Rainbownaga
2011-05-04, 07:38 AM
Intro/design notes
With the popularity of the new my little ponies series Ii've been thinking about both the new and original series as an inspiration for d&d. In both series, the unicorns are magical creatures with magical powers comparable to the d&d warlock. The following rules are designed to (roughly) replicate the abilities of ponies such as Twilight Sparkle, Rarity, Gusty, and Galaxy.
I realise I should have credited Waspinator earlier for having beaten me to the idea and doing such a good job at it, but I wanted to go beyond just a race for this class for a few reasons.
Firstly, unicorn ponies (Twilight notwithstanding) tend to have distinct, thematic powers which are not easily replicated by existing character classes.
Secondly, the classes should allow for a my little pony game, and while the new series features armored ponies, the majority of adventuring ponies in both the 80’s and modern series adventure with little in the way of equipment and never rely on conventional weaponry.
That said I wanted to capture the flavor of the 80’s and “Faustian” my little pony series in way that can mesh with the rules for conventional d&d.
In addition to the usual PEACHING, I’m still looking for other unicorn powers to incorporate, particularly a way to include Fizzy’s (series 1) Bubble power.
Base Class:
Magical Pony
http://img827.imageshack.us/img827/8232/equestria.png
Type:Magical Beast[/B]
Size: Small
Speed: 20’
Natural weapons: 2 hoof attacks (d4+strength modifier damage)
Equipment slots: Lose foot, ring, glove slots; can wear one set of horseshoes (or can enchant horseshoes as separate weapons, effectively enhancing the hoof attacks). Magical Ponies that gain shield proficiency can benefit from the sheild bonus from one buckler strapped to a leg, but they only gain one hoof attack in this case.
Object manipulation: Magical Ponies have only basic ability to manipulate objects with your hooves and mouth. Attempts to use skills that would normally require hands suffer a -5 penalty.
Quadruped: Magical Ponies are quadrupeds and have the usual advantages and limitations.
Growth:At level 3 the pony may spend 500xp and 100 gold to grow one size category and become an ‘adult’. The pony becomes medium size and all its natural weapons increase in damage to reflect this. Additionally you gain a +2 to strength. Do not apply the additional size change modifiers outlined in the MM. This experience can only be spent during “downtime” and faces the same restrictions on spending xp as magical crafting abilities.
Favored Class: Magical Little Ponies can choose Unicorn Pony, Pegasus Pony, or Earth Pony as their favored class. If they choose Unicorn of Pegasus, they must take a level of this class as their first level.
Breed: MLPs gain additional modifiers based on their breed.
Ponyland Ponies:
+2 con, -2 int: Ponyland ponies are stocky and tough, but they tend not to be very intellectual beyond the occasional tendency toward difficult words.
+2 Diplomacy: Ponyland ponies depend on the good will of their neighbors for their own survival and have learned to treat even their foes as potential allies.
Equestrian Ponies
+2 dex, -2 str: Equestrian ponies are slightly built, but are very agile and dexterous.
Equestrian ponies can choose one craft, profession or knowledge skill. This becomes a permanent class skill, and the penalty for not having hands does not apply to the use of this skill.
Unicorn Pony
Prerequisite: Magical Pony, 1st level only.
Hit Dice: d10
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Unicorn Body, Unicorn horn, Breed, Breed ability (least)
2nd|
+1|
+0|
+0|
+3|Specialist ability (least)
3rd|
+2|
+1|
+1|
+3|Enchanted Mane
4th|
+3|
+1|
+1|
+4|Enchanted Horn
5th|
+3|
+1|
+1|
+4|Breed ability (lesser)
6th|
+4|
+2|
+2|
+5|Enchanted Tail
7th|
+5|
+2|
+2|
+5|Specialisation ability (lesser)|
8th|
+6|
+2|
+2|
+6|Lucky Horn|
9th|
+6|
+3|
+3|
+6|Breed ability (greater)|
10th|
+7|
+3|
+3|
+7|Magic Hide
11th|
+8|
+3|
+3|
+7|specialization ability (greater)|
[/table]
Skills: 2+int modifier (x4 at first level)
Class skills: Spot, Listen, Search, Perform (sing), Perform (dance), Knowledge (any)
Unicorn Horn-
Unicorns gain a horn attack that deals d6 damage plus strength modifier at level 1. This is a unicorn pony's primary attack, and the hoof attacks become secondary natural attacks (gaining only half of the strength modifier to damage). When charging the horn gets a x3 critical modifier.
Unicorn Power-
Unicorn Ponies gain magical powers as they advance. In most cases these are supernatural powers, even where they replicate the effect of a spell. Unicorn powers can be used at will, requiring a standard action unless otherwise noted. Caster level is equivalent to the Unicorn’s hit dice, the DC for any saves is 10 + charisma + ½ hit dice.
When using a Unicorn power the horn will emit a glow.
Least: The horn glows but does not illuminate surrounding
Lesser: As a candle
Greater: As a light spell focused on the horn
Greater+: Simulates the effect of a daylight spell focused on the horn.
Breed Power
At level 1 the unicorn gains a breed power. Ponyland ponies gain least wink, Equestrian ponies gain least telekinesis. At unicorn level 5 they get the lesser power, and at level 9 they gain the greater power. For the purpose of ability focus, this counts as a single ability.
Specialization Power
-At level 2 unicorn ponies pick a specialization from the list of powers, which includes the breed power of the other breed. At level 7 they get the lesser ability, at level 11 they get the greater ability. For the purpose of ability focus, this counts as a single ability.
Enchanted Hair
-At level 3 the unicorn pony can begin to enchant its mane to enhance its charisma. This functions exactly like the “craft wonderous item” feat, but it can only be used to enchant the pony’s hair as if it were a cloak of charisma. Gold and experience are required for this procedure. The actual procedure may take the form of a “make over”, party, or any other thematically appropriate ritual.
Enchanted Horn
-At level 4 the unicorn’s horn becomes magical, gaining a +1 enhancement bonus for every four hit dice that the pony possesses (maximum +5). This is automatic and requires no experience cost.
Lucky Horn
-At level 7 the pony’s horn grants the anyone within 10’ of it a +1 morale bonus to saves. This ability applies to foes as well as enemies, and remains active even if the horn is removed, making the horn a valuable commodity among unscrupulous individuals.
Pony Tail
-At character level 8 the pony can enchant magic ring abilities into its tail in the same way as it can enchant its mane. The pony has no restriction on how many ‘rings’ it enchants into its tail, but it can only use one at a time and must switch rings as a standard action.
Enchanted Hide
-At character level 10 the character can enchant her flank in the same way as her mane, except she chooses between a strength bonus, a constitution bonus and a dexterity bonus. She can only enchant one such bonus into her hide and gets a natural armor bonus equal to the enhancement bonus of the enchantment.
UNICORN POWERS
Wind
http://img861.imageshack.us/img861/330/gusty.png
Unicorn ponies specializing in controlling the wind often find it a useful way of pacifying smaller threats. The powers granted by this ability are similar to arcane spells, but note that since they are actually supernatural effects they are not affected by spell resistance or immunity (unless simulated through the arcane specialization). At the highest level, such specialization allows the pony to create veritable hurricanes
-Least wind- As the gust of wind spell. You may also choose to create a more gentle breeze in the same area
-Lesser Wind- As the gust of wind spell, but the area becomes either a 60’ cone or a 100’ line, and creatures are treated one size smaller for the effects of the spell.
-Greater Wind- Functions as control wind, but with a duration of 1 round. Using this ability in multiple consecutive turns allows the wind effect (whether strengthening or pacifying it) to be sustained, but creatures affected get a new save each round.
Glowhorn
http://img121.imageshack.us/img121/9553/galaxyr.png
The glowhorn ability allows the pony to produce light and heat from its horn. Removed from the context of a child’s cartoon, a glowing hot horn makes for a useful melee weapon.
All glowhorn abilities cause the horn to glow one step brighter than normal
-Least Glow Horn- As a standard action, you can cause your horn to emit large amounts of heat for a number of rounds equal to your hit dice; your horn deals d6 fire damage plus an additional d6 for every three caster levels (hit dice).
-Lesser Glow Horn- As glow horn, but roll d10s instead of d6’s for the fire damage. Also you may activate your horn as a swift action.
-Greater Glow Horn-The heat produced by your horn becomes so intense it ignores hardness, fire resistance, and the usual decreased effectiveness of fire damage to objects. Fire immunity still applies as normal. You also deal 1 additional point of force damage for each d10 rolled and your horn gains the ghost-touched ability while glowing.
Arcane Power
http://img710.imageshack.us/img710/9351/trixieq.jpg
The arcane specialty is the focus of pure magic. These powers give the greatest diversity, but are always treated as spell-like (saves remain based on HD), provoke attacks of opportunity, suffer from arcane spell failure, and are vulnerable to spell resistance and immunity.
-Least Arcane Power- You can use prestidigitation as the spell at will
-Lesser Arcane Power- Rather than focusing on a single ability, you learn a greater variety of slightly weaker powers. When you gain this ability, choose a number of lesser abilities from other specializations equal to your intelligence modifier. You can use these abilities as arcane power abilities with all the restrictions of the original ability and the arcane power specialization. At any time you may spend an hour studying to change the abilities you have available to you. Should your intelligence modifier decrease, you must reduce your number of powers known to reflect this.
-Greater Arcane Power- You can get even more out of your powers by pushing harder and harnessing its inner power. You can overpower one of your powers gained from your diversity abilities to access the next highest (ie. the lesser) power for one ability you currently have access to. You can alternatively overpower a power you already know (such as your breed ability) to treat your caster level or hit dice as double what it would otherwise be and the light produced is one step greater. You can use overpower for a maximum number of rounds per day equal to your intelligence modifier. You can not overpower an ability from the arcane power specialization.
Shaping
http://img571.imageshack.us/img571/5353/shaping.png
Shaping is the specialization of craftsponies such as Rarity from the new season. While many ponies will find that crafting with tools, hoof, mouth and telekinesis is satisfying enough, the ability to find and spontaneously shape materials is particularly valuable.
-Least Shaping- You can use the detect object ability at will as a supernatural ability. This is usually used to locate crafting materials
-Lesser Shaping- You can change the shape of any piece of material within 1’ cube as a standard action. Creatures cannot be targeted directly; and magical items and attended items get a saving throw with a +4 bonus. Particularly skilled shaping (such as making a work of art out of a dead tree-branch or a mastercraft dagger out of a piece of scrap metal) will require an appropriate craft check.
-Greater Shaping- As lesser shaping, but you can affect a 5’ cube per 5 caster levels (hit dice) and targets lose the +4 saving throw bonus.
Telekinesis
Telekinesis is the breed power of Equestrian Ponies, allowing them to manipulate objects as if with hands (one hand until they gain lesser telekinesis).
-Least Telekinesis- As the telekinesis spell but limited to caster level 1.
-Lesser Telekinesis- As least telekinesis but cast and sustained with a swift action instead of a standard action.
-Greater Telekinesis-Telekinesis as the spell but no cap on caster level.
Winking
http://img714.imageshack.us/img714/1737/winkc.png
Winking is the breed power of Ponyland Ponies, who will often use this power in lieu of mundane forms of movement on a whim. While powerful it has many limitations; anything that tethers the pony to a mass greater than their weight capacity for teleporting will prevent this, allowing them to be captured by nets and restrained by manacles. Winking also requires line of sight and effect.
-Least Winking- Can teleport 10 plus 5’ per hd as a standard action with a maximum load of 5lb per class level
-Lesser Winking-Can teleport 5’ plus 5’ per 2 Hd as an immediate action with a maximum load of 5lb per class level, potentially avoiding attacks and incoming spells. As a full-round action you may teleport as with least winking, but carry up to your maximum carrying capacity and take one additional creature per 5 hit dice.
-Greater Winking-You can teleport as the spell as a full-round action, but it only effects yourself and up to 5lb per hit dice. This follows the usual restrictions for winking.
Telepathy
[Mind effecting]
Telepathy is not as flashy as most unicorn magic, but it becomes invaluable in certain circumstances.
-Least Telepathy- You can talk, telepathically, to creatures within 10’ per caster level. This does not allow the recipient to respond. You may choose to broadcast your message to specific individuals within range, or over a certain area within your range. Use of telepathy is a free action as part of regular talking.
-Lesser Telepathy- As a standard action, you can send a telepathic message to any creature within the same plane. Additionally, by spending a minute concentrating, you can send a dream message. The dream can convey a short message to any creature, even on another plane, the next time they sleep. You can choose for the dream to be a nightmare, in which case it acts as the nightmare spell and a successful save blocks the target from further telepathic communications from you for 24 hours.
-Greater Telepathy- Whenever you use a telepathic power, you become aware of the target’s surface thoughts and location. You may choose to send a ‘blank’ message to gather this information without having to actually say anything. A target can make a willpower saving throw to prevent this power working on them for 24 hours. Non-detection blocks the ability to determine location, but not surface thoughts of the target.
Storm
Storm powers are associated with the Pegasus ponies of Equestria, though they are also fundamental in ensuring weather in more civilised parts. Storm ponies are absent from the series, but Trixie uses least storm in season 4.
Storm powers have a range of 5’ per caster level except for the create weather ability.
Least Storm-As a standard action, you create a small thundercloud over the target dealing d6 damage/2 caster levels (reflex save for half). If you are outside and in stormy weather you instead deal d10 damage/2 caster levels.
Lesser Storm- As a full standard action, you create a dark cloud 5’ thick and 15’ in diameter. The cloud blocks visibility as per obscuring fog. Additionally, as a further standard action, you can cause the storm to attack with lightning dealing d6 damage per caster level to a single target outside the cloud, or any number of targets within it (reflex save for half). You can also move the cloud 15’ as a move action. The cloud lasts 1 round per caster level. You may choose to make the cloud rain instead of thunder.
Greater Storm- You can use the create weather ability as the spell. Additionally, the lightning damage resulting from both your least and lesser storm abilities increase to d10/level.
(Changelog)
12/5: Edited mistakes, changed telepathy to match show, added pictures, changed intro, changed title to reflect future intent
20/5: Added strength effect modifier to natural attacks, added the use of bucklers, changed the greater winking power and modified the lesser winking power.
With the popularity of the new my little ponies series Ii've been thinking about both the new and original series as an inspiration for d&d. In both series, the unicorns are magical creatures with magical powers comparable to the d&d warlock. The following rules are designed to (roughly) replicate the abilities of ponies such as Twilight Sparkle, Rarity, Gusty, and Galaxy.
I realise I should have credited Waspinator earlier for having beaten me to the idea and doing such a good job at it, but I wanted to go beyond just a race for this class for a few reasons.
Firstly, unicorn ponies (Twilight notwithstanding) tend to have distinct, thematic powers which are not easily replicated by existing character classes.
Secondly, the classes should allow for a my little pony game, and while the new series features armored ponies, the majority of adventuring ponies in both the 80’s and modern series adventure with little in the way of equipment and never rely on conventional weaponry.
That said I wanted to capture the flavor of the 80’s and “Faustian” my little pony series in way that can mesh with the rules for conventional d&d.
In addition to the usual PEACHING, I’m still looking for other unicorn powers to incorporate, particularly a way to include Fizzy’s (series 1) Bubble power.
Base Class:
Magical Pony
http://img827.imageshack.us/img827/8232/equestria.png
Type:Magical Beast[/B]
Size: Small
Speed: 20’
Natural weapons: 2 hoof attacks (d4+strength modifier damage)
Equipment slots: Lose foot, ring, glove slots; can wear one set of horseshoes (or can enchant horseshoes as separate weapons, effectively enhancing the hoof attacks). Magical Ponies that gain shield proficiency can benefit from the sheild bonus from one buckler strapped to a leg, but they only gain one hoof attack in this case.
Object manipulation: Magical Ponies have only basic ability to manipulate objects with your hooves and mouth. Attempts to use skills that would normally require hands suffer a -5 penalty.
Quadruped: Magical Ponies are quadrupeds and have the usual advantages and limitations.
Growth:At level 3 the pony may spend 500xp and 100 gold to grow one size category and become an ‘adult’. The pony becomes medium size and all its natural weapons increase in damage to reflect this. Additionally you gain a +2 to strength. Do not apply the additional size change modifiers outlined in the MM. This experience can only be spent during “downtime” and faces the same restrictions on spending xp as magical crafting abilities.
Favored Class: Magical Little Ponies can choose Unicorn Pony, Pegasus Pony, or Earth Pony as their favored class. If they choose Unicorn of Pegasus, they must take a level of this class as their first level.
Breed: MLPs gain additional modifiers based on their breed.
Ponyland Ponies:
+2 con, -2 int: Ponyland ponies are stocky and tough, but they tend not to be very intellectual beyond the occasional tendency toward difficult words.
+2 Diplomacy: Ponyland ponies depend on the good will of their neighbors for their own survival and have learned to treat even their foes as potential allies.
Equestrian Ponies
+2 dex, -2 str: Equestrian ponies are slightly built, but are very agile and dexterous.
Equestrian ponies can choose one craft, profession or knowledge skill. This becomes a permanent class skill, and the penalty for not having hands does not apply to the use of this skill.
Unicorn Pony
Prerequisite: Magical Pony, 1st level only.
Hit Dice: d10
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Unicorn Body, Unicorn horn, Breed, Breed ability (least)
2nd|
+1|
+0|
+0|
+3|Specialist ability (least)
3rd|
+2|
+1|
+1|
+3|Enchanted Mane
4th|
+3|
+1|
+1|
+4|Enchanted Horn
5th|
+3|
+1|
+1|
+4|Breed ability (lesser)
6th|
+4|
+2|
+2|
+5|Enchanted Tail
7th|
+5|
+2|
+2|
+5|Specialisation ability (lesser)|
8th|
+6|
+2|
+2|
+6|Lucky Horn|
9th|
+6|
+3|
+3|
+6|Breed ability (greater)|
10th|
+7|
+3|
+3|
+7|Magic Hide
11th|
+8|
+3|
+3|
+7|specialization ability (greater)|
[/table]
Skills: 2+int modifier (x4 at first level)
Class skills: Spot, Listen, Search, Perform (sing), Perform (dance), Knowledge (any)
Unicorn Horn-
Unicorns gain a horn attack that deals d6 damage plus strength modifier at level 1. This is a unicorn pony's primary attack, and the hoof attacks become secondary natural attacks (gaining only half of the strength modifier to damage). When charging the horn gets a x3 critical modifier.
Unicorn Power-
Unicorn Ponies gain magical powers as they advance. In most cases these are supernatural powers, even where they replicate the effect of a spell. Unicorn powers can be used at will, requiring a standard action unless otherwise noted. Caster level is equivalent to the Unicorn’s hit dice, the DC for any saves is 10 + charisma + ½ hit dice.
When using a Unicorn power the horn will emit a glow.
Least: The horn glows but does not illuminate surrounding
Lesser: As a candle
Greater: As a light spell focused on the horn
Greater+: Simulates the effect of a daylight spell focused on the horn.
Breed Power
At level 1 the unicorn gains a breed power. Ponyland ponies gain least wink, Equestrian ponies gain least telekinesis. At unicorn level 5 they get the lesser power, and at level 9 they gain the greater power. For the purpose of ability focus, this counts as a single ability.
Specialization Power
-At level 2 unicorn ponies pick a specialization from the list of powers, which includes the breed power of the other breed. At level 7 they get the lesser ability, at level 11 they get the greater ability. For the purpose of ability focus, this counts as a single ability.
Enchanted Hair
-At level 3 the unicorn pony can begin to enchant its mane to enhance its charisma. This functions exactly like the “craft wonderous item” feat, but it can only be used to enchant the pony’s hair as if it were a cloak of charisma. Gold and experience are required for this procedure. The actual procedure may take the form of a “make over”, party, or any other thematically appropriate ritual.
Enchanted Horn
-At level 4 the unicorn’s horn becomes magical, gaining a +1 enhancement bonus for every four hit dice that the pony possesses (maximum +5). This is automatic and requires no experience cost.
Lucky Horn
-At level 7 the pony’s horn grants the anyone within 10’ of it a +1 morale bonus to saves. This ability applies to foes as well as enemies, and remains active even if the horn is removed, making the horn a valuable commodity among unscrupulous individuals.
Pony Tail
-At character level 8 the pony can enchant magic ring abilities into its tail in the same way as it can enchant its mane. The pony has no restriction on how many ‘rings’ it enchants into its tail, but it can only use one at a time and must switch rings as a standard action.
Enchanted Hide
-At character level 10 the character can enchant her flank in the same way as her mane, except she chooses between a strength bonus, a constitution bonus and a dexterity bonus. She can only enchant one such bonus into her hide and gets a natural armor bonus equal to the enhancement bonus of the enchantment.
UNICORN POWERS
Wind
http://img861.imageshack.us/img861/330/gusty.png
Unicorn ponies specializing in controlling the wind often find it a useful way of pacifying smaller threats. The powers granted by this ability are similar to arcane spells, but note that since they are actually supernatural effects they are not affected by spell resistance or immunity (unless simulated through the arcane specialization). At the highest level, such specialization allows the pony to create veritable hurricanes
-Least wind- As the gust of wind spell. You may also choose to create a more gentle breeze in the same area
-Lesser Wind- As the gust of wind spell, but the area becomes either a 60’ cone or a 100’ line, and creatures are treated one size smaller for the effects of the spell.
-Greater Wind- Functions as control wind, but with a duration of 1 round. Using this ability in multiple consecutive turns allows the wind effect (whether strengthening or pacifying it) to be sustained, but creatures affected get a new save each round.
Glowhorn
http://img121.imageshack.us/img121/9553/galaxyr.png
The glowhorn ability allows the pony to produce light and heat from its horn. Removed from the context of a child’s cartoon, a glowing hot horn makes for a useful melee weapon.
All glowhorn abilities cause the horn to glow one step brighter than normal
-Least Glow Horn- As a standard action, you can cause your horn to emit large amounts of heat for a number of rounds equal to your hit dice; your horn deals d6 fire damage plus an additional d6 for every three caster levels (hit dice).
-Lesser Glow Horn- As glow horn, but roll d10s instead of d6’s for the fire damage. Also you may activate your horn as a swift action.
-Greater Glow Horn-The heat produced by your horn becomes so intense it ignores hardness, fire resistance, and the usual decreased effectiveness of fire damage to objects. Fire immunity still applies as normal. You also deal 1 additional point of force damage for each d10 rolled and your horn gains the ghost-touched ability while glowing.
Arcane Power
http://img710.imageshack.us/img710/9351/trixieq.jpg
The arcane specialty is the focus of pure magic. These powers give the greatest diversity, but are always treated as spell-like (saves remain based on HD), provoke attacks of opportunity, suffer from arcane spell failure, and are vulnerable to spell resistance and immunity.
-Least Arcane Power- You can use prestidigitation as the spell at will
-Lesser Arcane Power- Rather than focusing on a single ability, you learn a greater variety of slightly weaker powers. When you gain this ability, choose a number of lesser abilities from other specializations equal to your intelligence modifier. You can use these abilities as arcane power abilities with all the restrictions of the original ability and the arcane power specialization. At any time you may spend an hour studying to change the abilities you have available to you. Should your intelligence modifier decrease, you must reduce your number of powers known to reflect this.
-Greater Arcane Power- You can get even more out of your powers by pushing harder and harnessing its inner power. You can overpower one of your powers gained from your diversity abilities to access the next highest (ie. the lesser) power for one ability you currently have access to. You can alternatively overpower a power you already know (such as your breed ability) to treat your caster level or hit dice as double what it would otherwise be and the light produced is one step greater. You can use overpower for a maximum number of rounds per day equal to your intelligence modifier. You can not overpower an ability from the arcane power specialization.
Shaping
http://img571.imageshack.us/img571/5353/shaping.png
Shaping is the specialization of craftsponies such as Rarity from the new season. While many ponies will find that crafting with tools, hoof, mouth and telekinesis is satisfying enough, the ability to find and spontaneously shape materials is particularly valuable.
-Least Shaping- You can use the detect object ability at will as a supernatural ability. This is usually used to locate crafting materials
-Lesser Shaping- You can change the shape of any piece of material within 1’ cube as a standard action. Creatures cannot be targeted directly; and magical items and attended items get a saving throw with a +4 bonus. Particularly skilled shaping (such as making a work of art out of a dead tree-branch or a mastercraft dagger out of a piece of scrap metal) will require an appropriate craft check.
-Greater Shaping- As lesser shaping, but you can affect a 5’ cube per 5 caster levels (hit dice) and targets lose the +4 saving throw bonus.
Telekinesis
Telekinesis is the breed power of Equestrian Ponies, allowing them to manipulate objects as if with hands (one hand until they gain lesser telekinesis).
-Least Telekinesis- As the telekinesis spell but limited to caster level 1.
-Lesser Telekinesis- As least telekinesis but cast and sustained with a swift action instead of a standard action.
-Greater Telekinesis-Telekinesis as the spell but no cap on caster level.
Winking
http://img714.imageshack.us/img714/1737/winkc.png
Winking is the breed power of Ponyland Ponies, who will often use this power in lieu of mundane forms of movement on a whim. While powerful it has many limitations; anything that tethers the pony to a mass greater than their weight capacity for teleporting will prevent this, allowing them to be captured by nets and restrained by manacles. Winking also requires line of sight and effect.
-Least Winking- Can teleport 10 plus 5’ per hd as a standard action with a maximum load of 5lb per class level
-Lesser Winking-Can teleport 5’ plus 5’ per 2 Hd as an immediate action with a maximum load of 5lb per class level, potentially avoiding attacks and incoming spells. As a full-round action you may teleport as with least winking, but carry up to your maximum carrying capacity and take one additional creature per 5 hit dice.
-Greater Winking-You can teleport as the spell as a full-round action, but it only effects yourself and up to 5lb per hit dice. This follows the usual restrictions for winking.
Telepathy
[Mind effecting]
Telepathy is not as flashy as most unicorn magic, but it becomes invaluable in certain circumstances.
-Least Telepathy- You can talk, telepathically, to creatures within 10’ per caster level. This does not allow the recipient to respond. You may choose to broadcast your message to specific individuals within range, or over a certain area within your range. Use of telepathy is a free action as part of regular talking.
-Lesser Telepathy- As a standard action, you can send a telepathic message to any creature within the same plane. Additionally, by spending a minute concentrating, you can send a dream message. The dream can convey a short message to any creature, even on another plane, the next time they sleep. You can choose for the dream to be a nightmare, in which case it acts as the nightmare spell and a successful save blocks the target from further telepathic communications from you for 24 hours.
-Greater Telepathy- Whenever you use a telepathic power, you become aware of the target’s surface thoughts and location. You may choose to send a ‘blank’ message to gather this information without having to actually say anything. A target can make a willpower saving throw to prevent this power working on them for 24 hours. Non-detection blocks the ability to determine location, but not surface thoughts of the target.
Storm
Storm powers are associated with the Pegasus ponies of Equestria, though they are also fundamental in ensuring weather in more civilised parts. Storm ponies are absent from the series, but Trixie uses least storm in season 4.
Storm powers have a range of 5’ per caster level except for the create weather ability.
Least Storm-As a standard action, you create a small thundercloud over the target dealing d6 damage/2 caster levels (reflex save for half). If you are outside and in stormy weather you instead deal d10 damage/2 caster levels.
Lesser Storm- As a full standard action, you create a dark cloud 5’ thick and 15’ in diameter. The cloud blocks visibility as per obscuring fog. Additionally, as a further standard action, you can cause the storm to attack with lightning dealing d6 damage per caster level to a single target outside the cloud, or any number of targets within it (reflex save for half). You can also move the cloud 15’ as a move action. The cloud lasts 1 round per caster level. You may choose to make the cloud rain instead of thunder.
Greater Storm- You can use the create weather ability as the spell. Additionally, the lightning damage resulting from both your least and lesser storm abilities increase to d10/level.
(Changelog)
12/5: Edited mistakes, changed telepathy to match show, added pictures, changed intro, changed title to reflect future intent
20/5: Added strength effect modifier to natural attacks, added the use of bucklers, changed the greater winking power and modified the lesser winking power.