Name: Lucent Power   Gender: Voice hints at being male.   Race: Unicorn   Class: Omniseer (Mage/Tracker)   Special Talent: Arcane Overload: When Lucent makes three successful spells and/or Elemental Ammo applied basic attacks, his next spell becomes an Instant action.   Hits/Wounds: 5/5   Weapon and/or Catalyst:  Stone Body Fragments [Single]   Character Traits: A pony who is made up entirely of arcane energy shaped like a pony.  He glows green, and as such, all his spells are green in some way (green fire, green bolts of lightning, etc.).  Where his chest would be is a stone slab inscribed with runes.  This limits his arcane energy just enough so he doesn't spontaneously explode.  It still allows a large amount of energy through; enough that he can effortlessly keep stones of various shapes and sizes bond to his body to allow physical interaction with the world beyond levitation spells.  His body is not completely covered; one can still see energy glow from where the rocks do not cover, and can thus see when he is channeling lightning or fire. Having been turned into a being of arcane energy over 1000 years ago, Lucent seems almost trapped in the past.  He speaks in a more older, and perhaps more eloquent style.  Most, if not all, of that eloquence is lost since he is always speaking in the Royal Canterlot Voice.  He holds a sense of honor in fighting; preferring to openly announce his presence before fighting, and greatly despising those who doesn't follow his honor.  Whether it was something common of those 1000 years ago, or just all the arcane power going to his head, he holds no qualms about senseless violence if they get in the way of his goals.  Things not in the way are greeted to a (rather loud) gentleman.     Skills: Unicorn Catalyst: passive; a unicorn’s horn counts as a catalyst for spellcasting.   Unicorn Telekinesis: spell; manipulate objects through sheer force of will. Complex tasks and heavier objects may require more focus.   Posh: So you’re leaving high society for a life of adventure? It’s dangerous to go alone. Take this. You can start the game with a magical item that gives a +1 to a single Spell. If held by someone without that skill, the item’s residual magic allows that spell to be cast at DC 8. [+1 to Homing Magic]   Elemental Ammo: passive; You gain any two Elementalist effects. You may apply Elementalist effects as normal, and as though they were Trick Ammo with the same limitations. -Fire -Lightning   Magic Bolt: spell, recharge 2, ranged; this volatile energy attack deals one additional hit of damage, but crit-fails on 2-. This spell can apply one Elementalist effect when cast.   Homing Magic: Spell, Recharge 2 after effect ends; On success, summons a magical projectile, plus an additional one for every point you pass the roll by, to a maximum of 5 on a critical. The projectiles follow you around, and any number of them can be launched as an Instant action, rolling separately for each. Elementalist effects can be applied to these projectiles.   Custom Job: Passive, your weapon, regardless of type, also counts as Ranged, and your basic attacks benefit from Trick Ammo.