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Page 1

My Little Pony: Roleplaying is Magic

Tall Tail

Artsy Heartsy

Emerald Dusk

Serious Business
Kindle Bright

Blue Bolt
Silver Lining

James Weimer
Samuel Hanson
Daniel Oakley
Caytlin Vilbrandt
Michael Simpson
Casey Hayes
Dominik Makowski
Shannon McMurtry
Alan Baker

Season Three Edition

Page 2

My Little Pony: Roleplaying is Magic, Season Three Edition
Copyright © 2013 Roan Arts LLC

All rights reserved

Legal Disclaimer
My Little Pony: Roleplaying is Magic, Season Three Edition is a derivative work of art; My Little Pony,
My Little Pony: Friendship is Magic, and all established content and characters therein are the prop-
erty of Lauren Faust, Hasbro Inc., and DHX Media. No copyright infringement, explicit or implied, is
intended. My Little Pony: Roleplaying is Magic, Season Three Edition is presented for public use and
enjoyment on a not-for-profit basis and may not be used for profit without the express consent of Roan
Arts LLC and the above-named parties.

Production Credits
James Weimer
Project Lead, Lead Designer, Author

Samuel Hanson
Concept Development, Design Assistance

Daniel Oakley
Layout Artist, Web Designer, Technical Lead

Caytlin Vilbrandt
Art Direction Lead, Lead Illustrator

Shannon McMurtry
Community Manager, Illustrator

Michael Simpson
Illustrator, Graphic Design Assistance

Casey Hayes
Lead Content Creator

Dominik Makowski
Content Creator

Vector Artist

Alan Baker
Editor, Graphic Design Assistance

S3E OC Stable

Special Thanks: Matt Stimac
Character Sheet Design Assistance

Lavender, Goggles, Excelsior, Asana, Winter Solstice, Kludge, Plot Twist, Mbaya Ndoto, Sky Sparkler,
Stormdancer, Nocturne, Stormsailor, Rising Chaos, Sodium Fizz, Scarlet O’Mare, Skyflower, Magpie,
Rumble Riot, Windrose, Snowfield, Mwai, Muzaji, Sadaka, Jacquelin, Gustaff, Rocket, Shiroyuki Hana-
ko, Jellybean, Dream Daze, Lily Heart, Starchild, Crescent, Whistletop, Sugar Dart, Fire Bright, Hemlock,
Mad Mare, Dragonheart, Bosstone, Ginger Spice, Pumpkin, Aliella, Zypher, Spindrift, Queen Pegasus,
Ruby Blossom, Toybox, Dream Daze, Swift Wind, Baron Von Cirrus, Chaco, Typhoon Wave, Emerald Isle,
Gravity, Willow Grove, Hoarfrost, Carronade, Maple Walnut, Barnstormer, Rookwood, Spearmint, Gam-
ble, The Contact, Snapdragon, Thistle Fair, Samantha, Siyana, Tale Chaser, Whirligig, Quintessent Rune

Playtesting Credits
Alan Baker
Elena Brutti
Christopher Cifani
Cody Cushenberry
Kyle “Smiley Nimbus” DeTar
Eugene Robert Elzinga IV
Erin Honour
Jeffrey Ly
Anders Mejstrick

Scott Muir
Emmett “Blue Print” Raymond
Felix Shepherd
Hannah Shepherd
Daniel Simpson
Matt Stimac
Dennis Venner
Brad Ward
Kestrel Ward

Questions? Comments? Suggestions?
Contact Tall Tail at: [email protected]

DeviantArt Artist Credit:
Pony-Berserker, ZuTheSkunk,
Tajarnia, Flizzick, orangel8989,

DDHyuugaman, Dipi11,
Shelmo69, Stabzor, Proenix,

Skeptic-Mousey, turtlelover73,
3luk, JoeMasterPencil

Want More Roleplaying is Magic?
Visit MLP:RiM online at:

Page 87


Magic in Equestria is a powerful and
personal force; those who can wield it are
a breed apart from others, and a charac-
ter who truly understands the intrica-
cies of magic and spellcasting is a rare
individual indeed. Mechanically, cast-
ing a Spell is a simple process, though it
draws upon a character’s inner strength
and stamina and can drain them of their
precious Fortitude and Willpower. This
section will cover how to cast a Spell for
those characters with the ability to do so.

To cast a Spell, you must first be able
to pay its cost, split however you choose
between Fortitude and Willpower. The
cost of a Spell is determined by its Spell
Level. Later in this chapter it will be ex-
plained how to determine the Spell Level
of a Spell when you are creating one, but
for the purposes of casting a Spell, what
is important to know is that the cost of a
Spell is equal to its Spell Level and that a
character must be able to pay the Spell’s
cost with any combination of their Forti-
tude and Willpower points in order to try
casting it. Whether or not the character
succeeds in casting the Spell is irrelevant
to paying its cost; the Spell’s cost must be

paid in order to even make the attempt in
the first place. If paying the cost of a Spell
would reduce a character to exactly zero
Fortitude or Willpower (or both), they
are Sidelined as normal immediately fol-
lowing their attempt to cast it; however,
if paying the cost of a Spell would reduce
them to less than zero Fortitude and/or
Willpower, they are unable to cast the
Spell in the first place, lacking the inner
stamina and focus to try harnessing the
magical energies at all.

Once the cost of the Spell has been
paid, a character must make a Skill
Check with the Spellcasting Skill to de-
termine if the spell succeeded in the pur-
pose the character intended it to accom-
plish. Spells are always cast for a specific
purpose; for example, it is not enough to
say that a character casts a wall of fire--
you should instead say that they cast the
wall of fire attempting to frighten away a
pack of Timber Wolves. The purpose of
the Spell is a necessary part of casting it,
as it lets the GM determine what the dif-
ficulty target is for the Spellcasting Skill
Check to succeed, as well as what effects
an unsuccessful Skill Check may have.


To cast a Spell, first pay its cost as an
amount of Fortitude and/or Will-
power (in whatever combination you
choose) equal to its Spell Level. Then
make a Spellcasting Skill Check to see
if you can make the Spell accomplish
the purpose you intend it to carry out.

Cost Of A Spell

Spellcasting Check

Why have both a cost to attempt cast-
ing and a Skill Check to see if casting
succeeds? Any
Spell creation
system is, by
definition, flex-
ible, and so, to
keep this high
degree of
in check,
S3E Spells
both have
a cost and
require a Skill Check
to keep the system from being abused.

Page 88


The ability to create Spells is what
makes magic such a versatile asset; char-
acters who can harness magic are often
able to do so not just by learning Spells,
but by creating their own and thus tailor-
ing their use of magic to their personal
strengths, preferences, and the situation
at hand. Creating Spells, however, can be
a complex process for players who are
new to it; for this reason, there is an ar-
chive of pre-created, ready-to-use Spells
from the original cartoon included at the
end of this chapter. For players who want
to dig right into Spell creation, read on.


To create a Spell, it needs six Magi-
cal Aspects: Target, Range, Duration,
Function, Effect(s), and Subject(s).
Each of these contributes to the Spell
Level, and thus, the cost to cast the Spell.

Creating a Spell should be done with
your GM; they can help you to create it
efficiently and effectively, and you can
help them understand what the Spell
is supposed to do at the same time.

Every Spell requires a few components
to be created; the first of these is the list
of the Magical Aspects which are involved
in the Spell. There are six Magical Aspects
every Spell needs: Target, Range, Dura-
tion, Function, Effect(s), and Subject(s).
Each Magical Aspect is chosen from a list,
as follows.

Range determines the connection be-
tween the caster and the most inaccessible
target. A Spell’s Range may be any one of
the following:

Contact means that the target is the
caster themselves or is in direct physical
contact with the caster.

Seen means that the target can be easily
seen by the caster at the time the Spell is
cast (line of sight).

Known means that the target is known
well by the caster; it may be a friend, a fa-
miliar object, etc.

Unknown means that the target isn’t
necessarily Familiar to the caster but still
may be targeted by the Spell.

Magical Aspects

Target determines what the Spell is try-
ing to affect. A Spell’s Target may be any
one of the following:

Individual means a single target; one
person, one boulder, one sheet of paper,

Group means more than a single in-
dividual target; a group of people, all the
apples on an apple tree, etc.

Area means everything in an area, not
necessarily specifically targeted; everyone
who is in a house, or enters it, etc.

Mass means everything reasonably
able to be visualized; all Pegasi, every
adult, the entire sky, etc.



Page 175

Once upon a time, in the magical land of Equestria...

With the Season Three Edition, My Little Pony: Roleplaying is Magic has returned with
greatly expanded content, new and improved character options, and a more cohesive,
streamlined design to appeal to Bronies of all ages. Whether you’re a veteran gamer
seeking an innovative and fulfilling experience, or a relative newcomer to roleplaying,
you’ll find a unique game within these pages; one crafted with care to stay true to the
beloved source material, while dedicated to allowing enough freedom that the stories
being told, the challenges being faced, and the lessons being learned, are your own.

So saddle up, round up your very best friends, and prepare to set off on an
adventure to discover the magic of friendship!

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