HP: 14
Being a self-educated, studious unicorn, Emerald has access to a wide variety of spells. Emerald is a fast learner, and can easily pick up any spells he may read in a book of magic. He can also teach certain spells he's mastered to other unicorns. A list of his spells is as follows:
1. Telekinesis (All unicorns have this)- Can levitate objects using his horn.
2. Laser (Attack spell)- A piercing beam of light shot from the horn. d6
3. Improvise (Make up a spell, at the risk of getting it horribly wrong)- All unicorns can attempt to improvise spells, but is the risk worth it? If in battle, roll a d20, a 1 is a catastrophe, 2-7 is the opposite, 8-14 nothing happens, 15-19 it works, 20 it goes into overdrive. Emerald's abilities allow him to learn spells he improvises.
4. Grow Wings (Self-Explanatory)- Emerald can magically put temporary wings on himself or anypony else. This also enables them to walk on clouds. Unpracticed flyers, however, will be in danger at higher altitudes, where only natural pegasi can fly.
5. Shield- Puts a protective shield around something. Can also be used in more creative ways. Blocks the first 4 damage the shield wearer takes.
6. Elemental Spells (Allow for the creation and use of elements) - Very dangerous spells, difficult to pull off without help, and potentially hazardous to the user. The spells he can currently use are:
- Tsunami (Water) d10, hits all enemies, takes 1 turn to charge.
7. Minor Heal- Heals 1 damage.
As a Unicorn, Emerald Waves gets a +1 to all accuracy rolls.
Being a self-educated, studious unicorn, Emerald has access to a wide variety of spells. Emerald is a fast learner, and can easily pick up any spells he may read in a book of magic. He can also teach certain spells he's mastered to other unicorns. A list of his spells is as follows:
1. Telekinesis (All unicorns have this)- Can levitate objects using his horn.
2. Laser (Attack spell)- A piercing beam of light shot from the horn. d6
3. Improvise (Make up a spell, at the risk of getting it horribly wrong)- All unicorns can attempt to improvise spells, but is the risk worth it? If in battle, roll a d20, a 1 is a catastrophe, 2-7 is the opposite, 8-14 nothing happens, 15-19 it works, 20 it goes into overdrive. Emerald's abilities allow him to learn spells he improvises.
4. Grow Wings (Self-Explanatory)- Emerald can magically put temporary wings on himself or anypony else. This also enables them to walk on clouds. Unpracticed flyers, however, will be in danger at higher altitudes, where only natural pegasi can fly.
5. Shield- Puts a protective shield around something. Can also be used in more creative ways. Blocks the first 4 damage the shield wearer takes.
6. Elemental Spells (Allow for the creation and use of elements) - Very dangerous spells, difficult to pull off without help, and potentially hazardous to the user. The spells he can currently use are:
- Tsunami (Water) d10, hits all enemies, takes 1 turn to charge.
7. Minor Heal- Heals 1 damage.
As a Unicorn, Emerald Waves gets a +1 to all accuracy rolls.