> Active Skills</SPAN></SPAN> Spore Blast, Attack</SPAN>: Fires a normal ranged attack at a target, where the mushboom rolls 2d12+Awareness and the target attempts to roll higher on flat, or uses dodge.</SPAN></SPAN> Spore Coil, Spell</SPAN>: Fires a coil of spore energy at a single target. The mushboom rolls 2d12+Willpower, and the target rolls 2d12+Resilience. As long as the mushboom rolls higher, the target takes the total of the roll, +6 in damage.</SPAN></SPAN> Twirling Coil, 50 Stamina, Spell</SPAN></SPAN>: Fires 5 casts of Spore Coil at up to 5 enemies within 50’ of the mushboom. The shots must be split evenly among the enemies affected. The mushboom choses how the split occurs, as long as no target receives 2 more shots than any others.</SPAN> Purple Mushboom</SPAN></SPAN> Fungus</SPAN></SPAN> Health</SPAN>: 100 Stamina: 100</SPAN></SPAN> Ferocity</SPAN>: 4 Resilience: 4</SPAN></SPAN> Speed</SPAN>: 4 Awareness: 4</SPAN></SPAN> Creativity</SPAN>: 4 Willpower: 4</SPAN></SPAN> Passive Skills</SPAN></SPAN> Plant-Based</SPAN>: Has doubled defense rolls and damage reduction against Earth Damage. Takes no damage from Plant Damage. Has no damage reduction or defensive bonuses when rolling against Fire Damage.</SPAN></SPAN> Itching Spores</SPAN>: Any time this creature successfully deals damage to an enemy, the enemy is inflicted with the Itchy condition. This stack lasts for 10 minutes, or about 30 turns. If another hit is landed, the condition refreshes the stacks from this and any other creatures that hit the target.</SPAN></SPAN> Purple Spores</SPAN>: Any time this creature attacks a target, the enemy’s defense roll becomes Willpower based over any other. Successfully dealing damage makes the damage type Death.</SPAN></SPAN> Instant Skills</SPAN></SPAN> Dread Blast, 5 Stamina</SPAN>: Usable immediately after a failed enemy attack. This skill causes the enemy to take damage equal to the defense roll made by the mushboom.</SPAN></SPAN> Active Skills</SPAN></SPAN> Death’s Offering, All Stamina, Ending</SPAN></SPAN>: This creature explodes in a violent eruption, affecting any creature not plant-based within 10’. All those affected may roll 2d12+Willpower against one quarter of the remaining stamina total of the mushboom when it erupts. Anyone not rolling above this total, takes this total in damage.</SPAN> Red Mushboom</SPAN></SPAN> Fungus</SPAN></SPAN> Health</SPAN>: 100 Stamina: 100</SPAN></SPAN> Ferocity</SPAN>: 4 Resilience: 4</SPAN></SPAN> Speed</SPAN>: 4 Awareness: 4</SPAN></SPAN> Creativity</SPAN>: 4 Willpower: 4</SPAN></SPAN> Passive Skills</SPAN></SPAN> Plant-Based</SPAN>: Has doubled defense rolls and damage reduction against Earth Damage. Takes no damage from Plant Damage. Has no damage reduction or defensive bonuses when rolling against Fire Damage.</SPAN></SPAN> Itching Spores</SPAN>: Any time this creature successfully deals damage to an enemy, the enemy is inflicted with the Itchy condition. This stack lasts for 10 minutes, or about 30 turns. If another hit is landed, the condition refreshes the stacks from this and any other creatures that hit the target.</SPAN></SPAN> Red Spores</SPAN>: Any time the red mushboom successfully deals damage to a target, the spores combust and the damage is converted to Fire Element, and can Ignite the target.</SPAN></SPAN> Instant Skills</SPAN></SPAN> Fire Bluff, 10 Stamina</SPAN>: Usable immediately when attacked, the mushboom adds 8 to their roll, and if their defensive roll is successful, they end up 5’ away.</SPAN></SPAN> Active Skills</SPAN></SPAN> Fire Mine, 5 Stamina, 4 Count</SPAN></SPAN>: Sets a mine into a 5’ square. Should a creature that isn’t plant-based enter this square, the mine explodes for 22 damage.</SPAN> Splotched Mushboom</SPAN></SPAN> Fungus</SPAN></SPAN> Health</SPAN>: 100 Stamina: 100</SPAN></SPAN> Ferocity</SPAN>: 4 Resilience: 4</SPAN></SPAN> Speed</SPAN>: 4 Awareness: 4</SPAN></SPAN> Creativity</SPAN>: 4 Willpower: 4</SPAN></SPAN> Passive Skills</SPAN></SPAN> Plant-Based</SPAN>: Has doubled defense rolls and damage reduction against Earth Damage. Takes no damage from Plant Damage. Has no damage reduction or defensive bonuses when rolling against Fire Damage. Normal attacks deal Plant Damage.</SPAN></SPAN> Itching Spores</SPAN>: Any time this creature successfully deals damage to an enemy, the enemy is inflicted with the Itchy condition. This stack lasts for 10 minutes, or about 30 turns. If another hit is landed, the condition refreshes the stacks from this and any other creatures that hit the target.</SPAN></SPAN> Instant Skills</SPAN></SPAN> Mining Dodge, 15 Stamina</SPAN>: Usable during an enemy attack. The mushboom uses Speed instead of Resilience, and should they succeed in dodging, they move 10’ out of the way, and drop a spore bomb at the ground beneath the attacker. The spore explodes, dealing damage equal to the roll to the attacker, and any creature not plant-based within melee of them.</SPAN></SPAN> Active Skills</SPAN></SPAN> Smoke Screen, 25 Stamina, Spell</SPAN>: Hits the ground with heavy spores, creating a thick gas. The mushboom and the area around it within 20’ becomes a smoke field, making anyone within them hidden to those outside of the field. This smoke screen stays an amount of time equal to its Willpower.</SPAN></SPAN> Sphere Lob, 10 Stamina, Attack</SPAN></SPAN>: Launches a bouncing sphere at the target. The mushboom rolls 2d12+Ferocity, and the target rolls 2d12+Resilience. If the target rolls lower, they and any creature not plant-based within melee of them take the total of the roll +4.</SPAN> Blue Mushboom</SPAN></SPAN> Fungus</SPAN></SPAN> Health</SPAN>: 100 Stamina: 100</SPAN></SPAN> Ferocity</SPAN>: 4 Resilience: 4</SPAN></SPAN> Speed</SPAN>: 4 Awareness: 4</SPAN></SPAN> Creativity</SPAN>: 4 Willpower: 4</SPAN></SPAN> Passive Skills</SPAN></SPAN> Plant-Based</SPAN>: Has doubled defense rolls and damage reduction against Earth Damage. Takes no damage from Plant Damage. Has no damage reduction or defensive bonuses when rolling against Fire Damage. Normal attacks deal Plant Damage.</SPAN></SPAN> Itching Spores</SPAN>: Any time this creature successfully deals damage to an enemy, the enemy is inflicted with the Itchy condition. This stack lasts for 10 minutes, or about 30 turns. If another hit is landed, the condition refreshes the stacks from this and any other creatures that hit the target.</SPAN></SPAN> Blue Spores</SPAN>: Any time this creature successfully deals damage, all damage dealt is taken from the target’s Stamina.</SPAN></SPAN> Instant Skills</SPAN></SPAN> Spore Shield, 5 Stamina</SPAN>: Usable when attacked, this throws up a shield that will give a bonus to equal to the mushboom’s Willpower to their defensive roll. This is ineffective against Storm Damage.</SPAN></SPAN> Active Skills</SPAN></SPAN> Healing Nudge, 10 Stamina, 4 Count</SPAN></SPAN>: Used on an ally in melee range, this heals the target for 2d12+Willpower.</SPAN> Yellow Mushboom</SPAN></SPAN> Fungus</SPAN></SPAN> Health</SPAN>: 100 Stamina: 100</SPAN></SPAN> Ferocity</SPAN>: 4 Resilience: 4</SPAN></SPAN> Speed</SPAN>: 4 Awareness: 4</SPAN></SPAN> Creativity</SPAN>: 4 Willpower: 4</SPAN></SPAN> Passive Skills</SPAN></SPAN> Plant-Based</SPAN>: Has doubled defense rolls and damage reduction against Earth Damage. Takes no damage from Plant Damage. Has no damage reduction or defensive bonuses when rolling against Fire Damage. Normal attacks deal Plant Damage.</SPAN></SPAN> Itching Spores</SPAN>: Any time this creature successfully deals damage to an enemy, the enemy is inflicted with the Itchy condition. This stack lasts for 10 minutes, or about 30 turns. If another hit is landed, the condition refreshes the stacks from this and any other creatures that hit the target.</SPAN></SPAN> Weird Spores</SPAN>: When damage is dealt to an enemy, if they rolled under half of the mushboom’s attack, they are inflicted with a random mental effect.</SPAN></SPAN> Instant Skills</SPAN></SPAN> Spore Drop, 5 Stamina</SPAN>: Usable when taking damage from an enemy, small spores drop around the base of the mushboom. If they last to the beginning of the mushboom’s next turn, and the mushboom is in the same spot, the mushboom heals Health and Stamina equal to their Willpower.</SPAN></SPAN> Active Skills</SPAN></SPAN> Mental Aid, 25 Stamina, Spell</SPAN></SPAN>: Usable on an ally, this removes all mental effects.</SPAN> Wavy Mushboom</SPAN></SPAN> Fungus</SPAN></SPAN> Health</SPAN>: 100 Stamina: 100</SPAN></SPAN> Ferocity</SPAN>: 4 Resilience: 4</SPAN></SPAN> Speed</SPAN>: 4 Awareness: 4</SPAN></SPAN> Creativity</SPAN>: 4 Willpower: 4</SPAN></SPAN> Passive Skills</SPAN></SPAN> Plant-Based</SPAN>: Has doubled defense rolls and damage reduction against Earth Damage. Takes no damage from Plant Damage. Has no damage reduction or defensive bonuses when rolling against Fire Damage. Normal attacks deal Plant Damage.</SPAN></SPAN> Itching Spores</SPAN>: Any time this creature successfully deals damage to an enemy, the enemy is inflicted with the Itchy condition. This stack lasts for 10 minutes, or about 30 turns. If another hit is landed, the condition refreshes the stacks from this and any other creatures that hit the target.</SPAN></SPAN> Active Skills</SPAN></SPAN> Spore Wave, 5 Stamina, Spell</SPAN>: Cast upon a single ally, this skill adds this mushboom’s Willpower to the ally’s next roll.</SPAN></SPAN> Shield Shot, 10 Stamina, Spell</SPAN>: Cast upon a single ally, this skill adds 2d12+Willpower to their next defensive roll.</SPAN></SPAN> Steal Pain, 10 Stamina, Spell</SPAN>: Cast upon a single ally, this trades the target’s current health for the caster’s current health as long as the target is a plant-based creature.</SPAN></SPAN>
Exactly what everypony wanted to be... a maggot-eaten ghoul. Okay, so Hrugar not exactly sure why we gotta talk about them. They just rotting stinking undead, right? What’chu mean they has feelings too? Nuh-uh, they dead! Ugh… whatever. So ghouls are once-living but now dead, so they undead, but they undead of any of the races you already know and love… except dead. First off, they Ghoulish. This racial trait gives them the following goodies: As undead, they don’t pass out at zero stamina. They are not affected by death magic, not healed by life magic, (but that destroy undead spell hurts!) Since they ghouls and still have brain, the other normal undead effects not do anything. Lastly, they regain their Resilience in Health and Stamina at the beginning of each turn, as long as they has their head. If they lose their head before reaching zero Health, they can still get it back before dying. Also, they get Once Living, which am exactly what it sound. They was once alive, so they get to choose one racial trait from the race they used to be. Example: A Pegasus Ghoul can choose to still have flight, or their cutie mark. Their base stats is a little weird, too. Ghouls start with the same base stats as their Once Living race, but the first four points of their distribution automatically go to Resilience. This leave them with puny 14 more points to distribute.
Listed in order of power level. Power Level = Willpower minus one. General Magic Cutie Mark Power Level = Willpower Purity Cutie Mark Power Level = Willpower plus two. Death Source Cutie Mark Power Level = Willpower plus four. To get a spell you must have its requires Power Level when choosing the spell. If your Power Level drops below it at any time, it cannot be cast. 1. Sickness Type: Active Combat Death Spell Cost: 8 Stamina When cast upon a target, the caster rolls 2d12+Willpower, and the target rolls 2d12+Resilience. If the caster rolls higher than the target, then the target will contract a random local sickness. (Like the flu, cold, bronchitis, etc.) If the caster ends up with at least twice the target’s roll, they can choose the sickness. This sickness will then need to be cured by normal means. 2. Weakness Type: Active Combat Death Spell Cost: 4 Stamina Targets a single opponent, the caster can roll 2d12+Willpower, and the target will roll 2d12+Willpower. If the caster succeeds, the target loses 1 Ferocity and Resilience until the end of combat. 3. Ghost of Truth Type: Support Death Spell Cost: 10 Stamina Summons the spirit of a dead body, and gives it the power to converse with the caster. Only bodies that haven’t been dead for more than 24 hours may be the targets of this spell. The ghost may not realize it is dead, and will not always be obligated to answer the caster’s questions. However, the ghost may not knowingly lie when asked a question. This spell can last until the 24 hours are over, or the caster dispels it. 4. Crippling Blast Type: Active Combat Death Spell Cost: 8 Stamina Blasts the target with the energy of death. The caster and target both roll 2d12+Willpower. If the caster succeeds, then they choose one of the d12s. The chosen dice deals its damage to the target’s Stamina. The remaining amount is dealt to the target’s Health. 5. Animate Skeleton Type: Summoning Death Spell Cost: 10 Stamina, 2 Per Turn Using the powers of necromancy, this spell causes a corpse to rise from the ground as a skeleton under the caster’s command. This skeleton will follow any order the caster gives it, and will continue to do so until it is either destroyed, or the caster dispels it. The caster may have one undead summoned for every 3 Willpower. 6. Animate Zombie Type: Summoning Death Spell Cost: 10 Stamina, 2 Per Turn Using the powers of necromancy, this spell causes a fresh corpse to rise as a zombie under the caster’s command. This zombie will follow any order the caster gives it, and will continue to do so until it is either destroyed, or the caster dispels it. The caster may have one undead summoned for every 3 Willpower. 7. Death Blade Type: Active Combat Death Spell Cost: 8 Stamina This calls a spectral blade to slice through the target’s life force. The caster and target both roll 2d12+Willpower. If the caster wins, then they deal damage to the target equal to their roll. 8. Summon Ghost Type: Summoning Death Spell Cost: 12 Stamina, 6 Per Turn Using necromantic powers, the caster calls forth a lost soul to serve them. This ghost will perform the caster’s bidding in what it can do, and will use limited communication to respond. The caster may have one undead summoned for every 3 Willpower. 9. Bone Cage Type: Active Combat Death Spell Cost: 15 Stamina Boney claws reach from the ground around the target, latching to them and holding them in place! The caster rolls 2d12+Willpower, while the target rolls 2d12+Resilience. Should the caster win, the target is Entangled until they can beat the total roll for the spell. This total gets easier by 2 points at the end of every turn the target takes, after struggling against it. 10. Ghost of the Past Type: Support Death Spell Cost: 15 Stamina This spell summons the soul of a deceased (within 24 hours,) to enter the caster, or another target, and show them requested memories that they have experienced. Casting this spell keeps control of the spirit until the expiration of their soul. 11. Weight of Life Type: Active Combat Death Spell Cost: 10 Stamina Blasts the target with death energy. The caster and target roll 2d12+Willpower. As long as the target rolls less than the caster, the caster chooses one of the rolled d12s to reduce the target’s Awareness by, while the remaining amount reduces the target’s Speed. These can take them into the negatives. This spell lasts an amount of turns equal to how much the target's Awareness was reduced by or until it is dispelled. 12. Animate Wight Type: Summoning Death Spell Cost: 20 Stamina, 10 Per Turn Using the powers of necromancy, this spell causes a corpse to rise from the ground as a wight under the caster’s command, gaining ethereal magical armor. This skeleton will follow any order the caster gives it, and will continue to do so until it is either destroyed, or the caster dispels it. The caster may have one undead summoned for every 3 Willpower. 13. Call of the Grave Type: Active Combat Death Spell Cost: 20 Stamina Cast upon a target with a large area of effect, the caster rolls 2d12+Willpower. Any enemy within a 50’ radius of the original target rolls 2d12+Willpower. Each target who rolls less than the caster receives a 3 point penalty to their Resilience, Speed, and Willpower. They will then gain 1 point back in each at the end of each turn until they are back to their normal amount. This spell can stack. 14. Animate Ghoul Type: Summoning Death Spell Cost: 20 Stamina, 15 Per Turn Using the powers of necromancy, this spell causes a fresh corpse to rise as a ghoul under the caster’s command. The ghoul has its own will and memories, but is bound to obey any verbal command the caster gives it. It will continue to do so until it is either destroyed, or the caster dispels it. The caster may have one undead summoned for every 3 Willpower. 15. Necrosis Type: Active Combat Death Spell Cost: 16 Stamina Cast upon a single target, the caster and target both roll 2d12+Willpower. If the caster succeeds, the target takes damage equal to the caster’s roll, minus the target’s Willpower. At the beginning of each round thereafter, the target will take damage equal to the last damage they took, minus their Willpower again. The spell continues until the taken damage reaches zero. 16. Soul Sucker Type: Active Combat Death Spell Cost: 20 Stamina Cast upon a single target, the caster and target both roll 2d12+Willpower. If the caster rolls higher, the target takes the caster’s roll, minus the target’s Willpower in Stamina damage. The caster restores Health equal to the damage dealt. 17. Cloud of Death Type: Active Combat Death Spell Cost: 25 Stamina Cast upon a targeted area of a minimum 15’ radius, and a maximum of a 30’ radius. The caster rolls 2d12+Willpower when this spell is cast. At the beginning of each turn, any character who is inside of the cloud of death will take the caster’s roll minus their Willpower. The cloud will stay for an amount of turns equal to the higher d12 rolled when casting. 18. Summon Wraith Type: Summoning Death Spell Cost: 30 Stamina, 30 Per Turn Using necromantic powers, the caster calls forth a wraith from the realm beyond. This undead will slay the caster’s enemies without remorse, and cannot be dispelled by the caster once summoned. If the caster runs out of the upkeep, the wraith has its own will to destroy the living. It can decide to leave of its own accord if the battlefield is empty. The caster may have one undead summoned for every 3 Willpower. 19. Wall of Skeletons Type: Support Death Spell Cost: 40 Stamina Cast upon a straight area of terrain between two anchor points, this raises a literal wall of undead skeletons. Each square of the wall has Health equal to four skeletons, and at the beginning of any character’s turn who is next to the wall, two skeletons may attack them before they take their action. This wall lasts until destroyed, and can be up to 40’ long. 20. Army of Darkness Type: Summoning Death Spell Cost: 50 Stamina, Variable Per Turn The more powerful necromancer is able to summon forth an army of undead without much effort! This spell animates all corpses within a 50’ radius of the caster as skeletons, zombies, and ghosts. The caster may have up to their maximum limit in undead, but may apply their power level to their limit, instead of just their Willpower for this spell. Each undead has its appropriate sustain cost. 21. Death Ray Type: Active Combat Death Spell Cost: 25 Stamina Cast upon a single target, the caster rolls 2d12+Power Level+Willpower. The target rolls 2d12+Willpower. If the caster gets higher than the target, they deal their total roll in damage to the target. The target also loses Stamina equal to the caster’s Power Level. 22. Death Knight Type: Instant Support Death Spell Cost: 100 Stamina Cast upon an ally at the point of their death. This turns the target ally into a Death Knight. This spell is irreversible. 23. Grand Lichery Type: Support Death Spell Cost: All Stamina Cast upon ones own phylactery within the hour of a ritualistic death. This will bound the caster’s soul to the phylactery, and their body will be inhabited by their spirit, turning them into an immortal lich, destroyed only once their phylactery shatters. 24. Shatter Soul Type: Active Combat Death Spell Cost: 60 Stamina Cast upon a single target. The caster and the target roll 2d12+Willpower. If the caster wins, the target dies, and their soul does not receive the 24 hour period before expiring. If the target wins, the caster loses half of their remaining Stamina.
Listed in order of power level. Power Level = Willpower minus one. General Magic Cutie Mark Power Level = Willpower Elemental Cutie Mark Power Level = Willpower plus two. Fire Source Cutie Mark Power Level = Willpower plus four. To get a spell you must have its requires Power Level when choosing the spell. If your Power Level drops below it at any time, it cannot be cast. 1. Light Type: Support Fire Spell Cost: 2 Stamina Using this spell, the user creates a light at the end of their horn. This illuminates a radius of feet equal to the user’s Willpower. The spell continues as long as the user wants, or for a number of hours equal to the user’s Willpower. 2. Hearth Warmth Type: Support Fire Spell Cost: 4 Stamina This spell creates a warmth on the inside of the target pony, making them resistant to cold effects. While affected with this spell, the target is unable to be Frozen. This spell continues as long as the user wants it to, and as long as the target stays in line of sight of the user. 3. Start Flame Type: Support Fire Spell Cost: 2 Stamina This spell is able to be used to light a fire. It can light a match with ease, or start a fire under a put that has appropriate kindling and logs. 4. Cauterize Type: Support Fire Spell Cost: 5 Stamina Usable on an ally who’s taken damage. This spell heals back half of the damage taken from the last attack, rounded down. 5. Flame Shield Type: Instant Combat Fire Spell Cost: 8 Stamina Usable at any time the caster, or an ally within line of sight takes a hit. Flame Shield adds the caster’s Willpower to the defensive roll. Double the Willpower is added against Fire and Plant elements. The skill does nothing against Water element. 6. Striker’s Flame Type: Support Fire Spell Cost: 4 Stamina Used on a willing target during combat, this spell changes the target’s damage to deal fire element in melee combat, and gain a bonus +2 Melee Damage. The target or the caster can cancel the spell at any time, but normally lasts until the end of combat. 7. Flame Bolt Type: Active Combat Fire Spell Cost: 5 Stamina Fires a bolt of fire at a target. The caster uses 2d12+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites Plant element enemies. 8. Fire Stomp Type: Active Combat Fire Spell Cost: 10 Stamina The caster stomps on the ground, focusing fire through their hooves to create a circle of flame around them. The caster rolls 2d12+Willpower, while anyone in melee range of the caster rolls 2d12+Resilience in defense. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites Plant element enemies. 9. Black Smoke Type: Active Combat Fire Spell Cost: 6 Stamina Fills the surrounding area with black smoke. Anyone caught inside of it who has an Awareness of 5 or higher will have a -1 Awareness penalty. Anyone with an Awareness of 9 or higher will have an additional -1 Awareness penalty. Everyone within the area will only be able to see what’s close enough to them to be in melee. The caster is immune to the effects. This spell lasts a number of turns equal to the caster’s Willpower. If cast outside, it only has a 20’ radius and dissipates after 4 turns. 10. Breath of Fire Type: Active Combat Fire Spell Cost: 10 Stamina The caster breathes a cone of up to 15’ of flame. The caster rolls 2d12+Willpower, while anyone in the affect of the spell rolls 2d12+Resilience in defense. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites Plant element enemies. 11. Scorching Fire Type: Active Combat Fire Spell Cost: 8 Stamina Suddenly combusts the target with fire. The caster uses 2d12+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites the target, unless they are a Water or Stone element. 12. Empowering Fire Type: Support Fire Spell Cost: 15 Stamina Usable on one ally, this spell allows the ally to add the caster’s Willpower to their physical attacks, and deal fire element that ignites targets. This spell can only be cast on one target at a time, and the target or the caster can cancel this at any time. Observers can tell when a target is afflicted with Empowering Fire by their hooves and eyes being on fire. 13. Fire Armor Type: Active Combat Fire Spell Cost: 10 Stamina The target is surrounded by fiery plates. Anyone attacking them in melee will take the caster’s Willpower, minus their Resilience in damage, and become Ignited. Any fire or plant damage attacking the target of this spell is reduced by half. This spell is dispelled in 5 turns, or if the target takes water damage. 14. Fire Elemental Type: Summoning Fire Spell Cost: 15 Stamina, 5 Per Turn The caster summons a fire elemental to his or her side, able to use it for combat, or other useful means. This spell lasts until the caster dispels it, the elemental is defeated, or the caster can no longer pay the 5 Stamina at the beginning of each turn. Spoiler: Fire Elemental Fire Elemental “So, fight fire with fire, right?” Average Elemental Health: 200 Stamina: 50 Ferocity: 8 Resilience: 4 Speed: 2 Awareness: 4 Creativity: 4 Willpower: 6 Passive Skills Fire Element: Healed by fire damage, can choose not to roll against it. All attacks deal fire damage, and Ignite targets. Has no defensive roll against water damage. Spends no Stamina to use Fire Spells or Skills. Fire Armor: Born of fire, whenever an enemy attacks the elemental in melee, the enemy takes twice the elemental’s Willpower, minus their Resilience in damage. Active Skills Breath of Fire, Spell: The elemental breaths a cone of up to 15’ of fire, rolling 2d12+Willpower. Anyone in the area of effect rolls 2d12+Resilience as defense. If they have a dodge skill that can move them out of the area of effect, they may try that instead. Instant Skills Flame Strike: Usable anytime the elemental hits in melee. Increases its melee damage by its Willpower. Billowing Smoke: Usable at the beginning of the elemental’s turn. This ability causes any enemy within melee with the elemental to lose 1 Awareness until the end of the combat, or until the elemental is defeated. 15. Fire Ball Type: Active Combat Fire Spell Cost: 35 Stamina The caster throws a ball of fire at the target, and hits anything around the target within a 25 foot radius. The caster rolls 2d12+Willpower+Willpower, and every affected characters rolls 2d12+Resilience. Affected characters who have a dodge skill that can move them outside the radius of effect may use that instead. Any character who rolls lower than the caster takes damage equal to the caster’s roll, minus the affected character’s Resilience. This spell Ignites anyone who takes damage, unless they are a Water or Stone element. 16. Fire Jet Type: Active Combat Fire Spell Cost: 12 Stamina The caster fires a ray of flame at the target. The caster uses 2d12+Willpower+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites the target, unless they are a Water or Stone element. 17. Column of Flames Type: Active Combat Fire Spell Cost: 20 Stamina The caster picks a location, and creates a pillar of flames in that spot with a 10 foot radius. Anypony who is in the area at the beginning of their turn, or passes through the area during a movement, takes twice the caster’s Willpower, minus their Resilience in damage and is Ignited, (unless they are Water or Stone.) This spell continues for an amount of the caster’s turns equal to the caster’s Willpower. 18. Wall of Fire Type: Active Combat Fire Spell Cost: 20 Stamina The caster picks a line between two solids in a length of up to 100 feet and lights the line on fire. Anypony who is standing on the line at the beginning of their turn, or passes through the line during movement, takes twice the caster’s Willpower, minus their Resilience in damage and is Ignited, (unless they are Water or Stone.) This spell continues for an amount of the caster’s turns equal to the caster’s Willpower. 19. Explosion Type: Active Combat Fire Spell Cost: 35 Stamina The caster causes a spontaneous eruption on the target. This also affects the surrounding 30 foot radius. The caster rolls 2d12+Willpower. The target takes the caster’s roll, minus their Resilience. Everyone else affected may roll 2d12+Resilience to be unaffected, or if they have a dodge skill that can get them outside of the radius, they may use that. Anyone not rolling over the caster takes the caster’s roll minus their Resilience. All affected units will be Knocked Back by the caster’s roll, minus their resilience in feet. They are always knocked back in the direction away from the caster. This spell is also very good at disrupting terrain… 20. Blaze Type: Active Combat Fire Spell Cost: 20 Stamina The caster lights the target on fire with super-hot flames. The caster uses 2d12+Willpower+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, and the target loses 1 point of Resilience and Willpower until healed to full. This spell Ignites the target, unless they are a Water or Stone element. 21. Lava Fissure Type: Active Combat Fire Spell Cost: 40 Stamina Calling upon the great powers of lava beneath the world, the caster splits open the very ground, creating a line from them that can extend up to a 50 foot cone ahead of them. This ground becomes permanently impassable to those without flight, and anypony who was on the terrain is moved to either the right or left side of the fissure, (caster’s choice.) Anypony who is thrown into the fissure is counted as dead unless they are immune to fire. 22. Greater Lava Titan Type: Summoning Fire Spell Cost: 100 Stamina, 25 Per Turn The caster summons a Greater Lava Titan to do their bidding, which is scary to say the least. This spell lasts until the caster dispels it, the elemental is defeated, or the caster can no longer pay the 20 Stamina at the beginning of each turn. 23. Incinerate Type: Active Combat Fire Spell Cost: 80 Stamina The caster roasts a single target with a flash of high-intensity flames. The caster uses 2d12+Willpower+Willpower+Willpower+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll. This spell Ignites the target, unless they are a Water or Stone element. 24. Apocalypse Type: Active Combat Fire Spell Cost: 100 Stamina The caster explodes with burning rage, causing a burning sphere 250 feet in radius to radiate from them. The caster is immune to the effects, and goes into a state of concentration where the spell will continue until they stop concentrating. At the beginning of the caster’s following turns, they roll 2d12+Willpower. Anyone inside of the sphere rolls 2d12+Resilience. Anyone who rolls lower than the caster takes the caster’s roll in damage and is Ignited, (unless they are Water of Stone element.) Terrain within the sphere also takes damage on each turn.