"Ice magic, up for approval or disapproval" By White_light (https://pastebin.com/u/White_light) URL: https://pastebin.com/uGYXaGCY Created on: Monday 30th of March 2015 06:17:13 AM CDT Retrieved on: Monday 26 of October 2020 09:59:46 AM UTC Ice School: (Assumed) Water college/Body control (WIP) Water Walking: (tier 0, Normal) FP consumption; 1 FP on a successful or failed cast, 1 FP to maintain per round until enough spellcasting points have been spent. The, straight to the point, water walking spell! This spell allows the user to create literal ice over the water and walk over it, whether it is a small puddle of water or a deep river it does not matter, although crossing said river depends on the user's stamina and expertise as the spell slowly drains the caster's energy the more times it is 'fizzled' or the longer it is maintained, this spell can be cast by all races, with the only unicorn advantage being the ability to cast it from a ranged position due to their natural catalyst, but this ability can be carried over to the races via catalyst! Until then, the two 'lesser' races have to reach over the water and hope for the best... These spells have its origins tied to the caribou tribes of the north, now rather sparse here and there inconsistently due to past events and very rarely pass through the proximity of FourCannon, although its not unknown to the Equestrians as well, those who do live in these lands know and some do use this school of magic, or have at least heard about it somewhere. Most if not all caribous of the region know of these spells and can use them efficiently and consistently, not even having to think about it on some. Learning the spell: In addition to the quirky status of learning a new spell which can be roleplayed optionally for shits and giggles to inconvenience the caster in amusing ways, it has to be taken into account the default penalties of learning a new spell, starting from when you become aware and able to cast the spell you take a -6 to casting the spell on your first week, -4 on your second week and -2 on your third week, note that the SN (Success number) is increased to 15 during this period as well so keep that in mind when casting, after that, it becomes a normal spell and can be casted normally as per the SLSS spellcasting rules, but in addition to that, the environment must be taken into account as well, casting a spell in a humid and cold environment will be easier than casting it in a warm and dry one, thus, you will take a -1 if on of the 'Hot' factors are present, -2 if both are present, +1 if one of the 'cold' factors are present and +2 if both are present. In combat: During combat the spell will take one FP from your counter every full round action assuming you haven't mastered the spell yet, this spell will allow you to literally maneuver over the surface of the water, turning it into crossable terrain on command assuming you succeed the cast roll, for every failed attempt the spell will slowly drain your energy and drain 1 FP, bringing you closer to being jaded to the point of feeling like you have been sleep deprived for 24 hours, a good benefit of this spell is the fact that the enemy can only follow by walking along your bridge and if they slip, they wont have the spell save them from sinking, to avoid that, everytime someone who is not the caster who tries to engage in melee on the bridge or sprint has to make a Dex save to not slip off, on a failure, his/her turn ends with the pony making a swim roll to not sink like a brick and to grab hold of the bridge again, no need to roll to climb back that is a standard action. Note: Bigger monsters (2x or 3x bigger than a stallion) or ponies carrying more than 25 BL units will weaken or even crumble the bridge! Making them unable to cross the bridge efficiently until the lower their weight, keep that in mind when trying to escape or when wearing a heavy suit of armor. ------------------------------------------------- Conjure ice wall: (Tier 1 Normal) FP consumption: 3 on a successful cast, 1 on a fail. this spell allows the user to create a almost stallion sized 80 centimeters wide wall (1 yard) in front of himself as a means of protection against projectiles or to buy time, mostly. it takes a bit more effort to successfully cast this spell due to its more active nature and is one of those spell that you have to know when to use as the wall takes a precious second to form fully and work as viable protection. Learning the spell: The same penalties and bonuses apply to this spell as well, upon learning this spell, you will forced to have an SN of 15 with the -6 for the first week, -4 for the second week and -2 on the third week for the initial training, with the addition of the spell's SN being of 12 instead of 10 after the first three weeks, environment penalties and bonuses also apply. In combat: Casting this spell without having put some points into this can be tricky in sticky situation, but it is worth it, once the spell is successfully cast you will have yourself a wall that is tall enough to hide you from your foe's field of view, giving the caster the 'improved cover' status when hiding behind it, (+8 to AC +4 to RE based rolls to resist effects minus the sneak bonus in most areas), peeking around the side to shoot reduces it to normal cover (+4 to AC and +2 to RE rolls). The wall is only a yard thick and can be destroyed either from enough bolts thrown at it, or spells and melee, overall, for ranged attacks, the wall has 50 HP, spells that cause a shockwave or sonic damage can easily shatter the wall on the first try, and fire spells only need to cause 10 HP worth of damage to destroy and if it doesn't get destroyed, but you cause more than 50 HP worth of damage its integrity to all damage is reduced to 10 HP due to being severely weakened and about to turn into slush, on melee attacks however, the wall only has 25 HP, bludgeoning weapons causing x2 damage on it and x3 on a critical hit. You might say this is OP, but good luck getting the good rolls to conjure it when you haven't mastered it and you really need it. Note: Whatever you want to use this wall for, remember that ice melts under the sun and this wall is no exception. During the summer the wall will only last a whole two minutes under the sun and barely a minute in a desert environment, depending on the environment the duration of the wall changes. During a warm summer day: 6 turns, when placed away from the sunlight: 10 turns. During less warm days such as during the early/mid spring: 10 turns when under the sun and 18 when in the shadows. In the winter or autumn this wall can last e even all day until someone breaks it, sometimes it will be so cold that you might even find it still there a day later. ----------------------------------------------- Crying frost: (Tier 2 Normal) FP consumption: 3 on a success and 1 on a fail. A powerful spell that lets the user literally perform a ground pound and send out a area of effect shockwave up to three meters from the caster, shooting out a wave of golf ball sized hail formed from the water/ice/snow nearby in all directions, stunning and knocking back the opponents caught in the blast for one turn, making them unable to move or attack. Learning the spell: all penalties for learning the spell apply, the SN will be reduced back to 10 after the training period, and the environment still factors in, reminder that there has to at least be water or humidity around the caster to be able to cast this spell. In combat: Its a straight shot for how this works, on a successful cast of the spell those who are in the AoE's (3 meters) range need to roll a will save to resist being staggered and stunned, losing their turn, although no damage is dealt to the targets. Nothing that will leave more than a bruise at least. Note: giant sized enemies such as ogres, ponies protected by magic or ghosts are immune to this spell's effects, but you can still stun a pony wearing full plate armor. -------------------------------------------- Spear of Ice: (Tier 3 Hard) FP consumption; 4 per successful cast and 1 for every failed cast. A particularly dangerous spell, not only for the potential impaling it might cause when hit by it. This spell allows the caster to summon a almost long spear sized javelin out of seemingly thin air using your hatred and anger towards the target as fuel to create it, to then throw it towards the enemy. Driving the caster to feel particularly disdainful towards those around himself and especially his foes. Each cast, be it successful or not, gives the caster a slightly darker and darker visible aura with their feelings towards the present beings becoming more hate filled. And if overdone, as you start loosing health from having run out of FP, even your friends might look like enemies as they try to stop you from tearing your enemies to literal pieces, leaving you quite shaky from the excess adrenaline and conflicting emotions, along with a particularly pungent headache. Learning the spell: All penalties from the beginner weeks of learning the spell apply here as well, although the environmental bonuses do not apply to it, this spells seems to rely on the caster's emotions more than the coldness and humidity of the area, note that since this is a difficult spell and its SN is 12, you will need to set the learning SN to 18 instead of 15 until you have ironed out the spell well enough. Thus, you will gain bonuses depending on your mood, starting from -3 to +3 depending on how you feel towards your situation, you could feel so insanely angry that you'll want to do ANYTHING to end the fight and kill your target or feel chill or mostly sad over having to do it, its hard to describe in which situations to use the bonuses but just keep in mind that the +3 is when you will be to the point of charging in regardless of your own safety to absolutely DISMEMBER your enemy, and -3 is when you'll be unwilling to kill the target but are forced to do it, or are so terrified that you are about to run. In combat: During combat casting and using the spell requires a roll for both casting and hitting, this means you will have to get lucky twice to use this but when you do get lucky you will be rewarded with a 1d10 of piercing damage, then the target will need to roll will against a standard (10) SN or gain the frozen status, and lowers the target's initiative roll by 1, on a critical success apply +2 to damage and lower initiative by 2 ------------------------------------------- Glacial Shrouds (Tier 4 Hard) FP consumption; 2 per successful cast, 1 every failed cast, 1 per round to maintain. Magical ice armor! With this spell the caster can plant his hooves into the ground or light his horn to conjure a armor made completely out of crystalline ice straight from the darkest part of your heart, and encase himself in it to use it as armor, It might be uncomfortable and cold to wear but its surprisingly effective, not only giving your enemies a slightly harder time killing you because it stacks over your armor, they will freeze slightly everytime they make melee contact with you with anything other than some obscure melee magic, even with a meter long pole! A sudden jolt of magic will go up they hoof and give them a bone chilling shiver that will reduce their initiative roll, Although it does have subtle drawbacks, most noticeable one being the fact that you will feel cold after you've taken the armor off, terribly so, and it also makes your mood swing for the worse, the user will be caught in a sudden feeling of hatred and disdain for those around him making him detached even from his comrades, as well as making it noticeably hard to talk your way out of situations without telling the guy to fuck off. Learning the spell: Normal beginner week penalties apply. Emotional bonuses and penalties are used for this spell. In combat: Once successfully cast, the user in encased in a suit of thin magical ice armor reminiscent to one made of plate mail helmet included, the caster will gain 1 point to his armor DR (Damage Reduction) which stacks over the DR of the currently equipped armor, yes you can wear plate armor and become slightly overpowered, added to that, everytime an enemy hits you with either a weapon or their hooves they will gain the "frozen" status effect and will loose 2 points to their Initiative rolls for as long as the effect lasts, Out of combat: The armor is another spell which will affect how your character reacts to the people around him/her, it will give you a feeling of hatred and disdain even for your comrades currently helping you making it rather hard to have a buddy system, leaning more towards doing things yourself your way, your wont be affected too much, in the end you will still be in control of yourself but you will want SO bad to end the fight your way in the way you think it should go without listening to other's concerns. And the closer you get to becoming exhausted the more detached you become, the easier it is to kill. It becomes harder to hear what the others are saying to you until the spell decays by itself. Note: you don't need to have ice nearby to cast this spell, it spontaneously forms around you without a visible source starting from your hooves to your head, lore wise it uses the character's hatred and disdain to work. ------------------------------------------- Summon water elemental: (Tier 5 Hard) FP consumption: 3 FP This spell leans more towards summoning, hence the name, the caster claps her hooves three times to summon a small midget sized pony as a devoted minion to help the summoner in any way without asking questions! The small thing is fragile and doesn't have a lot of energy but has great support capabilities being able to cast a healing spell to regenerate a small amount of HP for a short period of time, despite it being physically weak it shouldn't be underestimated in a fight nonetheless since it does have its own combat spells of the school, albeit being rather weak spells. Doesn't make for a good conversation partner tho... In combat: Stats: HP: 5, FP: 5, PER: 3 RAB: 4 MAB: 3 Dodge: 12, Speed: 9 This little guy is capable of saving your pony hide in many occasions provided you have water and enough FP to bring him in, to summon him is a full round action and causes an attack of opportunity for everyone nearby, its capable of casting three spells; Crying Frost, Healing Mist (Standard action, Consumes 2 FP and produces a bunch of warm, watery mist from itself that magically restores 2 HP to whoever is in its area of effect (2 meters) for one round) and Boiling Waters. (Standard action attack, (spews out a barrage of literally searing hot water from its forehooves, costing 2 FP to cast and a D6 of burning damage to whoever got hit by it.) -------------------------------------------- Shatter: (Tier 6 Normal) FP consumption: 2 FP A handy and simple yet powerful body control spell that allows the caster to enhance one of his forehooves to literally punch through ice without a bother, the caster's hoof glows with a veiny, bright light blue color to confirm that the cast is successful before propelling it forth to smash up to a solid meter thick ice wall to smithereens! It works on frozen enemies or golems as well with devastating effects, quite useful when you're adventuring in the more arctic environments of the region, or when you're up against golemancers, they sure like their ice golems. Unfortunately it only seems works against ice... Learning the spell: No emotional or environmental bonuses apply to this spell. In Combat: Hitting an enemy that is considered frozen with this spell with grant the user a D8 on his unarmed attack instead of a d4 to shatter the opponent, attacking an ice golem or other ice based constructs also has the same effect but with +2 on damage. Its as cool as it sounds. Out of combat: This spell enables the ability to literally punch through a wall of ice either conjured or naturally formed in just one swing as long as you succeed the cast, handy in a lot of scenarios, and to cause avalanches! Note: You can punch through a meter and a half of ice, more than that and you'll need to punch it twice to finish the job, course you can't punch a massive dozen meter wall to pieces or an iceberg, unless you are Chuck Norris, but you should get how it goes.