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Additional Notes: All alicorns start with this spell. 6 page

Creatures of weight less than 1000 macs (including friendlies) that cannot anchor themselves to something (STR check, MFD ½, once per round) will be picked up and thrown up to 5xINT feet from the outermost edge of the wind-wall, dealing 1d20 damage per five feet they were moved (for a maximum of up to 15+ (5xINT) feet, or (3+INT) d20 damage). This damage is dealt as falling damage, in that it ignores DT provided by worn armor. Creatures that do manage to remain anchored within the whirlwind take 2d20+10 damage per round from debris. Movement within the whirlwind on the ground is reduced by five feet per action, and flight of any sort within this storm requires a flight roll MFD ¼. Any aerial maneuvers are three MFD steps harder than they would otherwise be (though a counter-directional Toraindo would theoretically be capable of cancelling out this spell’s effects). Fliers thrown out of the tornado by a failed flight roll must make a recovery roll or be shot downwards into the terrain, taking double normal falling damage. Fliers that remain within the tornado’s vortex take the same 2d20+10 from harsh winds and debris as those who remain anchored on the ground. Once cast, this tornado lasts 1d4 combat rounds, and afterwards requires 2 strain per turn to maintain. Overglow increases the wind speed of this spell, making increasing the weight limit by 500 units, making it one MFD step harder for creatures to remain anchored, and dealing twice as much damage to creatures who are thrown. Anchored creatures take an additional die of damage per layer of overglow. All damage dealt by this spell is applied as massive damage.

This spell may have additional effects based on the environment in which it is cast; if cast over water, it creates a waterspout very similar to a normal Toraindo (granting an additional 2 MFD step targeting penalty to energy weapons based attacks targeted within its radius). If cast in a dusty, dry, area it may create a dust devil, increasing the base MFD penalty to 3 MFD steps for targeting within it. If cast in a recently burnt area, it can even create a terrifying ash devil, combining the energy-weapons dissipation effect and the targeting penalty of a dust devil, and dealing twice as much damage per round to those that remain within the wind wall as normal.

 

Possible Precursors: Windstorm

SATS Cost: 80

Strain Cost: Very High

Requirements: Level 30, Windstorm.

 


Transfer Power – You are capable of transferring all of your magical ability semi-permanently to another spellcaster for an unlimited span of time. This is not a transfer to be taken lightly, as it will leave your caster weakened and powerless for the duration, a minimum of one hour. This grants all spells cast by the power-recipient four free layers of overglow. These overglow layers do not cost an extra action to apply, and MUST be applied to all spells cast while they possess the power (yes, that includes even basic spells like telekinesis). Additionally, all of their spells are 1 MFD step easier to cast, and the recipient’s strain reserves are increased by the size of the caster’s (that’s you). If a single pony is the recipient of multiple casters’ power, their strain pool increases accordingly with no upper limit, but the layers of overglow provided and the reduction in spellcasting difficulty do not stack. Spellcasting knowledge is also transferred along with raw ability; all spells the power donor can cast (including this one) become available for use by the power recipient for the duration of the spell. Knowledge of this spell will remain even after the power is transferred back, however - any unicorn caster that is the target of this spell may permanently add it to their spell list at no cost.



The downside is that the transfer of power leaves your caster without any of their own magic, even minor telekinesis, until the spell’s effects are undone. You even give up your personal magic, causing your cutie mark to temporarily disappear (a -15 roll penalty to your tag skills) and suffer a -2 temporary penalty to END and STR. This drain effect will only end if your caster’s power is returned. This can happen one of two ways – If this spell’s caster or the power recipient dies while this spell is in effect, the spell immediately ends and the transferred power dissipates or flows back into its original owner (depending on which participant was killed). The second way the spell’s effects can end is if the magic is returned voluntarily. To voluntarily return the magic they’ve been given, the recipient of the power must be within reasonably close proximity of and have a line of sight with their target, and simply cast this spell to return the borrowed magic to its rightful home. While there are very few known cases of this spell being abused, trying to contain another pony’s magic for too long can have lasting psychological repercussions.

If the target of this spell is already storing the power of a different caster, a layer of overglow for every additional caster whose power they possess is required to channel the new magical energy into them. Unlike with Mana Battery, Unicorn and Alicorn casters who have lost their magic due to magical burnout or as a result of the effects of this spell can be targeted by the effects of Transfer Power. The transfer of power in such a case removes the effects of burnout for the duration of the spell. After the power is returned, the effects of burnout remain.

Also unlike Mana Battery, ponies and other non-unicorn races without magical ability can also be the target of Transfer Power, in which case the excess magical energy manifests as an increased healing rate (double normal), and a +1 temporary bonus to all of their attributes except Luck. Regardless of prior magical ability, even non-magical races under the effects of this spell gain the ability to use Transfer Power to return the magic to its original owner.

If this spell is used to transfer a caster’s magical ability to a character with magic that is not unicorn magic, it totally negates that character’s magic for the duration of the transfer. In such cases, the magic can only be returned to its original owner if the target is killed (similarly, killing the caster that transferred their magic will end the magical negation effect on their target).

 

Possible Precursors: Mana Battery

SATS Cost: --

Strain Cost: Very High

Requirements: Level 26, Mana Battery.

 


Trottingheimer’s Folly – You have become death, destroyer of worlds. While not as powerful as the mouth-wieldable megaspell cannon from which it derives its name, this spell channels an incredibly enormous amount of magical energy into a single blast capable of punching through or disintegrating most armor, as well as anything behind said armor, and essentially anything less than a quarter of a mile beyond that (the maximum distance its power can reach is equal to the strain expended in miles, though unlike its namesake it can be stopped by objects that it doesn’t penetrate). This spell takes a full combat round to cast and is extremely power intensive – it will leave most unicorns (and even most alicorns) feeling drained – but it has no equal in terms of sheer lethality. It costs a minimum of four strain to activate this spell, which temporarily pauses time in a SATS-like fashion. At that point the caster must choose how much strain they want to pump into this spell. For just the four base strain, it deals 6d20 damage and ignores 30 DT. For each additional point of strain they use, this spell deals an additional 1d20 damage and ignores 10 additional points of DT (there is no upper limit). The path of fire hits everything within a 15-foot wide swathe starting immediately in front of the caster, which can be angled in any direction they choose. The radius increases by 5’ for every five feet away from the caster as it expands outward, to a maximum beam diameter of 35’. This spell cannot be used with overglow, is extremely high visibility, and can disintegrate foes (and buildings, scenery). If the caster is under the effects of a magical assistance spell (such as Transfer Power or Channeling Assist), then each layer of free overglow counts as a free additional point of strain channeled. After casting this spell, the caster must roll Endurance MFD ½ or miss their first action in the following round.

 

Possible Precursors: Gatling Beam, Gauss Unicorn

SATS Cost: 140

Strain Cost: *Special (see description)

Requirements: Level 30, Gatling Beam or Gauss Unicorn.

 

Tsunami – Draws on any available nearby water sources to forcefully and violently flood a target area, dealing up to 5d20 damage per round depending on the volume of water. May also irradiate the target area, depending on the water source. Requires a sufficiently large nearby source of water. While the caster may cause the water to avoid any allies, all those unable to escape the flood will begin to drown as soon as they can no longer hold their breath, if they can’t escape.

 

Possible Precursors: Mighty Telekinesis III, Deluge.

SATS Cost: 100

Strain Cost: Very High

Requirements: Level 28, Mighty Telekinesis III, Deluge.

 

Waking Nightmare –This spell forces the target to undergo psychological torment for an indeterminately long period of time. It accesses their subconscious mind and sends them into an almost sleep-walk like state, wherein they suffer through all of their greatest fears until they are eventually driven completely insane. While suffering under the effects of this spell, characters spend both actions in each round acting out their fears while totally unaware of their actual physical surroundings. They must roll a fear roll MFD 1.5 every round, and react appropriately. Characters suffering under the effects of this spell do not recover magical strain, and cannot heal wounds via rest until the spell’s effects are dispelled, in addition to any penalties that may be imposed by the sleep deprivation that the spell necessarily entails. The spell’s effects are permanent after casting until dispelled. Casting this spell a second time on the same subject can be used to dispel it. Each layer of magical overglow allows this spell to target one additional character, who must also be within the line of sight of the caster.

 

Possible Precursors: Dream Invader, Telepathy III, Mind Trick, Nightmare, Black Book.

SATS Cost: 100

Strain Cost: Very High

Requirements: Level 28, Nightmare or Mind Trick, or Black Book.

 

Wall of Sound – This spell creates a veritable shield of visible sound around a dome of INTx5’ radius. This wall is designed to entrap opponents and reverberate the air around them at ultrahigh frequencies and making it very difficult to see through while at the same time providing physical resistance to any who would try to pass through it. Those within 5’ of the wall must make an END check MFD ¼ or be deafened (unable to hear or make auditory perception checks) for 1d6 rounds. Critical failures are permanently deafened, as per the hindrance. Those who try to pass through the wall must roll END MFD ¼ or will suffer from effects equivalent to failing the endurance roll associated with the earburst spell. Actually passing through the wall directly requires a character to spend an action to make a STR check (MFD ¾) to muscle past its resistance; failures are repulsed and thrown back five feet in addition to suffering from the component earburst spell. Shots through the wall of the dome with conventional weapons are 2 MFD steps harder to aim and deal 2 dice less of damage; energy and flame weapons are reflected harmlessly. Thrown weapons will bounce off the wall, and explosions and AoE spell effects will not penetrate into the dome if their epicenter is outside it. Targeted spell effects must make an opposed magic roll with the dome’s caster in order to penetrate it, or the spell will be directed back at them. The dome lasts 3d10 rounds per cast, and can be sustained longer at a cost of 1 strain per minute. Each layer of overglow can either increase the radius by 5’ or double the longevity of the dome.

 

Possible Precursors: Alter Sound, Earburst, Sonic Scream

Precursor to: Sonic Control Sphere

SATS Cost: 100

Strain Cost: High

Requirements: Level 26, Alter Sound and either Earburst or Sonic Scream.

 

Want-It Need-It – You can make everypony (or zebra, griffin, etc.) within a large radius (your magic skill rank in feet, rounded up to the nearest 5) strongly desire some inanimate object – to the point where they’re willing to fight and potentially harm others in order to obtain it. All characters that enter into the spell’s radius distance of the object must make this check or be affected. INT MFD 1/10 resists the effects of this spell. This can be any single object; there is no size limitation. You can also exclude other characters up to a number equal to your INT score (the caster is automatically excluded) from the spell’s effects. Unless dispelled, this spell’s effects last indefinitely.

 

Possible Precursors: Telepathy I

SATS Cost: 75

Strain Cost: High

Requirements: Level 28, Telepathy I.


Zebra Magic

Zebra magic actually comes in several forms, each of which has its own schools of thought and traditions that are descended from different tribes within the zebra nations. During the war, there were more than 12 major tribes recognized as aligned with the Caesar in Roam, each of which contributed in some significant way to the main war effort.

Between those tribes, there were three (technically four, but we’re not touching the fourth one until the next major section) major magical traditions – Ritualistic, Talismanic, and Alchemical. Each of these types of zebra magic had its own trappings, but as the major tribes grew more interdependent in the decades preceding the war their magical traditions intertwined into a larger magic that used philosophies and ideas from each in turn. Zebra magic in the post-war era is an amalgam of all three of these major traditions, and knowledge from any or all of the individual traditions is equally likely to be possessed by any given zebra mage.


Date: 2015-12-11; view: 831


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Additional Notes: All alicorns start with this spell. 5 page | Alchemy, Rituals, and Talismans 101
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