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more magic writing

Mar 28th, 2016
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  1. Elemental Echo
  2.  
  3. An abstract concept conceived by a mad, nameless necromancer. Stolen when the sorcerer mysteriously died through, funnily enough, heart failure and his home, in the far north's swamps, was looted clean by adventurers. This was then codified, along with some other spells from the particular spellbook, and given out to adepts of the arts to study whilst keeping the more dangerous ones very deeply hidden. Many spellcasters tend to dislike this spell due to its awkwardness to control and need for COMPLETE and constant awareness of your surroundings. But it is effective in doing what it does... Aka, giving the enemy another dangerous target. Granted you don't lead it into a wall like some broken AI. The magics at play here are very varied, sharing heavy ties with Gate and Energy magic the most with some elements of chaos magic, which is known for affecting the mind to be more unpredictable and erratic when casted, and can eventually lead to questionable states of mental health if overused.
  4.  
  5. Requirement: Unicorn/Catalyst
  6. Range: 8 meters
  7. FPC: 4 + 1 for every turn of maintenance
  8. Cast time: Standard action - Causes an AoO when in melee range
  9.  
  10. Effect: Summon an elemental based 'shade' of yourself, holding somewhat special abilities depending on the form and is commanded via slightly complex but seamless telepathy. It can be told to do anything if you tell it what to do step by step. Note that the summon doea have a personanility of its own, depending on the caster's. However, only very basic forms based on an emotion. The spirit could be extremely, Earth shatteringly mad and purely offensive, or incredibly happy and supportive.
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  12. (Scrapped concept: The summon will deal with movement by doing the exact opposite of what you do. Walk in the opposite direction, aim higher when you aim low, swing opposite of your swing, etc. This can be peculiar and awkward for most. And some gesture may end up looking very, very odd... Even causing the summon to merge into object as if it was ethereal, which it is... Sort of.)
  13.  
  14. Stats: Undecided.
  15.  
  16. Elements:
  17.  
  18. Chaotic:
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  20. Harmonic:
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  22. Dark:
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  24. Light:
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  26. this spell's shade can bear resembleance of not only current forms of the casters, but also past and future. It can also be a faceless member of the same race however.
  27.  
  28. Firey Rain
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  30. Context: The first example of a high damage AoE destruction spell which requires both a high mage level and long casting time. This spell does not have an interesting origin, but was first used by Starswirl the bearded to rid equestria of the crawling Chaos during the age of the three tribes. It is, for obvious reason, not openly taught to everyone.
  31.  
  32. Requirement: Unicorn
  33. Range: 12 meters from caster maximum, 8 meter AoE
  34. FPC: 6
  35. Cast time: 2 full round actions
  36.  
  37. Effect: Conjures 2d3 very large explosive fireballs which are then launched upwards, growing in size the more air their absorb, before shooting downwards like meteorws in random spots over a 9 meters Area for a whopping 1d12+3 each including chances to be set on fire. Beware of friendly fire and flammable objects.
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  40.  
  41. The Bang/Overcharge
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  43. Context: Once upon a time, there was a unicorn. This unicorn had lost everything due to unfortunate circumstances. His family died to natural causes or accidents during middle age. Every uncle and aunt, sister and brother, mother and father... Even his friends. His home burned down because lightning strock it loosing everythying, and he was repeatedly scammed out of his money by buyiong the worse of everything he saw, he himself was struck by lightning 8 times, twice in the same place - surviving by the skin of his teeth every time. Despite everything, he could not die. It is said that he, specifically the first born of his family, was cursed when his father had stupidly wronged an old witch by, albeit without knowing, desecrating 'sacred ground', dooming his entire family and his sons to come to misfortune and bad luck. Except for his son... This first son, could not die. However, to keep his immortal status, after reaching adulthood, he could not change himself. He could not become better and could not kill anything. Otherwise, hia age and the curse would catch up to him. In spite of this, he became very mad and insane after his first century, masochistic mostly, with only a shred of generosity in his heart left from his previous self. Becoming a thief of nearly mythical status due to his inability to die, he stole because he could, and slept on his own pickings like a greedy dragon. Nothing said anything about hurting ponies into comas, did they? He couldn't better himself into becoming a better mage, but he knew how to make simple spells and was incredibly nimble... Causing his spell book to spawn something like... This. Straight out of a one liner. Funnily enough, its not as useless a last resort as some may think, especially when seeing who used to own it. Some say he still roams Equestria today... Others that his luck eventually ran out and that he is currently buried in some unmarked grave, somewhere. The fruits of his decades of thieving still not found.
  44.  
  45. Requirement: Unicorn
  46. FPC: 6 FP
  47. Range: 8 meters
  48. Cast time: Standard action, does not cause an AoO.
  49.  
  50. Effect: This spell is basically suicide to cast. Upon casting, the caster begins to channel every fiber of magic possible into his/her catalyst to overcharge beyond the limits, causing a magical energy explosion that causes 6d12 damage, increased by 1 dice for every extra FP tossed into casting, on every target within the radious along with a knockback of 4d4 meters straight backwards. This, however, also deals full damage to the caster and leaves her horn destroyed, unable to cast spells until she receives medical attention.
  51.  
  52. The explosion can become more powerful depending on the magical power of the being casting it. A mage level 2 caster may deal 6d20 instead of 6d12 with 4d6 meters of knockback, and mage level 3 will cause 10d20 and 6d8 knockback.
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  55.  
  56. Bipolarism:
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  58. Concept: Created out of desperation and with good intent, this spell allows the caster to target either himself or another to manipulate the mind into drastically shifting the mood, very subtly changing the "state of mind", worse than a bipolar pregnant mare. It can lighten, if not cure completely, the effects of depression, and possibly lessen the effects of madness. But This can also be easily used to cripple by using it to make certain memories resurface on the target, which can have many effects. Either eliciting crippling sadness, pain, or berserk anger. Or backfiring completely and doing it on yourself, you asshole.
  59.  
  60. Weapons:
  61.  
  62. Heavy repeating crossbow
  63.  
  64. The Repeating heavy crossbow is sluggish, heavy as heck and with it you ain't going to be carrying around anything else, like the archbalest, it is not exactly meant to e carried around and fired without being braced, much less on the move, even if its possible for particularly stocky ponies. Its just not what its for. Of-course the offset is with that weight you can still use the butt of it as a make-shift mace when engaged in close-combat! In addition, this weapon is mag/rail loaded - an opening for a magazine is set on the middle most part of the weapon's body to load the bolts which, with the help of a handy lever on the opposite side close to the stock and small gears, are loaded right into the crossbow and then shot like a LMG, the mag, or rail, slides towards the opposite opening once the bolt has been fired carrying in the next one and then either falls off or is manually removed in favor of one that is loaded
  65.  
  66. Class: Ranged/Exotic
  67. Damage: 1d10 Piercing to 3d10/5d10 or 1d10 bludgeoning
  68. Reach: 37 meters
  69.  
  70. Weight: 6.5 BL
  71. Hands: 2
  72. Special: Mag loaded, Big gun.
  73.  
  74. Mag loaded = As a full round action, the user can fire up to 4 bolts (or less) (or as an alternative fire 1 shot per +4 RAB the character has) in the same turn with a -2 penalty to RAB. The user can choose to target more than one enemy, if one is present, but said enemy must be no more than 3 meters from the one being targeted. Note that firing a barrage is a full round action, you can't make precise strikes, but you may call as many shots as you want as long as you can put up with the penalty. Reloading the next bolt in the mag is a swift action, while reloading the whole mag is a move action.
  75.  
  76. Big gun = This weapon is BIG as well as heavy. Firing it with one hoof is possible but you take a -6 penalty to RAB due to its size and weight when shooting it, OR, a -4 when shooting it two handed without bracing the weapon on even ground. Once the weapon is braced however, shots made with this weapon gain a bonus of +2 to RAB.
  77.  
  78. Creator notes:
  79.  
  80. The heavy repeating crossbow shares many similarities with a modern LMG kind of weapon. Made of wood, string and metal components. It is big, bulky and not very portable but very powerful and, usually, has a lot of bolts to fire especially when set to a position. It is usually braced with a small metal bipod, or used as a immobile weapon platform set on watch towers, bastion citadels and gatehouses. equipped with a bolt rail, and a lever on one side to pull, to feed bolt after bolt into the weapon for continuous semi-automatic fire which can give it almost 15 bolts almost the length of your forearm to fire, the effect of said bolt onto a person is pretty devastating, it can pierce most metal armors aside from the heavier steel armors. The belt feed is connected and secured on the side of the weapon where there is a small opening that allows bolts to slide into the chamber after the lever which pulls the string is pulled.
  81.  
  82. When carried around in the battlefield it is usually operated by two ponies, one cares for the ammo, the rail and reloading when needed, while the other fires the weapon. OR it can be used by one pony and have a cartridge of 3-4 installed onto its side instead of the rail. Pulling the lever to reload the next shot is a swift action but reloading the whole cartridge is a move action, or in the case of a bolt rail, a full round action.
  83.  
  84.  
  85. Light repeating crossbow
  86.  
  87. Medieval equivalent of a battle rifle, the repeating crossbow is reliable, versatile and, unlike its heavier version, easily portable if still rather heavy to carry. Before the age of firearms and after the age of swashbuckling sword, bow and crossbow, weapons like these were top of the line equipment. Perfectly capable of being used in both sieges and skirmishes due to them being much, much faster to reload than the old one shot crossbow, even if they fell a bit lower in the 'potency' side. The repeating crossbow is reloaded via small cartridge attached to one side of the crossbow's mid section, when the crossbow is fired the user pulls a crank downwards, attached to the opposite side near the stock, which both pulls the string and opens the feed keeping the bolts from falling inside all at once and, with a deft side flick of the weapon, loads it fully again in the span of barely a second. Of course this came at the cost of simplicity, added weight compared to the old one shot crossbow and, like all crossbow, cannot be fired easily one hoofed due to it being manually reloaded. Of course, there are modernized versions which reload automatically much in the same way a gun does now.
  88.  
  89. Class: Ranged/Exotic
  90. Damage: 1d6 to 4d6
  91. Reach: 30
  92.  
  93. Weight: 3.5 BL
  94. Hands: 2
  95. Special: Mag loaded
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