Magic & Spellcasting

Casting Spells
Magic in Equestria is a powerful and personal force; those who can wield it are a breed apart from others, and a character who truly understands the intricacies of magic and spellcasting is a rare individual indeed. Mechanically, casting 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.
Cost of a Spell
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 explained 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 Fortitude 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 following 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.
Spellcasting Check
Once the cost of the Spell has been paid, a character must make a Skill Check with the Spellcasting Skill to determine if the spell succeeded in the purpose the character intended it to accomplish. 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 difficulty target is for the Spellcasting Skill Check to succeed, as well as what effects an unsuccessful Skill Check may have.
Creating Spells
The ability to create Spells is what makes magic such a versatile asset; characters who can harness magic are often able to do so not just by learning Spells, but by creating their own and thus tailoring 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 archive 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.
Magical Aspects
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, Duration, Function, Effect(s), and Subject(s). Each Magical Aspect is chosen from a list, as follows:
Target
Target determines what the Spell is trying 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, etc.
Group means more than a single individual 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.
Range
Range determines the connection between 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 familiar object, etc.
Unknown means that the target isn’t necessarily Familiar to the caster but still may be targeted by the Spell.
Duration
Duration determines how long the Spell’s effects are meant to last. A Spell's Duration may be any one of the following:
Immediate means that the Spell is instantly resolved and completed, such as a flash of light or teleportation.
Sustained means that the Spell lasts as long as the caster focuses on it, such as a shield bubble or an illusion.
Temporary means that the Spell lasts for a short time without needing to be focused on, such as temporary wings.
Persistent means that the Spell lasts for a long time without needing to be focused on, such as sealing a chest.
Function
Function determines the scope and implications of the Spell. A Spell's Function may be any one of the following:
Standard is where most Spells fall; as long as a Spell is not meant to be especially powerful or unique, it is Standard.
Chain means that the Spell represents a succession of Spells being cast, such as using multiple spells to build a mansion.
Genesis means that the Spell is attempting to imbue something with self-direction, such as making a chair ‘come to life.’
Wonder means that the Spell is doing something incredible, such as lifting a castle or turning Discord to stone. Spells with the Wonder Function may require some extra component, impose some special effect or cost, or have some additional condition to fill in order to be successfully cast, at the GM's discretion.
Effect(s)
Effect(s) determine the basic effect of the Spell. A Spell's Effect(s) may be any one or more of the following:
Animate governs physical manipulation of something, whether through concentration or by self-manipulation.
Combine allows for the merging, or fusion, of multiple elements into a whole, or a functional hybrid.
Deceive obscures or hides things from detection, or gives things false characteristics.
Diminish makes something a ‘less perfect’ version of itself, damages it, or even eliminates it entirely.
Forge creates something from nothing, or improves something, making it a ‘more perfect’ version of itself.
Modify gives something a property or ability it does not normally have according to its function or normal capabilities.
Reveal reveals hidden things and imparts knowledge about things.
Separate splits things into their component parts to various degrees of specificity.
Subject(s)
Subject(s) determine the basic area of composition the Spell is affecting. A Spell's Subject(s) may be any one or more of the following:
Air encompasses atmosphere, gases, smoke, and other gaseous materials.
Animal encompasses lower animals such as cats, dogs, and birds—animals which cannot speak.
Body encompasses the physical bodies (but not the minds) of higher creatures with the ability to speak.
Construct encompasses manufactured objects, some with multiple interacting component parts.
Earth encompasses stone, dirt, sand, metal, gemstones, and other non-living solid material found underground.
Energy encompasses pure non-magical energy and energy-like effects, such as electricity, magnetism, and radiation.
Force encompasses solid barriers of magical energy, like impassable shields and force fields.
Heat encompasses thermal matters such as warmth and coldness, as well as fire, melting, and freezing.
Light encompasses pure light, but not elements which naturally give off light, such as fire.
Magic encompasses pure magical power and the mystical energies which make up spell effects.
Mind encompasses the minds of higher creatures with the ability to speak.
Plant encompasses natural plants and flora, as well as plant creatures.
Shadow encompasses tangible shadow-stuff, physical darkness, and gloom made manifest.
Sound encompasses noise and perceived sound, including music, voices, and other tones.
Space encompasses vectors and spatial dimensions; it deals with areas of material reality such as gravity.
Time encompasses the temporal dimension of reality and the persistence or passage of time.
Water encompasses all fluids and physical liquids, not only water itself.
Weather encompasses natural weather effects, including clouds, lightning, wind, rain, snow, thunder, and hail.
Spell Level
Next, calculate the Spell Level of the Spell you are creating. The Spell Level is determined from the Magical Aspects you selected to construct the Spell, according to the following table:
Target | Range | Duration |
Individual (Spell Level +1) Group (Spell Level +2) Area (Spell Level +4) Mass (Spell Level +4) [x2]* | Contact (Spell Level +1) Seen (Spell Level +2) Known (Spell Level +4) Unknown (Spell Level +4) [x2]* | Immediate (Spell Level +1) Sustained (Spell Level +2) Temporary (Spell Level +4) Persistent (Spell Level +4) [x2]* |
Function | Effect(s) | Subject(s) |
Standard (Spell Level +1) Chain (Spell Level +2) Genesis (Spell Level +4) Wonder (Spell Level +4) [x2]* * Magical Aspects with [x2] as part of their Spell Level modifier double the after-addition Spell Level. Each [x2] doubles the total Spell Level individually; three [x2]’s is not the same as x6—each one doubles the Spell Level in sequence. For example, a Spell with three [x2]’s and an after-addition Spell Level of 15 would first be doubled to 30, then doubled again to 60, then doubled one final time to 120. | Animate (Spell Level +1) Combine (Spell Level +1) Deceive (Spell Level +1) Diminish (Spell Level +1) Forge (Spell Level +1) Modify (Spell Level +1) Reveal (Spell Level +1) Separate (Spell Level +1) | Air (Spell Level +1) Animal (Spell Level +1) Body (Spell Level +1) Construct (Spell Level +1) Earth (Spell Level +1) Energy (Spell Level +1) Force (Spell Level +1) Heat (Spell Level +1) Light (Spell Level +1) Magic (Spell Level +1) Mind (Spell Level +1) Plant (Spell Level +1) Shadow (Spell Level +1) Sound (Spell Level +1) Space (Spell Level +1) Time (Spell Level +1) Water (Spell Level +1) Weather (Spell Level +1) |
Spell Description
Finally, the Spell needs a description of what it does, any limitations it has, details on how it carries out its effects, and/or any other information which is important to the Spell for the purposes of gameplay.
The Canterlot Archives
The rest of this chapter contains over a hundred pre-created Spells based on the Spells seen in the original cartoon. These Spells are ready to use for any spellcasting character, as if they had created them themselves.
Season One Spells
The following 34 Spells are from the first season of the original Friendship is Magic cartoon.
Spell Name | Spell Level |
Bad Hair Day | 11 |
Cloudwalker | 13 |
Dress-Up | 7 |
Emergency Teleport | 10 |
Fireworks Picture Show | 12 |
Flashy Teleport | 13 |
Gem Seeker | 11 |
Improvised Dress-Up | 11 |
Instant Manliness | 10 |
Light | 7 |
Light Form | 11 |
Lip Zip | 10 |
Magic Surge | 7 |
Magical Holding | 10 |
Magical Melody | 12 |
Mend Hair | 6 |
Mend Wood | 7 |
Mouse Mount | 12 |
Mist Form | 11 |
No Food For You | 28 |
Ropecharmer | 11 |
Small Area Teleport | 9 |
Spread Your Wings | 26 |
Summon Door | 8 |
Summon Storm Cloud | 9 |
Throwback | 10 |
Thunderbolt | 8 |
Topiary | 11 |
Transmute Suit | 12 |
Up The Sleeve | 9 |
Vegetable Carriage | 12 |
Warp Flame, Lesser | 12 |
You, Robot | 13 |
Bad Hair Day
Target: Individual
Range: Seen
Duration: Temporary
Function: Standard
Effect: Deceive
Subject: Body, Plant
Spell Level: 11
Description: A mean Spell used to humiliate others, especially those who care for fashion. When cast, it turns the target’s mane or tail into what looks like strands of dark, greenish, wet seaweed. It is only an illusion, however, and does not truly damage the hair in a physical way.
Cloudwalker
Target: Individual
Range: Seen
Duration: Temporary
Function: Standard
Effect: Change, Forge
Subject: Body, Magic, Weather
Spell Level: 13
Description: The Spell allows characters who can’t walk on clouds to gain the ability to do so. This Spell only works for 3 days and—while it doesn’t allow for flight up into the clouds—can come in handy when visiting a city like Cloudsdale.
Dress-Up
Target: Individual
Range: Seen
Duration: Immediate
Function: Standard
Effect: Diminish
Subject: Space
Spell Level: 7
Description: This Spell allows anypony to don clothing and/or armor instantly. When cast on a piece of clothing or armor, it vanishes and reappears on the caster’s, or somepony else’s, body.
Emergency Teleport
Target: Individual
Range: Known
Duration: Immediate
Function: Standard
Effect: Modify
Subject: Body, Space
Spell Level: 10
Description: This Spell can be cast even when under extreme stress and needs almost no concentration. It teleports the caster immediately to a place he considers safe, as long as it’s within a reasonable distance.
Fireworks Picture Show
Target: Area
Range: Seen
Duration: Sustained
Function: Standard
Effect: Forge, Animate
Subject: Light
Spell Level: 12
Description: This Spell creates a colorful animated light show in the sky. The illusion looks like a stop motion animation made from neon lights and is a great way to tell a message to an entire group of ponies.
Flashy Teleport
Target: Individual
Range: Known
Duration: Immediate
Function: Standard
Effect: Modify, Forge, Animate
Subject: Space, Light, Sound
Spell Level: 13
Description: A modified version of a standard teleportation. The caster appears at his destination accompanied by a victorious tune played on trumpets, and a colorful fireworks show.
Gem Seeker
Target: Area
Range: Seen
Duration: Sustained
Function: Standard
Effect: Reveal
Subject: Earth
Spell Level: 11
Description: This simple Spell is used to reveal the locations of gemstones that are near the surface of the ground. The effects of this Spell are not noticeable to bystanders.
Improvised Dress-Up
Target: Individual
Range: Seen
Duration: Temporary
Function: Standard
Effect: Modify, Combine
Subject: Construct
Spell Level: 11
Description: The caster uses whatever fabrics are nearby (curtains, rugs, bed sheets) to create a decent dress. The materials will be cut, sewed, glued, and pressed together by magic to make a sturdy, but temporary, piece of clothing.
Instant Manliness
Target: Individual
Range: Seen
Duration: Temporary
Function: Standard
Effect: Forge
Subject: Body
Spell Level: 10
Description: A simple Spell for growing a moustache, beard, and any other type of facial hair. It can be used as a joke or to disguise oneself. The effect is only temporary and any hair grown will vanish into nothingness after a day or some time with a razor.
Light
Target: Individual
Range: Contact
Duration: Sustained
Function: Standard
Effect: Forge
Subject: Light
Spell Level: 7
Description: The caster’s horn lights up with a small, but bright, light to illuminate his path.
Light Form
Target: Individual
Range: Contact
Duration: Temporary
Function: Standard
Effect: Modify
Subject: Body, Light, Space
Spell Level: 11
Description: The caster bursts into an orb of bright light. While in this form, he can travel almost instantly to any single location the light shines upon.
Lip Zip
Target: Individual
Range: Seen
Duration: Temporary
Function: Standard
Effect: Modify
Subject: Body
Spell Level: 10
Description: When cast on somepony, their mouth will instantly be closed by a metal zipper. The Spell can be easily broken by zipping the mouth open again and therefore is best used simply to make a point in conversations.
Magic Surge
Target: Individual
Range: Seen
Duration: Immediate
Function: Standard
Effect: Forge
Subject: Magic
Spell Level: 7
Description: More of a tool, this Spell is the spark that is needed to power anything that needs magical Energy.
Magical Holding
Target: Individual
Range: Contact
Duration: Temporary
Function: Standard
Effect: Forge, Modify
Subject: Space
Spell Level: 10
Description: This Spell sends one object to magical storage, which can be retrieved later by simply casting the Spell again. This Spell can’t magically store an object larger than the caster themselves.
Magical Melody
Target: Area
Range: Seen
Duration: Sustained
Function: Standard
Effect: Forge
Subject: Weather, Sound
Spell Level: 12
Description: The wind blows gently across the area, accompanied by a sweet calming tune. The melody comes out of seemingly nowhere, and is seemingly played on wind chimes and string instruments. It could even make a raging monster sleepy…
Mend Hair
Target: Individual
Range: Contact
Duration: Immediate
Function: Standard
Effect: Combine
Subject: Body
Spell Level: 6
Description: A Spell to repair and sometimes lengthen the mane, tail or even moustache. It molds hair together even if the hair strands are from different origin or color, the hair flowing smoothly together.
Mend Wood
Target: Individual
Range: Seen
Duration: Immediate
Function: Standard
Effect: Forge
Subject: Plant
Spell Level: 7
Description: This Spell repairs broken wood. Cracks in planks heal like wounds in a matter of seconds, and broken branches can be reattached to trees to bloom once again.
Mouse Mount
Target: Group
Range: Seen
Duration: Temporary
Function: Standard
Effect: Modify, Forge
Subject: Animal
Spell Level: 12
Description: This Spell changes a group of normal mice into beautiful horses. These horses retain some of their original features, such as long teeth and whiskers. The Spell lasts until midnight, after which everything returns to normal again.
Mist Form
Target: Individual
Range: Contact
Duration: Temporary
Function: Standard
Effect: Modify
Subject: Body, Magic, Air
Spell Level: 11
Description: The caster bursts into a small cloud of colorful mist. While in this form, he can travel at great speeds and is able to pass through even the tiniest holes and slits.
No Food for You
Target: Mass
Range: Known
Duration: Immediate
Function: Standard
Effect: Modify, Deceive
Subject: Animal, Mind
Spell Level: 28
Description: The Spell affects a group—or even an entire swarm—of creatures, changing their anatomy so that they can digest otherwise inedible things, like wood or stone. It also changes the creatures’ way of thinking, tricking them into believing that they dislike normal food, and prefer materials which would normally be inedible to them.
Ropecharmer
Target: Individual
Range: Seen
Duration: Sustained
Function: Genesis
Effect: Animate
Subject: Construct
Spell Level: 11
Description: The caster brings a piece of rope to life, making it move and dance at their command. The rope moves with the grace of a snake, and is able to grab and tangle anything the caster wants it to, if it’s long enough.
Small Area Teleport
Target: Group
Range: Seen
Duration: Immediate
Function: Standard
Effect: Modify
Subject: Space, Light (or Weather)
Spell Level: 9
Description: The caster vanishes in a flash of light (or mist) and reappears in a chosen location within reasonable range, taking all small objects that surround him with him.
Spread Your Wings
Target: Individual
Range: Seen
Duration: Persistent
Function: Standard
Effect: Forge, Modify
Subject: Body, Magic, Animal
Spell Level: 26
Description: This Spell allows non-flying characters to fly in the sky like their winged counterparts by creating a pair of wings similar to a butterfly’s. These wings are very fragile, and will break or burn if flying too fast or too close to the sun.
Summon Door
Target: Individual
Range: Seen
Duration: Sustained
Function: Standard
Effect: Forge
Subject: Construct
Spell Level: 8
Description: This Spell summons a free-standing door nearby, often right in front of someone they are talking to. Because the door is created only for a matter of moments, it not suited for use in construction, but is rather used as a visual effect in conversations for making your point clear. The door may be spawned locked, unlocked, or even open (for the purpose of slamming it somepony’s face, naturally).
Summon Storm Cloud
Target: Individual
Range: Seen
Duration: Sustained
Function: Standard
Effect: Forge
Subject: Weather, Energy
Spell Level: 9
Description: This Spell summons a small storm cloud which the caster can move around and use to zap things with its lightning. The electrical charge is a very weak one, but it works as a great prank or distraction.
Throwback
Target: Group
Range: Seen
Duration: Sustained
Function: Standard
Effect: Animate
Subject: Magic, Force
Spell Level: 10
Description: As long the caster concentrates, all projectiles hurled at him slow down before reaching him and are aligned next to him. The caster can then either end the Spell, letting the objects fall to the ground, or he can concentrate on a target and throw the projectiles back, which ends the Spell as well.
Thunderbolt
Target: Group
Range: Seen
Duration: Immediate
Function: Standard
Effect: Forge
Subject: Energy
Spell Level: 8
Description: Lightning strikes from seemingly out of nowhere, hitting a whole group of creatures and harming or stunning them at the caster’s choice.
Topiary
Target: Area
Range: Seen
Duration: Immediate
Function: Standard
Effect: Forge, Modify
Subject: Plant
Spell Level: 11
Description: This Spell changes simple bushes and trees into beautiful topiaries.
Transmute Suit
Target: Group
Range: Seen
Duration: Sustained
Function: Standard
Effect: Modify, Forge
Subject: Plant, Earth, Construct
Spell Level: 12
Description: This Spell creates clothes and accessories from junk, like sticks and stones. The objects only have to match in shape loosely—like a stick for a cane, and a stone for a hat. The biggest drawback is that one has to concentrate on the Spell to sustain it, or the objects revert to their original form.
Up the Sleeve
Target: Individual
Range: Known
Duration: Immediate
Function: Standard
Effect: Modify
Subject: Space
Spell Level: 9
Description: This Spell allows to to instantly bring up any object the caster had hidden somewhere on their person. The object could’ve been hidden under a cape, in a saddlebag, or the like.
Vegetable Carriage
Target: Individual
Range: Seen
Duration: Temporary
Function: Standard
Effect: Modify. Forge
Subject: Plant, Construct
Spell Level: 12
Description: This Spell changes a mundane vegetable into a beautiful carriage. The shape and design of the carriage depends on what vegetable it was created from, and it will loosely match the shape of the original produce. This Spell lasts until midnight, after which everything returns to normal again.
Warp Flame, Lesser
Target: Group
Range: Known
Duration: Immediate
Function: Chain
Effect: Modify
Subject: Space, Magic
Spell Level: 12
Description: First, the caster chooses someone they know to be the receiving target. This Spell burns a chosen object or objects in a magical green fire, and the smoke vanishes with the wind. This smoke flies in a matter of seconds to its target, and the burned object appears before them. If cast inside a building, the smoke will escape through whatever opening possible, such as a door or a chimney.
You, Robot
Target: Individual
Range: Seen
Duration: Temporary
Function: Genesis
Effect: Animate
Subject: Construct
Spell Level: 13
Description: A Spell that is simple to cast, but hard to control, bringing any machine to life—which will then proceed to do whatever the caster orders it to do, but from then on won’t take any new orders (including the order to stop!).
Season Two Spells
The following 33 Spells are from the second season of the original Friendship is Magic cartoon:
Spell Name | Spell Level |
Animate Toy | 14 |
Arrest Movement | 8 |
Break Chains | 7 |
Cloak Of Bats | 13 |
Create Darkness | 10 |
Enthrall | 10 |
Failsafe Spell | 28 |
Fire Of Friendship | 64 |
Force Bolt | 8 |
Force Shield, Greater | 60 |
Force Shield, Lesser | 10 |
Group Teleport | 13 |
Kindle Love | 28 |
Levitation | 8 |
Lockdown | 18 |
Magic Beam | 12 |
Mass Repair | 13 |
Mind Restoration | 8 |
Moonwalker | 20 |
Move The Heavens | 84 |
Mystic Image | 9 |
Mystic Mist | 7 |
Rejuvenation | 6 |
Scry Speak | 11 |
Scrying | 26 |
Speed Read | 8 |
Summon Couch | 10 |
Sunbeam | 13 |
Telekinetic Throw | 9 |
Teleport Other | 9 |
Turn Back The Clock | 26 |
Want It, Need It | 28 |
Warp Flame, Greater | 28 |
Animate Toy
Target: Group
Range: Seen
Duration: Immediate
Function: Genesis
Effect: Animate, Forge
Subject: Construct, Mind, Body or Animal
Spell Level: 14
Description: By casting this Spell on a toy, doll, or other object that is similar in shape to a living creature, the caster imbues that object, or group of objects, with life. After casting, however, the caster has no direct control over what their new creations do.
Arrest Movement
Target: Individual
Range: Seen
Duration: Sustained
Function: Standard
Effect: Animate
Subject: Body
Spell Level: 8
Description: By concentrating on other being, the caster can hold that being in place with this Spell.
Break Chains
Target: Individual
Range: Seen
Duration: Immediate
Function: Standard
Effect: Diminish
Subject: Construct
Spell Level: 7
Description: By applying a burst of energy to a mundane chain or lock, the caster can break the device, releasing whatever was held or locked inside.
Cloak of Bats
Target: Individual
Range: Touch
Duration: Temporary
Function: Chain
Effect: Animate, Combine, Separate
Subject: Animal, Construct
Spell Level: 13
Description: When cast, the user’s outmost layer of clothing, typically a cloak or cape, dissolves into a swarm of fluttering bats around them. While such a display can be intimidating, the bats will try not to interact with any being other than the caster, preferring to simply fly away into the night. At the end of the scene, the bats return, forming themselves once again into the item they were spawned from.
Create Darkness
Target: Individual
Range: Seen
Duration: Temporary
Function: Standard
Effect: Diminish
Subject: Light
Spell Level: 10
Description: For the scene, the light in an area is extinguished, leaving the area in total darkness. While the source of the darkness is magical, the darkness itself is not, and any creature naturally capable of seeing in the dark can still see as normal.
Enthrall
Target: Individual
Range: Seen
Duration: Temporary
Function: Chain
Effect: Modify
Subject: Mind
Spell Level: 10
Description: The caster takes temporary control of the mind of another being and bends it to their will. The target remains under the control of the caster for the remainder of the scene or until released, dispelled, or reminded of their true nature, similar to a dragon resisting becoming a monster.
Failsafe Spell
Target: Area
Range: Mass
Duration: Immediate
Function: Standard
Effect: Diminish, Modify, Reveal
Subject: Magic
Spell Level: 28
Description: This Spell negates all unnatural magical effects in the surroundings that shouldn’t be there. It interrupts any working Spells, reverses any unwanted changes and reveals what should not be hidden or obscured by an illusion. Some Spells and curses may have a very powerful origin (like an ancient curse or Discord’s chaos-magic), and this Spell may prove useless against such powers.
Fire of Friendship
Target: Area
Range: Seen
Duration: Persistent
Function: Wonder
Effect: Forge
Subject: Magic
Spell Level: 64
Description: The legendary Spell crafted by the founders of Equestria to warm the winter chill (and their own hardened hearts), the Fire Of Friendship Spell is often cast as a ritual at the end of each year, an affirmation of friendship and unity between the three tribes which drives away any feelings of ill will and purges the land of the negativity that some creatures feed upon. Because of its unique nature, this Spell cannot be cast unless at least two other friends are assisting the caster.
Force Bolt
Target: Individual
Range: Seen
Duration: Immediate
Function: Standard
Effect: Forge
Subject: Force, Magic
Spell Level: 8
Description: The caster fires a bolt of concentrated magical energy, damaging whatever it strikes.
Force Shield, Greater
Target: Mass
Range: Contact
Duration: Temporary
Function: Wonder
Effect: Forge
Subject: Force
Spell Level: 60
Description: The caster creates a massive force field, large enough to protect an entire city from invaders. So long as the caster regularly re-casts this Spell, only those who the caster deems appropriate can pass through the barrier. All others are shoved to the edge of the barrier, or further at the GM’s discretion.
Force Shield, Lesser
Target: Area
Range: Touch
Duration: Sustained
Function: Standard
Effect: Forge
Subject: Force
Spell Level: 10
Description: By concentrating, the caster can form a small bubble of force around themselves, blocking entry by anypony the caster does not want approaching. Any opponents caught in the path of the expanding shield are pushed to the edge of it immediately.
Group Teleport
Target: Group
Range: Known
Duration: Immediate
Function: Chain
Effect: Modify
Subject: Body, Magic, Space
Spell Level: 13
Description: The caster is able to teleport an entire group of characters, themselves included, to somewhere any character in the group is familiar with.
Kindle Love
Target: Group
Range: Seen
Duration: Persistent
Function: Genesis
Effect: Forge
Subject: Mind
Spell Level: 28
Description: Like a shot from Cupid’s golden arrow, a pair struck by this Spell will experience an amplification of positive regard for each other (typically romantic love, though anything from kinship to friendliness can be achieved as well). Unlike Love Poison, which creates unhealthy obsession, this Spell creates genuine emotion without negative side effects. The pair this Spell is cast on must have some basis for the emotions being amplified for this Spell to work; complete strangers must at least find each other attractive in order for this Spell to forge the bonds of love between them, for example.
Levitation
Target: Individual
Range: Seen
Duration: Sustained
Function: Standard
Effect: Animate
Subject: Body
Spell Level: 8
Description: A specific and powerful version of the unicorn’s standard power of telekinesis, Levitation allows a unicorn to lift themselves or another through magic. The subject moves at a normal walking speed through the air, and their flight is under the control of the caster.
Lockdown
Target: Individual
Range: Touch
Duration: Persistent
Function: Standard
Effect: Forge
Subject: Construct
Spell Level: 18
Description: Upon casting this Spell, a door, lock, chest, or other item is magically locked, and will only respond to the magical energy of the caster.
Magic Beam
Target: Individual
Range: Seen
Duration: Sustained
Function: Standard
Effect: Forge
Subject: Force, Magic
Spell Level: 12
Description: A concentrated beam of magical energy capable of striking multiple enemies, or holding back other beam Spells.
Mass Repair
Target: Area
Range: Seen
Duration: Immediate
Function: Chain
Effect: Combine, Forge, Separate
Subject: Construct
Spell Level: 13
Description: This Spell allows the caster to multitask when building or repairing objects, or to repair massive objects, such as a collapsed dam.
Mind Restoration
Target: Individual
Range: Touch
Duration: Immediate
Function: Standard
Effect: Diminish, Reveal, Separate
Subject: Mind
Spell Level: 8
Description: By touching a creature under the effects of a mind-affecting power, the caster can undo the effects of that power with this Spell.
Moonwalker
Target: Individual
Range: Touch
Duration: Immediate
Function: Wonder
Effect: Modify
Subject: Space, Weather
Spell Level: 20
Description: This Spell allows the caster to use the moon as an aid in teleportation. By flying toward the moon, the caster can travel through the image of it to anywhere its light touches on the world below.
Move the Heavens
Target: Mass
Range: Known
Duration: Temporary
Function: Wonder
Effect: Animate
Subject: Air, Space, Time, Weather
Spell Level: 84
Description: When cast, the caster gains control of either the sun or the moon for a short time, allowing them to cause it to rise or set.
Mystic Image
Target: Individual
Range: Seen
Duration: Sustained
Function: Chain
Effect: Deceive
Subject: Air
Spell Level: 9
Description: By manipulating smoke or vapor in the air, the caster can create an image in any shape they can imagine. The illusionary figure moves as the caster commands, but dissolves upon physical contact with any living being. Most commonly, this Spell is used in conjunction with the Mystic Mist Spell, which creates plenty of smoke and mist to shape into illusions.
Mystic Mist
Target: Individual
Range: Seen
Duration: Immediate
Function: Standard
Effect: Forge
Subject: Air
Spell Level: 7
Description: By blowing a small amount of powder into the air, the caster can create a large amount of billowing green smoke which obscures the area. This mist is frequently used to create illusions with the Mystic Image Spell, but can also be useful any time a smokescreen is needed.
Rejuvenation
Target: Individual
Range: Touch
Duration: Instantaneous
Function: Standard
Effect: Forge
Subject: Body
Spell Level: 6
Description: A simple healing Spell which allows a character to recover from being Sidelined and restores them to at least one point of Fortitude and Willpower.
Scry Speak
Target: Individual
Range: Known
Duration: Sustained
Function: Chain
Effect: Reveal
Subject: Space
Spell Level: 11
Description: This Spell allows the caster to may speak to others in an area they are scrying on, as if the caster were in that area as well.
Scrying
Target: Area
Range: Unknown
Duration: Sustained
Function: Standard
Effect: Reveal
Subject: Space
Spell Level: 26
Description: By looking into a mirror, crystal ball, or other reflective surface, the caster may view another place, whether they have seen it before or not. Their sight of the area is maintained only as long as their concentration holds and the reflective surface being used to scry remains intact.
Speed Read
Target: Individual
Range: Seen
Duration: Instantaneous
Function: Standard
Effect: Reveal
Subject: Mind, Construct
Spell Level: 8
Description: By casting this Spell, the caster can quickly move through the pages of a book, finding any passages which contain information on the topic they are searching for.
Summon Couch
Target: Individual
Range: Known
Duration: Immediate
Function: Standard
Effect: Animate
Subject: Construct, Space
Spell Level: 10
Description: This Spell pulls a couch, seat, or other sitting surface over to the caster, regardless of range. The Spell has little use outside of dramatic flair, but can still be used to catch the caster as he or she falls.
Sunbeam
Target: Individual
Range: Seen
Duration: Sustained
Function: Genesis
Effect: Forge
Subject: Energy, Heat, Light
Spell Level: 13
Description: This Spell creates a beam of pure sunlight, encompassing all of the majesty and wrath of the noonday sun.
Telekinetic Throw
Target: Individual
Range: Seen
Duration: Immediate
Function: Standard
Effect: Animate, Forge
Subject: Construct or Body, Energy
Spell Level: 9
Description: By supercharging their telekinetic abilities, the caster can hurl a character or object with far more force than normal. This Spell is normally used for offense, but can be used for more practical purposes as well, such as slinging ropes over large obstacles.
Teleport Other
Target: Individual
Range: Seen
Duration: Immediate
Function: Standard
Effect: Modify
Subject: Body, Magic, Space
Spell Level: 9
Description: By concentrating, the caster can teleport another being from one location within sight to another. This Spell, however, is prone to misfiring and teleporting unintended individuals as well.
Turn Back the Clock
Target: Individual
Range: Touch
Duration: Temporary
Function: Wonder
Effect: Modify
Subject: Space, Time
Spell Level: 26
Description: For a very brief period of time (a minute at most), the caster can travel back through time to any specific moment they choose. Anypony casting this Spell should be careful not to meddle in the affairs of the past, as the effects of time travel are unknown. Curiously, a caster may only cast this Spell once; once it is used, it cannot be cast by the same character again (at the GM’s discretion).
Want It, Need It
Target: Individual
Range: Seen
Duration: Persistent
Function: Chain
Effect: Forge, Deceive
Subject: Construct, Mind
Spell Level: 28
Description: When cast on a specific item, that thing becomes an object of intense affection and desire to everypony who sees it. Under the effect of Want it, Need it, everypony beholden to the item will fight over it until the Spell is dispelled.
Warp Flame, Greater
Target: Individual
Range: Known
Duration: Immediate
Function: Wonder
Effect: Modify
Subject: Magic, Space, Construct or Body
Spell Level: 28
Description: More powerful than its lesser cousin, this Spell allows the caster to send objects, or even living beings, through flames more efficiently. Upon casting, the target of this Spell is surrounded, then engulfed, by crackling, green flames before being sent to a location of the caster’s choosing. The only restriction to the choice of location is that the caster must have been to this location previously.
Season Three Spells
The following 32 Spells are from the third season of the original Friendship is Magic cartoon.
Spell Name | Spell Level |
Age Spell | 60 |
Agony | 11 |
Alarm Barrier | 38 |
Apples To Oranges | 8 |
Arcane Cartography | 10 |
Arcane Trap | 20 |
Banishment | 10 |
Creeping Shadow | 8 |
Crystal Heart | 76 |
Crystal Prison | 13 |
Dance, Puppet, Dance | 10 |
Dancing Door | 18 |
Dark Crystal | 13 |
Dark Infection | 12 |
Darkest Despair | 30 |
Dreamwalk | 68 |
Gravity Shift | 22 |
Horn Fuse | 12 |
Levitation Carnival | 9 |
Lingering Despair | 84 |
Mute Button | 20 |
Pimp My Ride | 9 |
Refill | 6 |
Releasing Spell | 24 |
Smokescreen | 8 |
Snowfall | 12 |
Summon Instruments | 10 |
Summon Parasprite | 7 |
Tickle Torture | 8 |
Water Walking | 8 |
Weather Control | 24 |
Wild Growth | 10 |
Age Spell
Target: Group
Range: Seen
Duration: Persistent
Function: Wonder
Effect: Modify
Subject: Body, Mind
Spell Level: 60
Description: All chosen targets are modified in age to any point in natural life, from foal to old grey mare. This Spell is notoriously difficult, and only the most accomplished and powerful magicians can perform it.
Agony
Target: Individual
Range: Seen
Duration: Sustained
Function: Genesis
Effect: Diminish
Subject: Body
Spell Level: 11
Description: A fierce lightning bolt is fired by the caster, causing the struck target unbearable agony each round it is maintained.
Alarm Barrier
Target: Area
Range: Known
Duration: Persistent
Function: Genesis
Effect: Forge, Reveal
Subject: Force
Spell Level: 38
Description: This Spell creates a powerful, nearly-unbreakable force field around an area the size of a small town. In addition, any attempt to touch or break the barrier sends an alert message to the caster, who knows exactly where in the barrier the attempted breach is coming from.
Apples to Oranges
Target: Individual
Range: Seen
Duration: Immediate
Function: Standard
Effect: Modify
Subject: Animal, Plant
Spell Level: 8
Description: This Spell transfigures an object (or small animal of similar size) into an orange (or, in the case of an animal, a functioning animal/orange hybrid).
Arcane Cartography
Target: Individual
Range: Seen
Duration: Temporary
Function: Standard
Effect: Reveal
Subject: Space
Spell Level: 10
Description: By casting this Spell on an object, the caster creates a temporary map of the area the target object was taken from.
Arcane Trap
Target: Individual
Range: Touch
Duration: Persistent
Function: Chain
Effect: Modify
Subject: Magic
Spell Level: 20
Description: By casting this Spell on an object, location, or other (relatively) immobile target, the caster can place a contingency Spell, often a trap of some kind, on the target which activates when the target is interacted with.
Banishment
Target: Individual
Range: Seen
Duration: Immediate
Function: Standard
Effect: Diminish, Modify
Subject: Body, Mind, Space
Spell Level: 10
Description: This Spell, when cast on any sort of summoned object or creature, returns it from whence it came.
Creeping Shadow
Target: Individual
Range: Seen
Duration: Sustained
Function: Standard
Effect: Forge
Subject: Shadow
Spell Level: 8
Description: A shadow sweeps over the target, creating a darker (and possibly more sinister) version of itself.
Crystal Heart
Target: Area
Range: Known
Duration: Persistent
Function: Wonder
Effect: Forge, Diminish
Subject: Magic
Spell Level: 76
Description: Love and hope rejuvenate the area, cleansing it of any ill effects. This Spell is extremely powerful, and often requires the coordinated effort of many characters, as well as a unique magical focus of some kind, in order to function.
Crystal Prison
Target: Individual
Range: Touch
Duration: Temporary
Function: Chain
Effect: Forge, Diminish
Subject: Earth, Magic, Shadow
Spell Level: 13
Description: The target is surrounded in a wall made of black crystal, which blocks magic and teleportation out of the area of the Spell’s effect, though it does not restrict normal physical escape (though it does present the normal challenge of being a wall).
Dance, Puppet, Dance
Target: Individual
Range: Seen
Duration: Temporary
Function: Standard
Effect: Animate
Subject: Body
Spell Level: 10
Description: The target begins to dance uncontrollably, which lasts until the end of the scene, at most.
Dancing Door
Target: Individual
Range: Touch
Duration: Persistent
Function: Standard
Effect: Animate
Subject: Construct
Spell Level: 18
Description: Whenever the enchanted door, gate, or other entranceway is opened without the proper key, (be it a physical key, a password, or a specific Spell) the door will not only refuse to open, but rapidly move to a new location.
Dark Crystal
Target: Individual
Range: Touch
Duration: Temporary
Function: Chain
Effect: Forge, Diminish
Subject: Earth, Shadow, Magic
Spell Level: 13
Description: Strange black crystals erupt from the target, weakening Spells in the area which do not include the “Shadow” Subject. If cast on a unicorn, the crystals grow from their horn, preventing them from casting any Spells until the curse can be reversed. Although this Spell has a range of Touch, it can be cast through the Creeping Shadow Spell.
Dark Infection
Target: Area
Range: Touch
Duration: Sustained
Function: Chain
Effect: Forge
Subject: Shadow, Mind
Spell Level: 12
Description: An area is infected with an aura of dark despair, slowly converting it into darkness and shadows.
Darkest Despair
Target: Individual
Range: Touch
Duration: Persistent
Function: Genesis
Effect: Deceive, Forge, Modify
Subject: Mind, Shadow
Spell Level: 30
Description: The target is thrust into an illusionary world in which their worst fears come to pass, leaving their body in a state of waking nightmare. Unless granted outside help, the target may never escape from the nightmare world except through extraordinary force of will.
Dreamwalk
Target: Group
Range: Unknown
Duration: Temporary
Function: Wonder
Effect: Modify, Reveal
Subject: Mind
Spell Level: 68
Description: Once this Spell is cast, the caster (and their friends) are free to wander the collective dreamscape, entering into the dreams of sleeping characters and manipulating those dreams freely. Occasionally, a particularly strong feeling, such as fear, elation, or despair, may guide the caster towards a specific dream.
Gravity Shift
Target: Individual
Range: Seen
Duration: Sustained
Function: Wonder
Effect: Modify
Subject: Space
Spell Level: 22
Description: For as long as this Spell is maintained, the target treats their source of gravitational pull as somewhere other than normal; up is down, left is up, or any other combination, so long as the target remains in sight of the caster.
Horn Fuse
Target: Group
Range: Seen
Duration: Temporary
Function: Standard
Effect: Modify
Subject: Body, Magic
Spell Level: 12
Description: The caster targets two characters with horns, and causes their horns to fuse together at their tips. While fused, neither target can use their horn, and only one can be in control of movement at any given time. These effects last until the end of the scene.
Levitation Carnival
Target: Group
Range: Seen
Duration: Sustained
Function: Standard
Effect: Animate
Subject: Animal
Spell Level: 9
Description: The caster takes a group of animals into the air in controlled, levitation-based flight. As long as the caster maintains concentration, the group of animals can be launched into several spectacular formations.
Lingering Despair
Target: Mass
Range: Known
Duration: Persistent
Function: Wonder
Effect: Modify, Forge
Subject: Body, Mind, Shadow
Spell Level: 84
Description: A curse is laid upon an entire nation, sapping the inhabitants of their minds and energy. While in this depressive state, only concentrated effort to fight back against the curse can provide relief (and even then, potentially only temporarily).
Mute Button
Target: Individual
Range: Seen
Duration: Persistent
Function: Standard
Effect: Diminish
Subject: Body
Spell Level: 20
Description: The target’s muzzle is dragged-and-dropped into a magical recycling bin, which prevents them from speaking until the Spell is lifted.
Pimp My Ride
Target: Individual
Range: Touch
Duration: Temporary
Function: Standard
Effect: Forge
Subject: Construct
Spell Level: 9
Description: By touching a vehicle, the caster can upgrade it into a bigger, flashier, and all-around nicer vehicle for the scene. The new vehicle must be roughly the same kind as the original. For example, a small chariot can be changed into a royal float, but not an airship.
Refill
Target: Individual
Range: Touch
Duration: Immediate
Function: Standard
Effect: Forge
Subject: Water
Spell Level: 6
Description: This Spell fills a touched cup, mug, or other drinking vessel with the last non-magical liquid to fill it, such as tea, cider, water, or another beverage.
Releasing Spell
Target: Individual
Range: Seen
Duration: Immediate
Function: Wonder
Effect: Animate, Modify
Subject: Body, Magic
Spell Level: 24
Description: This Spell releases a being trapped by another Spell or effect, up to and including beings sealed away by the Elements of Harmony themselves.
Smokescreen
Target: Group
Range: Seen
Duration: Immediate
Function: Standard
Effect: Forge
Subject: Air
Spell Level: 8
Description: The caster whips up a small magical smokescreen which conceals a small area from view for a few seconds—just long enough to perform quick switcheroos or make a speedy escape.
Snowfall
Target: Area
Range: Seen
Duration: Immediate
Function: Standard
Effect: Forge, Diminish
Subject: Heat, Weather
Spell Level: 12
Description: The water vapor in the air is flash frozen into a thick layer of snow which blankets the target area, making the terrain more difficult to traverse.
Summon Instruments
Target: Individual
Range: Seen
Duration: Temporary
Function: Standard
Effect: Forge
Subject: Construct
Spell Level: 10
Description: The caster summons several musical instruments, which disappear at the end of the scene.
Summon Parasprite
Target: Individual
Range: Seen
Duration: Immediate
Function: Standard
Effect: Forge
Subject: Animal
Spell Level: 7
Description: The caster summons a single ravenous Parasprite, which voraciously eats what it can before splitting and reproducing. If left unattended, this single Parasprite can form itself into an entire swarm.
Tickle Torture
Target: Individual
Range: Seen
Duration: Sustained
Function: Standard
Effect: Diminish
Subject: Mind
Spell Level: 8
Description: Several feathers are summoned to tickle the victim of the Spell, who is at the very least distracted, and may even take Willpower damage each turn the Spell is sustained.
Water Walking
Target: Individual
Range: Touch
Duration: Sustained
Function: Standard
Effect: Separate
Subject: Body, Water
Spell Level: 8
Description: As long as the caster concentrates, the target may walk on liquid water as though it were ice. Should the caster’s concentration be broken, however, the Spell’s effects immediately end.
Weather Control
Target: Mass
Range: Seen
Duration: Immediate
Function: Chain
Effect: Modify
Subject: Air, Weather
Spell Level: 24
Description: The caster weaves the clouds, tailoring the weather in the general area to their whim. Other attempts to modify the weather force the caster to assert control or else cede control to the other force.
Wild Growth
Target: Individual
Range: Seen
Duration: Temporary
Function: Standard
Effect: Modify
Subject: Body
Spell Level: 10
Description: The caster causes one part of a creature’s body to grow wildly out of proportion with the rest of its body, potentially causing all kinds of difficulty for the creature until the end of the Scene.