Hatching in Equestria as a Silver Dragon

by Blue Star Dust

Character stats, perks, and bestiary

Previous Chapter

ONYX
Evolution Path: Mage(Expert), Enchanter(apprentice)
Level: 36
EXP: 29573/70842

HP: 286 hp is calculated by this formula: Starter HP: 30HP + 6hp x level + CON= total hp
MP: 330 mp is calculated by this formula: Starter MP: 30MP + 5mp x level + INTx2= total mp
Stamina: 250 stamina is calculated by this formula: STM: 30STM + 5stm x level + CON= total stamina
Carry Capacity: 256 kg. Carry capacity is STR x 8
Species: Silver Dragon
Age: 11 years old.
Gender: male
Job: student.
Skills: Persuasion, Arcana, Athletics, Survival.

Feats: Spell Sniper, Magic Support, Shortsword Proficiency (Novice), Warhammer proficiency (Novice)

Perks:
Former Human: human ingenuity and adaptability means you can make tools of one higher tier, you also can get used to and adapt to warm weather much faster than a regular Ice Dragon, suffering no discomfort until the temperature starts to become hot.

Giant Tail: your tail is abnormally long, you have more hp, and you swim faster and can turn faster while running, your tail can be used as a powerful bludgeoning weapon if trained correctly, but your tail dragging on the ground makes noise, making you easier to detect.

Blessing of The Overseer: You are naturally gifted with the ability to cast affinity spells, but any spell above level 1 needs to be learned, you can acquire new elemental affinities, but how is yet a mystery, you have no limit to your elemental affinities.
Dragon Claws: your claws are strong enough to cut into stone, this ability improves with use and your STR and CON.

Silver Soul: using kind words and actions you can convince a good or neutral aligned entity to stop an action that is causing harm or misery to others or yourself, works better in intelligent creatures that can understand you, works best if you help the entity you are trying to convince with something they need, or show them you care about them.

Magic Blood: your unique blood's latent potential for conducting magical energy is beginning to awake, but it's not fully realized yet, you add your Intelligence stat multiplied by 2 to your mana pool.

True Potential: Your Constitution is added to your HP and stamina.

Natural Charm: your Charisma determines how likely you are to convince someone, your charisma makes you more attractive to other dragons, and slightly more attractive to other species.

Geophage: your addition of gemstones to your diet allowed your body to adapt to eating a larger variety of minerals, now you can consume different gemstones and even metals, thanks to your immunity to poison, you can now consume any heavy or radioactive metals, and not get any negative effects from them.

Dragon Bones: your bones are hardening as you grow in age and consume different minerals, your limbs are harder to break and your leverage is stronger, by you weight slightly more. To increase bone density, do more exercise. Current weight: 85kg

Dragon Scale: your scales begin to harden as you grow in age and consume different minerals, your scales are harder to cut and pierce, to increase your scales resilience, consume a higher variety of gemstones and minerals, different areas of the world will have different types of gemstones and other minerals that will provide different benefits.

Dragon Muscle: you have a big potential to grow muscle and that muscle is extremely dense and strong, but you must train yourself to be able to reach your potential, training will increase both your strength and constitution, while giving you extra power to your melee attacks.

Hybrid Mind: your preserve some human part in your brain that lets you see things from two different perspectives at once, that of a silver dragon and that of a human, you are not limited to being lawful good, you have potential for great good and great evil.
You still enjoy the same things other silver dragons do, like fine dining, socializing, protecting others comes as second nature to you and you, yet you also crave power, fortune and knowledge.

Magic Support: you have learned the benefits of using magic to support your allies during combat from an elevated and concealed position, making their odds of victory increase exponentially, having high ground against unaware enemies may make them unable to focus enough to take advantage of their perks and abilities, your magic has increased accuracy in this situation.

Multicast Adept: your accuracy with multicast spells improves by 20% and you can multicast from further away without missing... as much.

Animal Form: you can now shapechange into animals without requiring a spell or concentration, but doing so removes your ability to cast spells and talk, you also don't get turned back into your natural form, if you die as an animal, you simply die while retaining your current form in the moment of death.
You can only change into species of animals that you have personally touched, you become an equivalent of that animal of your gender and age, you maintain all of your stats, including health and stamina, perks and abilities, except magic casting, you can still use weapons you are proficient with if the creature is able to hold and swing said weapon properly.
You obtain an animals natural abilities as long as you are in their form, but you lose your original ones, in your case it's frost breath and blind sense.
You can speak to animals without a spell, but only to those who you want to, you cannot understand every animal noise as if it were a creature speaking unless you are actively willing yourself to understand.
In your animal form, you understand animals perfectly unless they are too young for their species, or have no brain.
You maintain your ability to use your telepathy as it's provided by the System.

Resistances and weaknesses: Resistant to slashing, immune to cold, immune to poison, resistant to non elemental magic (like telekinesis and spells that require concentration), fear of spiders.

Condition immunities: none.

Current conditions: none.

Senses: Blindsight 3 meters, Darkvision 18 meters

Stats (each level up gives 2 points to allocate, point allocation can only be done once level 20 is reached, an exceptional action can give direct bonus points)
Base Stats / Bonus (From actions) / Allocated points / Present Stats
Unassigned points: 0
STR 19 / 10 / 3 / 32
DEX 10 / 11 / 9 / 30
CON 17 / 10 / 13 / 40
INT 12 / 20 / 28 / 60
WIS 11 / 16 / 5 / 32
CHA 16 / 12 / 12 / 40
Total 85 / 79 / 70 / 234

Onyx's known spells

Telepathy: allowed to talk to others directly to their mind / Innate to companions.

Shield: blocks bolts and arrows shot from mundane weapons, and blocks other attack cantrips and magic missile. / Cantrips

Prestidigitation: small temporary effect / cantrip.

Fire Bolt: small flame bolt that can set enemies and flammable objects on fire / cantrip

Ray of Frost: small, can slow or freeze enemies / cantrip

Produce Flame: tiny, can set flammable objects on fire / cantrip

Shocking Grasp: requires touch, effective against metal armor or wet enemies / cantrip

Slow falling: prevents falling damage by slowing the fall / cantrip

Detect Magic: magic items, objects or creatures are highlighted even when hiding behind walls / tier 1

Detect Good and Evil: fae, aberrations, demons and celestials are highlighted even when hiding behind walls / tier 1

Frost Paws: sends icy wind in a small cone in front of the user's paw / tier 1

Bolt of Stun: small white ball of magic that slows down or stuns targets it hits, can be resisted or shrug off of the creature has enough constitution or strength. / tier 1

Vicious Mockery: you mix a subtle spell with a string of hurtful insults hurled at a target, causes it to suffer psychic damage, specially effective if the targets understands and feels especially hurt by the insult, like targeting one of their insecurities. / tier 1

Ice Knife: sends a freezing projectile that explodes on impact in a small area, can cause slowing or freezing of targets / tier 1

Magic Missile: sends 3 seeking projectiles that deal force damage, using more mana increases the number of missile / tier 1

Witch Bolt: electric bolt that deals extra damage to wet or metal targets / tier 1

Comprehend languages: you can understand any written text as long as you touch the surface upon where it is written, lasts one hour. / tier 1

Thunderwave: pushes back and deals thunder damage, any loose objects nearby will be pushed too / tier 1

Speak to Animals: allows speaking to animals unless they are newborn / tier 1

Blur: causes you to become blurry and harder to hit by attacks, requires concentration / tier 2

Heat Metal: heat targets armor or weapon to red hot, the target suffers penalty to attacks, requires concentration / tier 2

Enlarge/Reduce: changes your body size, requires concentration / tier 2

Hold pony: restrains a creature up to large pony size, requires concentration / tier 2

Crown of Madness: makes the target of this spell attack the nearest creature instead of its opponent, every few seconds the target will try to free itself from the effect. / tier 2

Arcane Lock: locks a door by magical means, making it unpickable, the door needs to be broken to gain access, spell lasts until the user wills it. / Tier 2

Knock: unlocks a simple lock, multi locking systems only have one of their locks affected / tier 2

Acid Arrow: fires a projectile that explodes in a shower of very strong acid / tier 2

Locate Object: locates an object you are familiar with, 10km range, works better with your own objects / tier 2

Misty Step: very short range teleport for beginners / tier 2

Scorching Ray: sends 3 flaming bolts at once, can burn targets, can be upcasted at higher mana cost / tier 2

See Invisibility: allows you to see invisible creatures nearby, requires concentration / tier 2

Suggestion: You suggest a course of activity and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a pony give their bits to the first non pony they see, so the compulsion will activate only once the pony sees a non pony. / tier 2

Silence: creates a 10m radius sphere from where sound is unable to escape, adjustable size requires concentration / tier 2

Copy Book: allows you to scan and copy a book at the same time, without using any ink and without opening the book you are scanning / tier 3

Scan Metal: you use your magic to detect the density and properties of the inside of a piece of metal, does not work on anti magic metals / tier 3

Counterspell: uses mana to stop a spell being cast, only works on the same tier of spell its used as, can be upcast. / tier 3

Dispel Magic: dispels a spell of the same tier already in effect / tier 3

Tongues: you can give yourself or allies the ability to understand and speak any language you hear for one hour. / tier 3

Fireball: fires a flaming sphere that upon contact with a surface or target, explodes in a 6m radius dealing fire dmg / tier 3

Catnap: causes willing creatures to fall asleep, partially recovering their HP, stamina and mana upon waking up / tier 3

Flame Arrows: enchants a quiver so all the arrows inside it deal fire damage and set targets on fire / tier 3

Gaseous Form: turns you into a mist, able to fly and pass through the smallest of holes, requires concentration / tier 3

Glyph of Warding: creates a proximity trap on a flat surface, with different possible effects / tier 3

Haste: cast this spell on a willing creature, granting it super speed, when the spell ends the target becomes stunned, requires concentration / tier 3

Lightning Bolt: user fires a long range beam of electricity that goes in a straight line, hitting anything in its path / tier 3

Water Breathing: user or target can breathe underwater / tier 3

Hunger of Hadar: You open a gateway to the dark between dimensions, a region infested with unknown horrors. A 6m radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 9m away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creatures that walk into this take cold damage and acid damage as milky, otherworldly tentacles rub against them. Requires concentration. / tier 3

Animate dead: this spell animates a pile of bones into a skeleton servant, or a corpse into a zombi, you control them telepathically for up to 24 hours, then they stop obeying commands. Upscaling adds 2 extra undead per tier above tier 3. / tier 3

Dimension door: user and one target can teleport to a place they can see, within 30m / tier 4

Ice Shield: creates a shield of ice that makes you resistant to fire damage / tier 4

Greater Invisibility: allows you or a target to become invis. with their gear, and even attack while invis, concentration / tier 4
Ice Storm: creates freezing cold storm in a 6m radius circular area that deals bludgeoning and cold damage and freezes targets / tier 4

Wall of Fire: creates a wall of fire that is up to 20m long, it can be a straight line or can be a circle up to 6m in radius, with up to 30cm in thickness, enemies trying to go through take extra damage, requires concentration / tier 4

Resilient Sphere: encase a target in an almost indestructible sphere, where no attack or spell can reach them, but the target can breathe normally, requires concentration / tier 4

Polymorph: the spell transforms any creatures you see within range into a new form, it can also be used on yourself. The creature must not be a shapechanger and must be alive. The transformation requires concentration and lasts for up to an hour. A creature transformed by this spell loses its transformation if it reaches 0 health points, and the excess damage is carried over to its natural form. / tier 4

Cone of Cold: a 18m long cone of freezing air erupts from your paws/maw dealing cold damage and freezing targets, creatures killed by the spell will become ice statues / tier 5

Far step: medium range, can teleport you to a place you see within 50m / tier 5

Telekinesis: gives telekinesis equal to an unicorn the color of the telekinetic aura is the same as the color of your spirit, this spell uses no mana for smaller tasks, can be empowered with training / tier 5

Cloudkill: creates yellowish green cloud of deadly poison that is denser than air, and can be controlled by the user, targets inside this cloud get severely poisoned even if they don't breathe it / tier 5

Contagion: you touch a creature and give it one of the following diseases: blinding sickness, filth Fever, flesh rot, mind fire, seizures, unstoppable bleeding, the names are self descriptive as to what the disease does. / tier 5

Dominate creature: you attempt to take control of a creature (it must be smaller than very large) and make it do your bidding, it lasts 1 minute and can be upcast to last for longer. Requieres concentration. / tier 5

Hold Monster: you hold a monster still, up to the size of an Ursa Minor. / tier 5

Teleportation Circle: using rare chalks or inks infused with magical gem powder, you draw a sequence of sigils in a complete circle, that work as a code, once finished you inscribe the runic spell on the outside of the circle, and channel your magic into it, it lasts for a day, and whenever you want to, during that day, you can teleport to the circle directly with perfect accuracy and without spending any mana. To make this circle permanent, you must channel your magic, every day, for 100 days, this will make the Teleportation Circle not require recharging ever again, as it will absorb magic from the environment directly, while still having the same benefits of perfect teleportation and reduced cost. / tier 5

Scrying: by using a reflective surface like a crystal ball, a silver mirror or a large surface of calm water, you create an invisible sensor near a creature of your choosing, you can see the creature and hear as if you were 3 meters away. The spell is more likely to succeed if you know this creature personally, the more you know them the better, having an item that belongs to the target or even better, hair, nails, or a body part, will almost warrantee the spell succeeds. If the creature you are trying to observe can see invisibility it will see the sensor as a small orb of light, which of course will alert it immediately.
You can use this spell to observe a location instead of a creature, this makes it less likely to fail. Requires concentration and lasts 10 minutes. / tier 5

Modify Memory: you attempt to modify the memory of a creature you can see. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream, the memories can be restored to normal by Remove Curse and ???
Upcasting this spell at higher tiers extends the time the past memories can be modified, at tier 6 you can modify memories from the past week, at tier 7 from the past month, at tier 8 from the past year and at tier 9 you can modify any memories in the creature's life. Requires concentration. / tier 5

Mislead: you create an identical illusion of yourself in the place you are standing, and you turn yourself invisible at the same time, you can control your illusory copy and make it speak or move, you can see through its eyes and hear through its ears as if you were there, but your regular body is blinded and deafened in the process, you can choose to use the senses of the illusion or your own at will. Requires concentration and lasts for an hour. / tier 5

Circle of Death: A sphere of negative energy that deals necrotic damage ripples out in a 20 meter radius sphere from a point you choose and can see. The spell can't be cast further than 100 meters away from you. The spell requieres a black pearl crushed into dust to cast. / tier 6

Chain Lightning: You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 10 meters of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Upcasting creates more bolts that can be used on more targets, or the same target already hit, dealing double damage or more. / tier 6

Disintegrate: A thin green ray springs from your focus (maw/paws/horn) to a target that you can see within range. The target can be a creature, an object, or a creation of magical force. The target is disintegrated if this attack leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a ??? or a ??? spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10m cube portion of it. A powerful magical artifact is unaffected by this spell. / Tier 6

Teleport: sends you and up to other 6 creatures to a location you are familiar with.
It can fail if the destination is not familiar to you enough, sending you to a similar place or causing a misfire that will consume your magic but send you nowhere.
If there are any anti teleportation wards at the destination, it simply fails and uses up the mana points anyways.
You can reduce the cost of the spell for longer distances if you own a token item taken from the desired destination, when normally you use 60mp for 60km and then 1mp per km further than that, with this token item you only need 60mp for every 1000 kilometer, going to 1001km would use 120mp.
Creatures not used to teleportation can feel dizzy and disoriented upon arrival, even sick, in theory has infinite range, but the farther you go the more mana the spell uses. Miscast of this spell will still use your mana up to your full mana, possibly causing fainting and mana exhaustion. / tier 6

Create Undead: this spell allows you to animate up to three corpses into strong undead ghouls, the corpses must be of creatures no larger than a large earth pony, you give this undead orders telepathically, and they obey the order to completion, if they are not given orders they will only defend themselves, they will stop obeying your orders after a period of 24 hours has passed.
Upcasting increases the number of undead you can animate and control at the same time. The spell requires one clay pot filled with grave dirt, one clay pot filled with brackish water, and a large black onyx stone for each corpse. / tier 6

Eyebite: For the one minute duration of the spell, your eyes become an inky void imbued with dread power. Any creature you look at can either become asleep, panicked, or sickened. A creature that resists this effect, will become immune to the spell. Requires concentration. / tier 6

Flesh to Stone: you attempt to turn a creature made of flesh you see inside a 18 meter radius from you to stone, if this succeeds, any damage done to the stone form is transferred to the creature, for example a limb broken off would become a missing limb if it reverts back to normal, a head broken off would mean death. If you maintain concentration for the entire minute of the spell, and the creature doesn't manage to resist it, the creature is permanently turned to stone until the effect is removed using other methods. Duration 1 minute, requires concentration. / tier 6

Globe Of Invulnerability: An immobile, faintly shimmering barrier springs into existence in a desired radius around you (3m max), it lasts for a full minute or until concentration is lost. No spells (tier 6 or lower), projectiles or creatures with hostile intent can enter the area of the shield. No spells targeting a creature or objects inside the shield can bypass it. Upcasting allows the barrier to block spells of higher tiers, always one tier higher than the level of the spell. Concentration. / tier 6

Mass Suggestion: the same as Suggestion but works on up to 12 creatures. / tier 6

Freezing Sphere: A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 18m radius sphere. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15cm over an area 9m square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use try to its strength to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 12m) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. / tier 6

Wall of Ice: Creates a wall of ice that damages creatures that were previously in that space, pushing them to one side of the wall, the wall is vulnerable to fire damage and can be destroyed by attacking it, leaking gaps that are filled with freezing cold air if the wall is broken in a certain area, the creature attempting to pass through will take cold damage, as the air where the ice wall used to be is frigid cold. Concentration up to 10 minutes. / tier 6

Irresistible Dance: a creature 9 meters or less from you is compelled to dance in place: shuffling, tapping their hooves, and capering for the duration. Creatures that can’t be charmed are immune to this spell. The creature must dance, for the full duration unless they are wise enough to stop themselves from following the compulsion, during this dance, the target becomes vulnerable to attack, unable to defend themselves or dodge attacks. Requires concentration and lasts a minute. / tier 6

Project Image: you cast an illusory copy of yourself at a place you have already seen or visited, this copy can be used to hear and see that location, it can speak and looks real unless attacked, other creatures pass right through it, it can move at the same speed as you, but once attacked it will disappear and the spell will fail. / Tier 7

Plane Shift: You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You need the dimensional coordinates. If you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature can be transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Warning: this spell requires exact coordinates on that world to be able to send you there. / tier 7

Necrotic Beam of Death: You send negative energy coursing through a creature that you can see within range, causing it searing pain and dealing necrotic damage. Creatures killed by this spell raise as undead servants that follow your commands. / tier 7

Forcecage: An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
A prison in the shape of a cage can be up to 6m on a side and is made from 1.3cm diameter bars spaced 1.3cm apart.
A prison in the shape of a box can be up to 3m on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, its chances of success depend on its Charisma. If its attempt succeeds creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. / tier 7

Delayed Blast Fireball: A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners, each creature in a 6 meter radius from the epicenter of the explosion takes fire damage. The glowing bead if left undisturbed becomes stronger every few seconds that pass, for a whole minute, if the concentration is maintained and the full time minute passes, the explosion is much stronger.
If someone is dexterous enough they can throw away the bead before it explodes, it will also explode into contact with a solid object. The explosion will also burn flammable objects in its radius, setting them on fire. / tier 7

Crown of Stars: Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 36m of you. When you do so, it counts as a ranged spell attack. On a hit, the target takes radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 9m radius and dim light for an additional 9m. If you have one to three motes remaining, they shed dim light in a 9m radius. Upcasting increases motes by 2 per tier. / tier 7

Etherealness: you step into a parallel plane just outside of the border of reality, where you are safe from attack, or being felt or seen by other creatures outside of it, you remain in this plane during 8 hours but you can decide to return to reality at will. During this time, you can move in any direction. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 18m away. Only certain magical abilities permit creatures to detect you while in this state.
You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to 4 times the number of meters you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane. Upcasting increases the number of creatures you can bring with you. / tier 7

Fire Storm: A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 3m cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. If a creature in this area is not able to dodge out of the area with their dexterity, they take fire damage.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell. / tier 7


SYLF

Evolution path: Eldritch Knight (Fighter who can use spells to empower their attacks) Rank: Expert
Level: 36
EXP: 14950/70842
HP: 274 HP formula: Starter HP: 30HP + 5HP x level + CONx2
MP: 212 MP formula: Starter MP: 10 MP + 5MP x level + INT
STAMINA: 274 Stamina formula: Starter STM: 30 + 5stm x level + CONx2
Carry Capacity: 288kg
Species: Black Wolf
Age: 30 years old, adult.
Job: Royal Guard Commander
Gender: female
Class Ability: Second wind restores 40hp by sheer will, uses 80 stamina.

Skills: Terrify, Athletics, Perception.

Feats: Shortsword proficiency (apprentice), Longsword proficiency (Expert), Greatsword proficiency (Novice), Improved Grapple, Alert.

Perks:
Canine senses: your sense of smell and hearing are very developed, you can become aware of strange scents and even smell the emotions of other beings in close proximity, you can tell if someone is afraid or anxious, angry or calm, in pain or feeling pleasure, by their pheromones that most others would miss.

Dual layer fur: you have two layers of fur, an outer one that guards against water and snow, and an inner one that traps air and insulates you from the elements.

Fighter's Spirit: you add your Constitution multiplied by 2 to both your HP and your stamina.

Mother: your years of raising pups has given you the necessary knowledge to tell when your son is upset, and your motherly instincts are almost a strong as a biological mother, your party earns experience at 25% faster and you share that benefit as long as your relationship is positive.

Black Wolf Soul: you stay strong in the face of overwhelming terror, you can no longer be paralyzed into inaction because of fear.

Long Stride: your long legs and agile frame allow you to move at an exceptional speed, you are able to outrun most creatures and flee from most fights, your attacks are also 20% faster and you are harder to hit.

Multiattack Giant: you can attack faster in the same amount of time at enemies who are larger and slower than you, even imprecise stabs and slashes will not miss, unless the target has a weapon to parry them.

Sword Maneuvers: you can disarm, parry, feint and trip an enemy with your longsword or other swords, specially if they're smaller than you.

Resistances and weaknesses: Resistant to cold and bludgeoning damage, Immunity to poison damage.

Condition immunities: none.

Current conditions: none.

Senses: Darkvision 30 meters

Base Stats / Bonus / Allocated Points / Present total
Unassigned points: 0
STR 20 / 4 / 14 / 38
DEX 15 / 0 / 14 / 29
CON 20 / 2 / 10 / 32
INT 8 / 2 / 12 / 22
WIS 10 / 2 / 8 / 20
CHA 10 / 2 / 14 / 26
Total: 83 / 12 / 70 / 167

Sylf's known spells

Light / cantrip
Prestidigitation / cantrip
Ray of frost / cantrip
Firebolt / cantrip
Shocking bite /cantrip
Blade ward / cantrip
Ghost hand / tier 1
Speak with Animals / tier 1
Absorb element / tier 1
Burning fangs / tier 1
Thunderwave / tier 1
Frost fangs / tier 1
Magic missile / tier 1
Protection from Evil and Good / tier 1
Shield / tier 1
Gust of Wind / tier 1
Scorching Ray / tier 2
Shatter / tier 2
Counterspell / tier 3
Dispel Magic / tier 3
Protection from Energy / tier 3
Elemental Weapon / tier 3
Remove Curse / tier 3
Fire/Ice shield / tier 3
Stone skin / tier 4
Ice Storm / tier 4
Wall of Fire / tier 4


KARI

Evolution Path: Berserker Barbarian / Rank: Novice
Level: 36
EXP: 10209/70842
HP: 272 HP formula: Starter HP: 20HP + 5HP x level + CONx2
MP: Unable to learn magic
STAMINA: 282 Stamina formula: Starter STM: 30 + 5stm x level + CONx2
Carry Capacity: 320kg
Species: Everfree Manticore.
Age: 25 Years old, adult.

Class abilities: Frenzy, Intimidating Presence, Retaliation.

Perks

Crushing Leap: you can jump high into the air and come down with your claws and weight, dealing high damage and knocking enemies you land onto prone, leaving them vulnerable.

Long Stride: your long legs and agile frame allow you to move at an exceptional speed, you are able to outrun most creatures and flee from most fights, your attacks are also 20% faster and you are harder to hit.

Beast's Resilience: Your Constitution multiplied by 2 is added to your HP and your stamina.

Dense fur: resistance to bludgeoning, resistance to fire.

Feline Instincts: extremely resistant to fall damage, even if the wings are unusable, advanced darkvision.

Lion's Heart: immune to fear or terror.

Lion claws: extremely sharp retractable claws that can cut and tear easily unarmored skin and non enchanted fabric.

Ethereal claws: claw attacks now count as magical attacks, bypassing resistances or immunities to physical damage. This effect can be activated at will.

Lion maw: extremely powerful bite force of 5000 psi, fangs can pierce through some armor and crush bone.

Ethereal fangs: bite attacks now count as magical attacks, bypassing resistances or immunities to physical damage. This effect can be activated at will.

Scorpion sting: it can lunge its tail forward and attack at neck or head height, injecting the target with a paralyzing poison that leaves its prey vulnerable and unable to escape, while also dealing poison damage, can poison.

Weaknesses and resistances: Resistance to poison, immunity to poison (Its own)

Senses: Darkvision 30 meters.

Skills: Intimidation, Athletics, Perception.

Feats: Multiattack.
Unassigned points: 0
Base Stats / Bonus / Allocated Points / Present total
STR 22 / 0 / 18 / 40
DEX 20 / 0 / 10 / 30
CON 16 / 0 / 20 / 36
INT 8 / 0 / 6 / 14
WIS 10 / 0 / 8 / 18
CHA 8 / 0 / 10 / 18
Total: 84 / 0 / 72 / 156


COCONUT CREAM

Evolution Path: Cleric / Rank: Novice
Level: 34
EXP: 17487/49196
HP: 216HP Base: 20 +5 x lvl + CON
MP: 260MP Base: 30 + 5 x lvl + WIS + INT
STAMINA: 226 Stamina formula: STM: 30 + 5stm x level + CON
Carry Capacity: 160kg
Species: Unicorn Pony
Gender: male
Age: 25 Years old, adult.
Job: Ice cream maker.

Skills: Persuasion, Religion, Medicine, Insight.

Feats: Shortsword Proficiency (Novice)

Perks

Unicorn Telekinesis: this unicorn Is experienced with telekinesis and can handle multiple objects with precision, but his power is not strong enough to restrain an adult pony.

Fatherly instincts: this creature will not back down from a fight to defend his family unless he is terrified or suffers an altered condition, specially the young ones he sired, cannot be mind controlled into attacking his wife or children in any way.

Lover's Embrace: this creature has resistance to any demoralizing attacks or spells when near his wife, this also means that he is less likely to run from a fight if his wife doesn't retreat. Losing his wife in battle will demoralize the creature and leave it helpless. Fighting alongside his wife increases XP gain by 50% for the whole party.

Unicorn Nature: your blood is more magically dense, your intelligence is added to your mana as a bonus.

Blessed Strikes: your spells and weapon attacks can deal extra 6 Radiant damage.

Equine Body: your body has become sturdier and you can go for longer without getting tired. Your constitution is now added to both your health and your stamina as flat bonuses.

Chosen of Faust: Your wisdom is added to your mana as a bonus.

Channel Divinity: your goddess gives you a boon she knows you will need, you can now use Turn Undead any time you want.

Destroy Undead: when you use Turn Undead, those that are considered weak will be instantly destroyed.

Harness Divine Power: you can use your Channel Divinity to instead regain all mana points, but you become unable to use turn undead until the next day.

Divine Intervention: you can implore your Deity's aid during a time of great need, this can only be used once every week, and the help that is provided can have many forms, usually by allowing the user to cast a stronger spell than they normally would not be able to cast, and without using up any materials or mana.

Weaknesses and resistances: weak to attacks on the horn, specially when casting magic.

Condition immunities: none.

Stats

Points to allocate: 0
Base / Bonus / Allocated / Total
STR 10 / 0 / 10 / 20
DEX 10 / 0 / 4 / 14
CON 16 / 0 / 10 / 26
INT 12 / 0 / 10 / 22
WIS 14 / 0 / 24 / 38
CHA 18 / 0 / 8 / 26
Total 80 / 0 / 66 / 146

Spells

Telekinesis: can manipulate objects using an magical telekinetic field, which can lift and move one or more objects at the same time. Innate ability.

Prestidigitation.

Firebolt: weak fire bolt that can set things on fire or lit up flammable fluids. Cantrip

Ray of Frost: a weak ice ray that can freeze water and slow down targets that it impacts. Cantrip

Sacred Flame: Flame-like radiance descends on a creature that you can see within range. If the creature doesn't dodge in time they take radiant damage. Cantrip

Spare the dying: stabilizes an agonizing creature who is at 0hp for an hour, preventing them from dying. Cantrip.

Bane: weakens 3 other creatures, making them deal less damage and take more damage. Tier 1

Bless: empowers 3 creatures, making them deal more damage and take less damage. Tier 1

Create Holy Water: you can use the amulet blessed by your goddess and pray for the water in front of you to become holy, it only works on up to 10lt of water at once, attempting to make more will simply not do anything. Tier 1

Cure Wounds: you can cure the wounds of one person you can touch for 10 to 15hp, every point over 10 (average) wisdom you have, you heal one more HP, for example at 20 WIS you heal 15+10 HP for a total of 25HP. Tier 1

Detect Poison and Disease: you can see through obstacles and walls poisons, poisonous or poisoned creatures, and diseases and diseased creatures, and identify both the exact poison and disease too. Tier 1

Healing Word: you can use your voice to heal a target you can see, it heals 5 to 10HP plus one for each point in WIS above 10. T1

Purify food and drink: you cleanse food or drink from any poison or disease. Tier 1

Sanctuary: you can give yourself or any creature that is willing, a protective aura that doesn't allow other creatures to attack it directly unless they have enough wisdom to overcome this spell, any area of effects will still damage the creature in Sanctuary. Requires concentration. Tier 1

Guiding Bolt: a flash of light streaks towards a creature of your choice within 40m from you, dealing radiant damage, the next attack on the target is more likely to hit thanks to the mystical dim light glittering left on the target. Tier 1

Aid: increases allies temporary hit points by 10 for an hour. Tier 2

Calm Emotions: can calm harmful emotions from allies, like fear or terror, removing the paralyzing effects, it can also calm down opponent's temporarily, enough to escape. Any non allied creature under this spell will regain their emotions as soon as the spell ends, if they were hostile before, they will become hostile again. Tier 2

Enhance Ability: You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.
Bear’s Endurance The target gains 15 temporary hit points, which are lost when the spell ends.
Bull’s Strength. The target gets twice its total STR their carrying capacity doubles.
Cat’s Grace. The target gets twice its total DEX It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target gets twice its total Charisma.
Fox’s Cunning. The target gets twice its total Intelligence.
Owl’s Wisdom. The target gets twice its total Wisdom.
Spell requires concentration and lasts for one hour. Tier 2

Lesser Restoration: you can cure one creature from one disease or condition affecting it, the condition can be blinded, deafened, paralyzed or poisoned. Tier 2

Prayer of healing: up to 6 creatures you can see within range regain 15 to 20 HP + one extra HP for each point in Wisdom above 10. Tier 2

Protection from Poison: you heal a creature you can touch from poison, and make them resistant to that poison for an hour. Tier 2

Spiritual Weapon: you summon a floating spiritual weapon of your choosing, the weapon can be mentally commanded by you to attack a target. It lasts for 10 minutes.

Aura of Vitality: Healing energy radiates from you for one minute, healing any creatures within the area, it moves with you and heals 5 to 15HP of those who enter its radius, Requires concentration. Tier 3

Revivify: you can revive a recently deceased creature, returning it to 1HP, it has to have died in the last minute or the spell will fail, it consumes diamonds worth at least 6500 bits or 300gp. It fails if the creature has died of old age, and it does not restore any missing body parts, if the target of the spell is missing a vital body part, the spell will fail. Tier 3

Beacon of Hope: this spell bestows hope and vitality. Any number of creatures within 10m of you will be less likely to die, and they will regain health from any source at the maximum possible number. Tier 3

Remove Curse: at your touch, all curses affecting a creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. Tier 3

Spirit Guardians: You call forth spirits to protect you. They flit around you to a distance of 4,5m for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected (your allies) by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time it takes radiant damage and every few seconds it stars in the area, it keeps taking damage, entering and exiting the area even if done quickly, still damages the creature every time. This spell is ideal to deal with fast melee attackers that use hit and run tactics.
Requires concentration. Tier 3

Water Walk: you and your allies can walk over water or any other liquid, if you are underwater this spell pulls you towards the surface quickly. If you attempt to walk on lava the spell will work, but you will take fire damage from the heat. The spell lasts for one hour. Tier 3

Protection from Energy: Gives a creature you can touch, or yourself, resistance to an elemental type for the duration or as long as concentration is maintained. Requires concentration. Tier 3

Dispel Magic: Choose one creature, object, or magical effect within range. Any spell of 3rd tier or lower on the target ends.
There is a chance to end spells of a higher tier, but to assure this happens the spell can be upcast to the right tier.

Glyph of Warding: creates a proximity trap on a flat surface, with different possible effects / tier 3

Mass Healing Word: Healing word but you can use it up to 6 targets at once. / tier 3

Aura of Life: Life-preserving energy radiates from you in an aura with a 10m radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points. Requires concentration. / tier 4

Aura of Purity: Purifying energy radiates from you in an aura with a 10m radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has resistance to any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. Requires concentration. / tier 4

Control Water: Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 30m on a side. Requires concentration and lasts for 10 minutes. / tier 4

Death Ward: You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends. The spell lasts for 8 hours. / tier 4

Divination: You can ask your goddess or another god a question and they will answer truthfully. The reply might be a short phrase, a cryptic rhyme, or an omen. This spell requires a sacrifice for the chosen god and consumes 25gp. / tier 4

Freedom of Movement: You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks. Lasts for an hour. / tier 4

Guardian of Faith: A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 3m of the guardian takes 20 radiant damage or half as much damage if it manages to dodge the worst of the attack thanks to its dexterity. The guardian vanishes when it has dealt a total of 100 damage. It Lasts for 8 hours. / tier 4

Locate Creature: Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 300m of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific species, so long as you have seen such a creature up close at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if running water at least 3m wide blocks a direct path between you and the creature.

Stone Shape: You touch a stone object of medium size or smaller, or a section of stone no more than 1,5m in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 1,5m thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. / tier 4

Commune: you can talk with your god/goddess freely for an hour, or less, depending on the deity. It can require incenses and holy/unholy water.

Dispel Evil and Good: shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane, this spell has two uses.
Break enchantment: you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismiss: make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. tier 5

Flame Strike: A vertical column of divine fire roars down from the heavens in a location you specify, dealing fire and radiant damage. Tier 5

Hallow: You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area, you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific species. When a creature that would be affected enters the spell’s area for the first time the effects trigger unless it is strong enough to shrug them off. This spell is permanent, and uses up expensive herbs, oils and incense, the extensive process of casting this spell lasts for a full day of nonstop work, and uses at least 1000 gp in ingredients alone. Tier 5

Holy weapon: you imbue a normal weapon with sacred energy and make it deal extra Radiant damage and glow with a dim light, once you end the spell it emits a bright burst of Radiant energy that deals damage and can blind targets that you choose. The spell lasts for an hour and requires concentration. Tier 5

Mass Cure Wounds: A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 10m radius sphere centered on that point. Each target regains hit points equal to 20 health plus your Wisdom (over 10). This spell has no effect on undead or constructs.

Scrying: same as for Onyx.

Blade Barrier: You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 30m long, 6m high, and 1,5m thick, or a ringed wall up to 20m in diameter, 6m high, and 1,5m thick. The wall provides three-quarters cover to creatures behind it, and its space slows down any who try to simply want through it.
When a creature enters the wall’s area for the first time it takes slashing damage, and if it tries to move through it takes more damage each meter it moves, jumping or flying through the wall only increases the damage taken. It lasts for 10 minutes and requires concentration. Tier 6

Heal: Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 100 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. Tier 6

Heroes Feast: You bless with Divine power a great feast, but someone must provide extremely good quality food and drink. The feast takes about an hour to consume, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, it gains 10 temporary Wisdom. Its hit point maximum also increases by 40, and it gains the same number of hit points. These benefits last for 24 hours. requires extremely good quality ingredients prepared just right, and gem encrusted plates made of the finest material, as well as the cutlery, the spell will simply fail if the food or drink is subpar. Tier 6

Sunbeam: A beam of brilliant light flashes out from your hand in a 1,5m wide, 20m line. Each creature inside that space must have enough constitution to shrug off the intense light or become blinded, the spell deals Radiant damage, and is specially effective against the Undead. Tier 6

True Sight: you apply an ointment to your eyes and enchant it with this spell, it allows you to see the truth hidden by magic, including secret passages hidden by magic, and creatures transformed by shapeshifting magic. It lasts for an hour. Tier 6

Regenerate: You touch a creature and stimulate its natural healing ability, regenerating lost limbs and any body parts while also healing any injuries over an hour. Tier 6

Etherealness: same as Onyx.

Resurrection: You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such affects aren’t removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal, the resurrected target loses 10 levels, including the abilities gained from those levels, even becoming unable to use spells of the same tier as they could before. This levels are regained slowly as the revived creature adjusts to life again, it can take up to several years for recovery and it cant be sped up.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you have a long rest, you can’t cast spells again, and you are severely weakened. This spell requires a diamond worth at least 1000gp. Tier 7

Conjure Helping Soul: you can conjure a creature's soul from the same plane as your deity, only this creature is willing to help you, they are as strong as they were in life but their body is made of magic and can be dispelled, they just go back to their plane once they reach 0 hit points, a full day passes or they are dismissed. Tier 7


THUNDER FLASH

Evolution Path: Aerial Fighter / Rank: Expert
Level: 20
EXP: 1600/3831
HP: 168 HP Base: 20 +5 x lvl + CONx2
MP: 150 MP Base: 30 + 5 x lvl + INT
STAMINA: 178 Stamina formula: STM: 30 + 5stm x level + CONx2
Carry Capacity: 192kg
Species: Pegasus Pony
Gender: female.
Age: 22 Years old, adult stage.
Job: Soldier (former), Weatherpony (former), foalsitter (former).

Skills: Persuasion, Athletics, Perception, Survival.

Feats: Wingblade Proficiency (expert level). Spear Proficiency (Apprentice level)

Perks

Pegasi agility: this pegasus is able to quickly dodge enemy attacks using her wings to boost her speed, this increases her likelihood of dodging any attack she can see coming.

Pegasus magic: evolutionary adaptations from living in the clouds, have made pegasi naturally resistant to both the cold of high altitude and the static electricity from clouds in the form of lightning.

Weather Manipulation: she has the ability to manipulate clouds at an individual level, and even storms at a collective level with teamwork.

Military Training: an intense training program has conditioned this pony to think faster during combat, be less likely to panic, and come up with strategies on the fly.

Blade Maneuvers: can disarm, parry, feint and trip an enemy with any weapon she is proficient with, the chance of success is higher if the opponent is weaker or distracted.

Precision Strikes: this pegasus mare knows the vulnerable points on another pony's body, and will seek them to deal incapacitating or deadly attacks, this only works if the opponent has no armor covering those points, or her weapons are able to pierce said armor.

Fighter's Spirit: adds your Constitution multiplied by 2 to both your HP and your stamina.

Resistances and weaknesses: Resistance to lightning, Resistance to cold.

Condition immunities: none.

Current conditions: none.

Senses: pegasus eyesight.

Stats (each level up gives 2 points to allocate, point allocation can only be done once level 20 is reached, an exceptional action can give direct bonus points)
Base Stats / Bonus (From actions) / Allocated points / Present Stats
Unassigned points: 0
STR 14 / 0 / 10 / 24
DEX 18 / 0 / 12 / 30
CON 14 / 0 / 10 / 24
INT 12 / 0 / 8 / 20
WIS 14 / 0 / 0 / 14
CHA 20 / 0 / 0 / 20
Total 92 / 0 / 0 / 132


Shared Inventory:
894kg/1024kg
Spirit Gem 1kg
Robes of the Occult 2kg
Amulet of Vitality
frozen unicorn head 2kg
Chimera's Goat head 2kg
Unicorn horn fragment
Scroll of City Sized Shield (prototype)
Arimaspi skull. 250kg
Idol of Boreas 10kg
3 darkness gem fragment (3 needed to form a gem)
0 small health potions (60hp each)
1 radiant gem 0,25
1 darkness gem 0,25
2 fire gems 0,5
1 electric gems 0,25
Large electric gem 0,5kg
4 unrefined chunks of ice crystal (can be refined into gems) 8kg
1 unrefined chunk of lightning crystal 2kg
1 unrefined chunk of poison crystal 2kg
1 unrefined chunk of acid crystal 2kg
1 unrefined chunk of necrotic crystal 2kg
30 Mithral ore chunk (small 1kg) 30kg
20 Mithral ore chunk (medium 5kg) 100kg
8 Mithral ore chunk (large 8kg) 64kg
4 Platinum ore chunk (small 5kg) 20kg
Level 15 bronze short sword 1kg
Level 5 stone knife 0,5kg
Spell Ingredient pouch 1kg
1 glass bottle of drinking water 0,5LT
“Introduction to blacksmithing weapons and tools.” 2kg
"The Art of the Sword." 2kg
"On Plate Armor maintenance and repair." 2kg
"On Class Change." 2kg
Heavy Armor piercing crossbow 5kg
30 armor piercing crossbow bolts 2kg
2 XM7 Assault Rifle (with suppressor) 9kg
12 6.8x51mm rifle ammo mag 7.5kg
2 P320 Pistol 2kg
4 9mm pistol ammo mag 0.5kg
4 Level 15 Steel Shortsword 7kg H
1 Level 15 Enchanted Steel Shortsword (Electricity)
1 Level 15 Enchanted Steel Shortsword
1 Level 15 Enchanted Steel Shortsword
2 Level 15 Steel Longsword 4kg H
5 Level 20 Steel Shortsword 5kg H
Level 25 Steel Warhammer 3kg
Level 25 Steel Poleaxe 4kg H
2 worn gambeson 8kg H
8 High velocity crossbows. 16kg
8 full sets of heavy steel plate armor (Isles Honor Guard design) 240kg H
8 full under armor padding suits. 40kg H
1 Level 20 halberd 2kg
2 Level 20 shortswords 1kg
3 Level 20 longsword 3kg
1 Level 20 Steel tipped spear (shaft broken) 1,5kg
1 Level 20 battle-axe 2kg
200 armor piercing crossbow bolts 5kg
6 set of Griffonian Imperial Army heavy steel plate armor 180kg H
set of Griffonian Imperial Army heavy decorated steel plate armor 30kg H
7 Griffonian Imperial Army high quality gambeson 35kg H
5 Griffonian Imperial Army high quality mail armor 68kg H
2 Composite kevlar/ceramic power armor helmet. 8kg
Small amethyst (50gp)
1 holy water bottle. 1kg
Small Bag of containing: Pearl (100gp)l, jade (100gp), Amber (100g). 0,5kg
1 Bag of Gemstones: 2 Diamond (5000gp), 3 Black Pearl (500gp), 3 Quartz (50gp), Pearl (100gp) 0.5kg
Large flower pattern leather saddlebag 3kg
Level 20 Steel Dagger that applies poisoning, has bonus poison damage. 0,5 kg
Level 25 Steel Enchanted Longsword 2kg
Leather staining kit (7 colors) 2kg
Money (Onyx): 3050gp in inventory / 95.000 bits at home in chests (1 gp equals 191 bits)
Money (Sylf): 0gp / 10.000 bits in inventory (earning per month is 20.000 bits as officer Lt. in the Royal Guard, 600.000 bits in savings in the bank)


BOSSES

Material Plane field bosses and enemies

LvL 20 Young Abyssal Pale Spider
Magical beast
250HP

This large cave spiders rarely see light, they are adapted to live in the perpetual darkness of the caves, where they hunt any animals they can find, when they can't find prey they resort to eating their own young.

They hunt in packs and are extremely fast, they inject acid into their prey to dissolve them from the inside and then slurp the liquefied organs.

They are vulnerable to bright light and sunlight, they go blind temporarily if they stare into bright light and take time to recover.

This beasts are social animals and tend to think more than the average arachnid, using tactics more than just attacking mindlessly, they can adapt to changing situations, sometimes fleeing from dangerous opponents or calling for backup.

Vulnerabilities: Slashing (leg joints), bludgeoning, piercing (eyes), Fire.

Damage Immunities: Acid.

Damage resistances: Poison, cold, psychic.

Senses: enhanced hearing, perfect Darkvision, enhanced olfaction, enhanced vibration sensing.

Conditions: Starving.

Starving: this creatures will try to hunt prey that they normally wouldn't as they have no other option, they also are less likely to flee, and their attacks are less coordinated than they normally would be, as the lack of food affects their intelligence negatively. -2 INT

Perks

Perfect Darkvision: this creature's eyes can see in complete darkness as far as a regular creature can see on the surface, however if it were to look into bright light it would lose the ability to see far in darkness for a few hours.

Web Walking: can walk on cobwebs without getting stuck or slowed, and can climb on firm enough webs, allowing it to walk on walls or even ceilings if they are properly covered in its webs.

Inject Acid: when a creature is immobilized, it will use it's fangs to inject an extremely powerful digestive acid that dissolves living tissue, turning muscles, organs and blood into a soupy and thick fluid that the spider then drinks up, using it's specialized straw-like mouth, this attack can cause death if the target is not immune to acid.

Frightful presence: this being causes anyone who is weaker than it to become frightened and unable to move, unless they have enough wisdom to rationalize their fear, individuals who are of a higher level will be immune to this effect unless they already are afraid of spiders.

Swarm tactics: this spiders work as a team to restrain, immobilize and neutralize prey.

Spear legs: the legs of this spiders are reinforced and pointed enough to pierce most light armor, they can deal devastating piercing damage on unprotected targets.

STR DEX CON INT WIS CHA
20 30 16 10(-2) 10 8

LvL 20 Alpha Timberwolf
200HP

This large monster is a last desperate attempt by a timberwolf pack to defeat an enemy that they can't fight as a group, it's much stronger than a regular Timberwolf and much harder to destroy, but it lacks the ability to surround prey or use tactics, vulnerable to coordinated fights in groups.

Skills:
Crushing bite: it can crush a wooden log in its maw, and bones too.
Poisonous fangs: it severely poisons targets who are bitten.
Large Splinterclaws: getting clawed by this can leave nasty splinters inside your flesh, which are hard to remove and barbed.
Stomping dash: this creature weights half a ton, just by running you over it can crush you, beware of charges!

Weaknesses and resistances: Weakness to fire, resistance to bludgeoning damage, resistance to slashing damage, resistance to piercing damage, resistance to every other elemental damage.


LvL 450 Alicorn of the sun

Celestia

HP: 2370
MP: 2600
Stamina: 2380

Perks:
Solar Powered: recovers HP and MP when under direct sunlight, at a rate of 10 HP per minute.

Celestial control: has the ability to control the celestial bodies, mainly the sun, allowing it to call upon the light of the sun during a serious battle to empower herself.

Alicorn blood: has magically dense blood, INT x2 is added to its mana pool.

Alicorn regeneration: has the ability to heal from wounds much faster, as well as recover stamina as fast as an earth pony, this regeneration also applies to diseases, as it will recover quicker and even resist some diseases.

Alicorn body: CON is added to HP and stamina.

Alicorn horn: has a specially sturdy horn that is extremely difficult to break off, but it is still a weak point that may end concentration on spells if struck.

Epic Magic user: the user has access to the following tier 10 spells:

Plasma Strike: A beam of sun plasma 30 meters in diameter falls from the skies, hot enough to melt stone and metal in seconds, it can be moved around and lasts for a minute, requiring concentration. Requires the sun to be right above.

Horrifying Radiance: an area designated by the caster, with a maximum size of 100km2 is engulfed in extremely bright light, this light is extremely deadly, dealing radiant and heat damage to those who are directly exposed to it, the only way to escape it is to be in the shade, requires concentration, duration 3 hours. Requires the sun to be right above.

Spears of Sunlight: Summons a hundred large spears of condensed sunlight at once, raining them down from above, with concentration, the spears can be

Resistances and weaknesses: Resistant to Radiant Damage, Resistant to Fire damage, Resistant to Plasma damage, Weakness to cold damage, Weakness to necrotic damage.

New elemental affinity discovered
Plasma: it functions like fire damage, but ignores resistances to fire and immunities to fire become resistances to plasma. Plasma deals three times the damage of fire and can melt mundane metals and rock.

Skills: Persuasion, Intimidation, Deception, Arcana.

Stats: total is level x1.6
STR 100
DEX 100
CON 100
INT 160
WIS 120
CHA 140
Total 720


Begginer's Dungeon

LvL 18 Broodmother Darkling Spider Dungeon Boss 1
50HP

Skills: Perfect Dark Vision, Soundless Step, Webweaver, Poisonous bite, Multi attack on targets stuck on webs, Psychic screech, Berserker's fury (recovers full speed and attacks with deadly ferocity when it's hp drops below 5%)

Weaknesses and resistances: Weak to acid, weak to fire, weak to ice, resistant to psychic, immune to poison.


Adept Dungeon bosses

LvL 30 Undead Imperial Army commander
300 HP

Imperial Army Commander who's name is lost to time, this individual was a great warrior in life, but fell in a trap by an evil necromancer who using mind control, incited a war and caused a massacre, the fate of this individual is unknown.

Perks:

Combat Maneuvers: can use it's long reaching spear to trip, feint, push or parry an opponent's attacks.

Deadly counterattack: when struck at a certain range, it can parry and counterattack dealing a devastating stabbing attack.

Self preservation: it will do it's best to remain an able fighter, it will not attack mindlessly unless ordered to.

Flying charge: thanks to it's unusual flight strength, it can do charges while flying a few meters above the ground, but it can't fly freely or dodge very well when doing this charges, however they are very powerful so beware.

Weakness and resistances: weak to radiant damage, resistant to cold damage, resistant to slash damage, resistant to bludgeoning damage, resistant to piercing damage, resistant to fire damage, resistant to acid damage, resistant to thunder damage, immune to necrotic damage, immune to toxic damage.

Condition immunities: immune to being charmed, immune to being confused, immune to being slept, immune to fear effects.

STR 25 DEX 20 CON 28 INT 10 WIS 12 CHA 24


LvL 30 Unicorn Necromancer Post Mortem
250 HP
250 MP

This unicorn is a big mystery, and the cause of all the terrible things that happened to this village, the massacre included, he is highly dangerous and uses forbidden magic, along with mind magic, causing their targets to become enthralled or even to command them to do things they normally wouldn't.

Perks:

Unicorn Telekinesis: this unicorn has a highly trained telekinesis, enough to heavy creatures and hold them in the air while using other spells.

Twinned spells: expert at casting two spells at the same time to extremely deadly effect

Mind Control: has access to mind control spells, but can't control more than one strong opponent at a time, requires full concentration.

Necromancer: this pony's special talent can turn any dead creature into an undead minion, weaker creatures become simple zombies and stronger creatures retain more of their power and become true undead under the necromancer's control, yet their consciousness remains, trapped in their unwilling undead bodies.

Weaknesses and resistances: weakness to physical damage to the horn, no resistances.

STR 15 DEX 18 CON 20 INT 32 WIS 22 CHA 28


Monster manual

Level 10 Shadow
30 HP
Undead

Amorphous: it can move thought a space as narrow as 2cm wide without squeezing.

Shadow Stealth: it can hide in dimly lit or dark areas.

Undead nature: a shadow doesn't require air, food, drink, or sleep.

Sunlight weakness: while in sunlight, the shadow becomes weaker, both it's attack and it's defense as well as it's abilities become half as strong.

Strength Drain: it's attacks deal necrotic damage and drain the Strength of the target, each hit can drain from 1 to 4 STR and once the target reaches 0, they die.
A non evil creature killed by a Shadow will raise as a new Shadow from the corpse 3 days later.
From the darkness, the shadow reaches out to feed on living creatures' vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.
If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its "parent" to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed.

Damage Vulnerability: Radiant.

Damage Resistances: Acid, Cold, Fire, Lightning, Thunder, Physical attacks.

Damage immunities: Necrotic, Poison.

Condition Immunities: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained.

Senses: Darkvision 20m, passive perception.


LvL 20 Ghost
HP 100
Undead

Accumulation of suffering, anger and pain of those who died long ago.

Withering touch: the attacks of this creature deal cold and necrotic damage.

Horrifying visage: living creatures can become terrified upon looking at it, causing it to be unable to move.

Possession: it can take control of weaker living beings and becomes immune to any form of damage while is in control, the only way to get the ghost to leave is to kill, knock unconscious or use Turn Undead or Dispel Evil and Good on the creature being possessed.

Darkvision and passive perception.

Damage resistances: Acid, fire, lightning, thunder, bludgeoning, piercing or slashing from non magical attacks.

Weakness to radiant damage.

Immunities: Cold, necrotic, poison.

Condition Immunities: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained.

Senses: Darkvision 20m, Passive perception.


Lvl 25 Wraith
150 HP
Undead

Accumulation of negative energy that coalesced into a deadly specter that drains the life of the living.

Incorporeal movement: the wraith can move through other creatures, walls, floors, ceilings and objects at half it's regular speed, but it takes force damage if it stays too long inside a solid object. It can not move through magical barriers.

Sunlight Sensitivity: while in sunlight, the wraith is half as strong in its attack and defense, it also becomes blinded.

Life drain: its melee attacks with necrotic infused claws are life draining, if the target's constitution is not high enough, each attack drains the maximum health points by as much as the damage the attack causes. The reduction effect lasts until the target gets a full night's sleep. The target dies if the draining effect reduces it's health points to 0.

Create Wraith: the Wraith targets a recently killed creature that has died no longer than a minute ago, and transforms it's soul into another of its kind. The only way to free the soul is to kill the newly risen Wraith.

Damage resistances: Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing and Slash from non magical attacks.

Damage immunities: Necrotic, Poison.

Condition immunities:Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained.

Senses: Darkvision 20m, Passive perception.


All Characters In each chapter and their descriptions, as well as a short summary of each chapter (sometimes)
I decided to add a list of characters and a small description of each chapter, this is mostly for my own sake, so I can keep track of the characters and what happened roughly on each chapter, so that I don't repeat myself and make mistakes as often, all of this is not necessary to read at all

Prologue - Story takes place 28 years until Nightmare Moon’s Return. Male human gets short and dies on earth on a drive by shooting of mistaken identity.

Chapter 1 - Overseer of Fate: unknown voice with vast powers offers that human a second chance in Equestria in a vague but tempting offer. He of course, accepts.

Chapter 2 - Onyx: Silver dragon/ equestrian dragon hybrid is born from an egg far in the north, on the edge of the frozen north wastes and the tundra.
Jade: the green magical artificial intelligence that helps guide Onyx and gives him status updates and real time information by using a mental heads up display. Commonly referred to as System most of the time.

Chapter 3 - Juvenile Caribou (LvL 12): on the frozen north, creature similar to a pony but living a nomadic tribal lifestyle found by Onyx as the first living being he has seen since he was reborn.
Large and small fish caught as food by the little dragon.
Black Wolf (LvL 15) Sylf’s first appearance, she is a large female black wolf, a species who lives in the tundra and ice near and at the frozen north. Omnivore and lives in tribes or clans, resistant to cold and has a keen sense of smell. She adopts Onyx as her own puppy, or foal.

Chapter 4 - More fish who are hunted by Sylf to feed both herself and her new little one.

Chapter 5 - Princess Celestia offers a reward for those who go on expeditions to explore the far corners of Equestria and outside.
Royal Guard officers.
Royal Guard captain Steel Shield.
Meanwhile Onyx and Sylf go into their first dungeon, filled with negative energy monstrosities, in this case they are called Darkling Spiders, and they come in a few sizes.

Chapter 6 - Onyx and Sylf fight and defeat more Darkling Spiders and the Broodmother Darkling Spider. (LvL 18 First Boss)

Chapter 7 - The expedition is formed by Stormchaser: young male pegasus, scout of the expedition, keeps himself in good physical shape.
Soft Hoof: young unicorn mare, animal biologist, well traveled and expert in both magical and non magical creatures, including dragons.
Azure Spark: unicorn guardmare, captain of the expeditionary team, specialized in stun magic, restraining magic and other survival spells.
They find the wolf and dragon duo and bring them to Canterlot.

Chapter 8 Random Grizzly Bear, Arriving at Canterlot.

Chapter 9 Chancellor Decisive Note: Head of the Biological Studies University of Canterlot.
Banana Cream: yellow earth pony stallion with a herd of five mares. Biology student at the Biological Studies University, he tries to interview and learn more about Sylf and Onyx but they deny his request.
Flash Beam: unicorn guardmare that takes Sylf and Onyx to a summons by Princess Celestia.

Chapter 10 Sylf, Onyx and Celestia have a talk at the castle, where Celestia gives Sylf a special magical collar that allows her to actually speak.

Chapter 11 Sylf and Onyx get a house in exchange for Sylf's serving in the Royal Guard as Celestia sees potential within her and Onyx.

Chapter 12 Gold Leaf: young green unicorn mare with orange eyes. Works at Gold and Wealth Exchange, where bits and gold and other precious metals and materials are exchanged, her cutie mark is a gold leaf, she can use scanning spells to detect the composition of metal and check for fake gold or other metals. Sylf and Onyx go to the GWE to exchange their gold pieces obtained in the dungeon for equestrian bits.
Sharp Stone: brown coated, black maned, old earth pony stallion, father of Gold Leaf, expert on precious stones. Trades a gem from Onyx for bits.

Chapter 13 Bright Step, unicorn mare, works as a delivery mare for GW, wears fancy clothing.
Another unicorn that also works for GW, also dresses fancy.
Butter Scotch: earth pony, elderly, Sharp Stone’s wife and headmare of their herd.
Green Apple: earth pony mare green in color with a white mane, young, in around her twenties. Onyx’s kindergarten teacher at the Sunny Preschool and Kindergarten.
Shining Armor’s first appearance, Onyx’s first pony friend from Sunny Preschool and Kindergarten.
Night Light, Twilight Velvet are Shining Armor’s parents.

Chapter 14 Summer Sprout: grass green earth pony colt with two toned green and sky blue mane. Shy and introverted but sweet and caring to his friends.
Ruby Ray: unicorn filly with red mane and coat. Extroverted and playful, loves to play pranks and listen and tell harmless jokes.
Calm Breeze: pegasus filly with pastel pink coat, curly light blue mane and a calm yet extroverted personality, best friends with Aquamarine.
Aquamarine: earth pony filly with bright blue coat and light blue, almost cristalline mane.
Silver Shield: earth pony colt with a gray coat and a white mane, close friends with Sweet Orange.
Sweet Orange: earth pony filly with a light orange coat and two toned red and bright orange mane.
All of this foals become friends with Onyx at Preschool.
Lt. Striker: middle aged earth pony guardmare completely covered in training padded armor. Sylf’s teacher in swordplay when she joins the Royal Guard.

Chapter 15 All of Onyx’s friends mentioned previously and their families, including parents and brothers/sisters go to Manehattan on vacation together, mostly sit by the beach and have a good bonding time.
Bellhop at the hotel, receptionist, ponies renting out chairs and umbrellas at the beach in Manehattan.

Chapter 16 Overseer of Fate leaves a message for Onyx, 20 years until Nightmare Moon’s Return. Onyx is 8 years old (bday in late February 20). Sylf is 27(November). Sylf gets promoted to First Lt.

Chapter 17 Bright Macintosh and his wife Pear Butter.
Granny Smith and Big Macintosh who is one year older than Onyx.
Applejack who is 3 months old.
Timberwolf pack (30) encounter. All eliminated by combined effort from Onyx and Sylf.
Kari the female Manticore and her cub Wishpaw, who is male.
All of them become first acquaintances to Onyx and Sylf.

Chapter 18 Alpha Timberwolf encounter (1) eliminated. Onyx convinces the Apple family to adopt Kari’s cub temporarily as a return of the favor he did by hunting the timberwolves invading their farm and stalking them while they worked.

Chapter 19 Second Dungeon (Adept) Starts, the first enemies spotted are Undead griffon conscripts.
A ghost made out of pony emotions who remained sane talks to them in one of the houses.

Chapter 20 They fight against undead griffon officers from the Imperial Army from ancient Griffon Empire.

Chapter 21 Undead Griffon Empire air force squadron carrying heavy crossbows with armor piercing bolts ambush Onyx, Sylf and Kari, then are dealt with by the three of them. Hostile negative energy ghosts attack and are defeated by holy water.

Chapter 22 Onyx, Sylf and Kari fight and kill their way into the castle, the most prominent feature of the dungeon, where they find and slay an Undead Imperial Army Commander, Undead Unicorn Duchess sent by the Crown a long time ago to keep a distant village under control and the Unicorn Necromancer (LvL 30) whose name is Post Mortem, the second dungeon boss, the one behind the real tragedy and massacre performed on this village so long ago.

Chapter 23 Sylf and Onyx go home and rest.

Chapter 24 Apple family adopts, Kari the manticore and her cub, both of them become their unofficial pet and new addition to the family.

Chapter 24 Coconut Cream, young unicorn stallion with a light brown coat and a two tone white mane with a chocolate brown line meets Sylf, who is in heat at the time and they end up getting together after she asks him for some, he accepts and they go up to his house in the same building on the second floor for some steamy fun.

Chapter 25 Private Cloud Striker, pegasus guardmare working night shift escorts Onyx to his home late at night after he had teleported away to the second dungeon to escape the telepathic link between himself and Sylf, overwhelmed by the emotions shared by it, Sylf did not know this, Onyx learned his lesson and later on, disabled the emotional aspect of his telepathic connection so things like this would not happen again. Sylf and Coconut end up becoming a couple, forming a herd together.

Chapter 26 Onyx absorbs the consciousness and memories of Post Mortem, destroying them in the process, most of the memories are lost except the ones related to magical knowledge, this also frees the soul of the individual, causing it to reincarnate as a blank slate in another place.
Princess Celestia bullies Onyx because she fears what he may be like when he turns into a teenager. She is worried he may create pony/dragon hybrids and that is why she is doing this, because Kirin are forbidden to live in Equestria due to their transformation when experiencing strong emotions.

Chapter 27 Cadence joins school and friends all welcome her into Onyx’s friend group.

Chapter 28 Twilight Velvet and Night Light come to drop off Shining Armor, and Zinnia Amore, a red unicorn mare comes to drop off Cadence for the same reason, she claims to be Cadence’s aunt.
Shining Armor gets his cutie mark by saving Cadence from getting hit by a ball thrown at high speed.

Chapter 29 Onyx gets access to an Item shop to buy unique objects, Hearth Warming gifts are exchanged.

Chapter 30 six months pass, Onyx is 9 years old.He travels to the South Pole using a Plane Shift spell and specific coordinates.

Chapter 31 Exploration of the south pole base, Onyx stalks around and comes across three humans watching a movie, Mark and James and an unknown girl.
A group of other humans (Hector Matheu, Daniel, Jessica Meyer, Mr. Smithfield and Mr. Agawa) finds Onyx and prod him to see if he is a toy or a robot of some kind, but come to the conclusion at first that he is some sort of undiscovered species at first.

Chapter 32 Samuel, the base’s doctor, gives Onyx a medical exam and collects data.
Humans are playing DnD in the game room to pass the time.
George is the dungeon master: a white guy with blonde hair, a short stubble and thick glasses.
VIktor: latino guy with a martial art band on his head, he works out a lot. He was playing monk. He works as a radio operator.
Jack: white guy with black hair and a short beard, wearing normal clothes. Was playing a fighter.
Q&A session with the entire overwinter crew from the station at the cafeteria.

Chapter 33 Cpt. Neumann at Washington DC and Javier Conti, Analysis department head hold a conversation about an anomaly on the south pole detected via satellite, they conclude that the best course of action is to send a specialized team.
The mission changes when the higher ups find out there’s an alien in the south pole base, and they decide to send a highly specialized capture team.

Chapter 34 Major Bradford, Task Force 4 leader.
Task Force 4 consisted of 20 spec ops wearing powered exoskeleton composite kevlar armor, 10 support and technician crew and a Xenobiologist scientist.
There is a struggle and Onyx is finally shot with a tranquilizer dart in the tongue and pinned down until it takes hold, then placed inside a cage for transportation, while being supplied with a constant dose of tranquilizer to keep him sedated, unknowingly allowing him to adapt to sedatives.

Chapter 35 Onyx is placed into a containment cell and starts to look around, trying to find a way to escape.
He escapes after a failed vivisection thwarted by his magic and takes a hostage to escape.
He Polymorphs into a mouse and then turns into a gaseous form to fly away without being detected, finally escaping the military base in the corner between Arizona and California, near Death Valley. Once outside the base he sets up camp without lighting a fire and rests his mind from the intense spell use and has some food and proper sleep.

Chapter 36 Onyx encounters a jaguar in the natural reserve he made camp at, and feeds it some eggs before packing his tent and going back on the trek, heading northwest, evading helicopter and drone patrols by using polymorph once again, trying his best to not be out in the open for too long.

Chapter 37 Last day of Onyx on earth, long hours of traveling by plane and teleporting the rest of the way back to the south pole.

Chapter 38 Onyx uses the Plane Shift spell to travel back, and while the spell is in progress, he uses a globe of invulnerability to protect himself from the final ditch effort to capture or kill him by the military forces after him.

Chapter 39 Twilight sparkle is born. Onyx plants the seeds he got, then goes back to school and meets with his friends, friendly wrestling with Shining Armor.
Onyx goes to the Canterlot Market to buy some stuff, buys homemade plates and pots from Kaolin Clay, an old earth pony mare for 50 bits.
Onyx smells a vendor selling gems and crystals, approaches and meets a large diamond dog alpha named Koen, he buys 3 lightning crystal chunks, 2 poison crystal chunks, 1 acid crystal chunk, 1 necrotic crystal chunk, all of them unrefined, he ends up spending 28k bits on them.

Chapter 40 Onyx fights two muggers on lower Canterlot: Sharp Blade, an earth pony stallion, and Wind Shear, both are partners, possibly married or at least in a relationship. He tries to fight them in melee, but ends up losing when he tries to fight unarmed, then he uses magic to subdue them and delivers them to the guard. Onyx goes to the hospital to get treated for a punch he got to the eye that made his face swell up and a wound on the inside of his maw from his own fang. He gets seen by doctor Minty. A file on him is created and an incident report. Onyx gets a bag of pastries and devours them.

Chapter 41 Coconut meets Kari the Manticore and the apple family. Sylf and Coconut get married in Sweet Apple acres.

Chapter 42 August Year 981 Sylf and Coconut’s foals are born, they are twin brother and sister.
The male wolf pony with wings is named Lightning Strike and the female wolf pony with a horn was named Wander Glow, they are very adorable, both wolf pony hybrids.

Chapter 43 Onyx discovers the dangers of cutting elemental crystal unprotected. He discovers that cutting crystal requires full protective equipment and a lot of water to dilute the effects. Coconut decides to help ponies by healing them, and prays to his goddess when he realizes he can't do much without a miracle, he offers himself and the goddess Faust listens to him, granting him an audience in the fields of Elysium, her own realm and afterlife for ponies who worship her and live in harmony. She offers him this power with three conditions: do not reveal he got this power from her, not to give Princess Celestia credit, and to help Onyx fight in the dream realm against the negative energy beings that threaten to overwhelm the dream world and spill into real space.
Faust offers Coconut a hug, and by accepting, he gets to see his parents, meeting his mother for the first time, and seeing his father again. His father’s name is Caramel Cream, a unicorn and his mother is Snowy Heart, a pegasus mare with a white coat, pink mane and beautiful white wings, her scent like a crisp morning air at the end of winter.
This unexpected meeting makes him set on helping ponies and other races, healing them and helping as many as he can, usually going along with Onyx’s ideas for helping others since he seems to know what to do to keep helping and remaining anonymous.

Chapter 44 Director of Canterlot Central Hospital is confused by patients in the hospital being randomly healthy, not needing the ICU anymore, causing losses of money, this happens several times until he decides to investigate and reinforce security. Canterlot Dove newspaper makes a main article about the mysterious healer pony, identified as a young stallion.
Princess Celestia states her intent to want to meet the mysterious healer pony and offer him to work for her, increasing her influence and power over other nations and her own ponies; she sets her intelligence agencies to work on finding out who is behind this miracle.
Onyx and Coconut train a bit with shortswords, Onyx gets the stuffing beaten out of him by his mother and because he declined to wear armor, he gets a bit hurt but she goes easy on him, still he feels quite humiliated. Coconut and Onyx both learn to fight with shortswords, gaining proficiency with them at novice llevel, with Onyx being superior in every way thanks to his natural high strength and having more practice.

Chapter 45 September 10 year 981 Onyx and Coconut go back into the second dungeon and fight a lot of Shadows, Onyx encourages his father to keep going, to not give up and keep fighting, his words give Coconut courage to continue.
Both of them are attacked by Poltergeists, they defeat them and then they share a meal.

Chapter 46 Sylf plays hide and seek with her foals, while Onyx and Coconut fight for their lives against ghosts and wraiths.
They are successful but they realize that they need to fight 60 of them, and find an alternative way of putting the shadow of the spirits to rest, performing burial rites instead, which they go back and get shovels for, Onyx is the only one with a strong enough stomach to carry and bury the over a hundred decapitated ponies, and Coconut makes a prayer for the fallen, this pleases the real spirits, that see their reflections on the dream realm thanks to the guidance of the goddess Faust, and they offer their thanks in a wave of holy energy that permanently purifies the entire self contained dungeon, a portion of the dream world, now fully free from monsters and where nightmares are unable to access. A safe haven. Onyx, Sylf and Kari reach level 34, while Coconut reaches level 31, making him exponentially stronger than he was just a few months ago.

Chapter 47 Onyx and his friends have a sleepover where they play card games and tell horror stories, Onyx has developed a newfound fear of ghosts from his previous experiences fighting them.

Chapter 48 Year 982 Onyx’s 10 birthday is celebrated in Ponyville the 20’th of February, at the Apple family farm, they are close friends to his family so he chose there.
They hired a small orchestra group from Canterlot, whose leader is Soothing Song.
Onyx and friends share good times together, as this will be their last year in preschool together.

Chapter 49 A year passes, its July 16 Year 983 Onyx is now 11, on a boat towards Griffon Empire territory, Celestia has improved relationships between her nation and said Empire, making transit slightly easier, however the railway bridge between the two nations is still under construction. Shining Armor and Silver Shield, both have decided to join the Officers Academy to become Royal Guards. Onyx joins Celestia’s Magic School, or Celestia’s School for Gifted Unicorns, the name was changed however, a few years ago so it was no longer CSGU.
The family goes on a trip specifically to Griffonstone, the most ancient city of the griffons, they take a caravel from the Blue Sail Company, a subsidiary of both the Empire and Equestria that serves as the main method of transport of goods and creatures between the two nations, whose captain is Warble, a middle aged griffon wearing a fancy captain uniform, he has bright yellow feathers with gray bluish wings, his feline half is also yellow with leopard pattern and black rosettes.
Griffon Empire is at war with the Isles and Trottingham who are forming an alliance.
The Empire exports tobacco and other farmed products to many nations, all except Equestria where tobacco is outlawed.
Onyx jumps in the water and gets spooked of the darkness and feeling of being floating in nothingness reminds him of being dead, so he panicks and swims up and out right quick. That night a Nightmare parasite tries to take advantage of that fear and his nightmare, and is stopped by Jade (The System) using the Apha-01 countermeasure, a psionic energy pulse that puts tremendous strain on Onyx’s brain, causing mild bleeding, his body thankfully is able to recover by sleeping the rest of the night.

Chapter 50 The happy couple are implied to have sex in their cabin during the night, using a silence spell to be sneaky and cleaning after themselves, however Onyx can tell right away by their scent what they did.
The Ship is boarded by Griffon Isles armed forces demanding to do an inspection looking for contraband, but Sylf drives them off using intimidation and a little bit of violence.
Onyx is forced to show off his magic by Sylf, just so she can deflect the attention away from herself.
Onyx helps Coconut give himself a bath in the freezing cold waters because he almost becomes paralyzed by the cold when he drops down.
A friendly beluga whale comes across them and seems worried about their safety, it's pretty nice and ends up making friends with Sylf most of all.
Onyx gains the ability to transform into an animal without needing a spell, but unlike polymorph, if he does die while in the animal form, he simply dies, not returning to his original form.

Chapter 51

Chapter 52

Chapter 53

Chapter 54

Chapter 55

Chapter 56

Chapter 57

Chapter 58

Chapter 59

Chapter 60

Chapter 61

Chapter 62

Chapter 63

Chapter 64

Chapter 65

Chapter 66

Chapter 67

Chapter 68

Chapter 69

Chapter 70

Chapter 71

Chapter 72

Chapter 73

Chapter 74

Chapter 75

Chapter 76