The Canterlot Archives

Below, you will find over a hundred pre-made spells taken from the Friendship Is Magic cartoon, which are ready for spellcasting characters to use. These spells are separated by season, and in alphabetical order.

Season One Spells

  • Bad Hair Day
  • Target: Individual
  • Range: Seen
  • Duration: Temporary
  • Effect: Deceive
  • Subject: Body, Plant
  • Spell Level: 10 (Easy, DC 5)
  • 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
  • Effect: Change, Forge
  • Subject: Body, Magic, Weather
  • Spell Level: 12 (Average, DT 10)
  • Description: This 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
  • Effect: Diminish
  • Subject: Space
  • Spell Level: 6 (Easy, DT 5)
  • 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
  • Effect: Modify
  • Subject: Body, Space
  • Spell Level: 9 (Average, DT 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
  • Effect: Forge, Animate
  • Subject: Light
  • Spell Level: 11 (Average, DT 5)
  • 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
  • Effect: Modify, Forge, Animate
  • Subject: Space, Light, Sound
  • Spell Level: 12 (Average, DT 10)
  • 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
  • Effect: Reveal
  • Subject: Earth
  • Spell Level: 10 (Average, DT 10)
  • 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
  • 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
  • Effect: Forge
  • Subject: Body
  • Spell Level: 9 (Average, DT 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
  • Effect: Forge
  • Subject: Light
  • Spell Level: 6 (Easy, DT 5)
  • 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
  • Effect: Modify
  • Subject: Body, Light, Space
  • Spell Level: 10 (Average, DT 10)
  • 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
  • Effect: Modify
  • Subject: Body
  • Spell Level: 9 (Average, DT 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
  • Effect: Forge
  • Subject: Magic
  • Spell Level: 6 (Easy, DT 5)
  • 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
  • Effect: Forge, Modify
  • Subject: Space
  • Spell Level: 9 (Average, DT 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
  • Effect: Forge
  • Subject: Weather, Sound
  • Spell Level: 11 (Average, DT 10)
  • 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
  • Effect: Combine
  • Subject: Body
  • Spell Level: 5 (Easy, DT 5)
  • 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
  • Effect: Forge
  • Subject: Plant
  • Spell Level: 6 (Average, DT 5)
  • 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
  • Effect: Modify, Forge
  • Subject: Animal
  • Spell Level: 11 (Average, DT 10)
  • 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
  • Effect: Modify
  • Subject: Body, Magic, Air
  • Spell Level: 10 (Average, DT 10)
  • 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
  • Effect: Modify, Deceive
  • Subject: Animal, Mind
  • Spell Level: 17 (Difficult, DT 15)
  • 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
  • Effect: Animate
  • Subject: Construct
  • Spell Level: 7 (Easy, DT 5)
  • 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
  • Effect: Modify
  • Subject: Space, Light (or Weather)
  • Spell Level: 8 (Easy, DT 5)
  • 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
  • Effect: Forge, Modify
  • Subject: Body, Magic, Animal
  • Spell Level: 16 (Difficult, DT 15)
  • 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
  • Effect: Forge
  • Subject: Construct
  • Spell Level: 7 (Easy, DT 5)
  • 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
  • Effect: Forge
  • Subject: Weather, Energy
  • Spell Level: 8 (Easy, DT 5)
  • 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
  • Effect: Animate
  • Subject: Magic, Force
  • Spell Level: 9 (Average, DT 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
  • Effect: Forge
  • Subject: Energy
  • Spell Level: 7 (Easy, DT 5)
  • 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
  • Effect: Forge, Modify
  • Subject: Plant
  • Spell Level: 10 (Average, DT 10)
  • Description: This Spell changes simple bushes and trees into beautiful topiaries.
  • Transmute Suit
  • Target: Group
  • Range: Seen
  • Duration: Sustained
  • Effect: Modify, Forge
  • Subject: Plant, Earth, Construct
  • Spell Level: 11 (Average, DT 10)
  • 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
  • Effect: Modify
  • Subject: Space
  • Spell Level: 8 (Easy, DT 5)
  • 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
  • Effect: Modify. Forge
  • Subject: Plant, Construct
  • Spell Level: 11 (Average, DT 10)
  • 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
  • Effect: Modify
  • Subject: Space, Magic
  • Spell Level: 10 (Average, DT 10)
  • 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
  • Effect: Animate
  • Subject: Construct
  • Spell Level: 9 (Average, DT 10)
  • 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

  • Animate Toy
  • Target: Group
  • Range: Seen
  • Duration: Immediate
  • Effect: Animate, Forge
  • Subject: Construct, Mind, Body or Animal
  • Spell Level: 10 (Average, DT 10)
  • 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
  • Effect: Animate
  • Subject: Body
  • Spell Level: 7 (Easy, DT 5)
  • 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
  • Effect: Diminish
  • Subject: Construct
  • Spell Level: 6 (Easy, DT 5)
  • 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: Contact
  • Duration: Temporary
  • Effect: Animate, Combine, Separate
  • Subject: Animal, Construct
  • Spell Level: 11 (Average, DT 10)
  • 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
  • Effect: Diminish
  • Subject: Light
  • Spell Level: 9 (Average, DT 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
  • Effect: Modify
  • Subject: Mind
  • Spell Level: 8
  • 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
  • Effect: Diminish, Modify, Reveal
  • Subject: Magic
  • Spell Level: 17
  • 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: Mass
  • Range: Seen
  • Duration: Persistent
  • Effect: Forge
  • Subject: Magic
  • Spell Level: 20 (Difficult, DT 15)
  • 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
  • Effect: Forge
  • Subject: Force, Magic
  • Spell Level: 7 (Easy, DT 5)
  • Description: The caster fires a bolt of concentrated magical energy, damaging whatever it strikes.
  • Force Shield, Greater
  • Target: Mass
  • Range: Contact
  • Duration: Temporary
  • Effect: Forge
  • Subject: Force, Magic
  • Spell Level: 16 (Difficult, DT 15)
  • 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. The barrier is also impenetrable by all spells cast from the outside.
  • Force Shield, Lesser
  • Target: Area
  • Range: Contact
  • Duration: Sustained
  • Effect: Forge
  • Subject: Force
  • Spell Level: 9 (Average, DT 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
  • Effect: Modify
  • Subject: Body, Magic, Space
  • Spell Level: 11 (Average, DT 10)
  • 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
  • Effect: Forge
  • Subject: Mind
  • Spell Level: 14 (Average, DT 10)
  • 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
  • Effect: Animate
  • Subject: Body
  • Spell Level: 7 (Easy, DT 5)
  • 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: Contact
  • Duration: Persistent
  • Effect: Forge
  • Subject: Construct
  • Spell Level: 12 (Average, DT 10)
  • 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
  • Effect: Forge
  • Subject: Force, Magic
  • Spell Level: 11 (Average, DT 10)
  • 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
  • Effect: Combine, Forge, Separate
  • Subject: Construct
  • Spell Level: 11 (Average, DT 10)
  • 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: Contact
  • Duration: Immediate
  • Effect: Diminish, Reveal, Separate
  • Subject: Mind
  • Spell Level: 7 (Easy, DT 5)
  • 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: Unknown
  • Duration: Immediate
  • Effect: Modify
  • Subject: Space, Light
  • Spell Level: 13 (Average, DT 10)
  • 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: Persistent
  • Effect: Animate
  • Subject: Air, Space, Time, Weather, Light
  • Spell Level: 26 (Daunting, DT 20)
  • 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
  • Effect: Deceive
  • Subject: Air
  • Spell Level: 7 (Easy, DT 5)
  • 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
  • Effect: Forge
  • Subject: Air
  • Spell Level: 6 (Easy, DT 5)
  • 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: Contact
  • Duration: Immediate
  • Effect: Forge
  • Subject: Body
  • Spell Level: 5 (Easy, DT 5)
  • 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
  • Effect: Reveal
  • Subject: Space
  • Spell Level: 9 (Average, DT 10)
  • 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. Note: Can be only cast at a target that is affected by the “Scrying” spell.
  • Scrying
  • Target: Area
  • Range: Unknown
  • Duration: Sustained
  • Effect: Reveal
  • Subject: Space
  • Spell Level: 16 (Difficult, DT 10)
  • 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: Immediate
  • Effect: Reveal
  • Subject: Mind, Construct
  • Spell Level: 7 (Easy, DT 5)
  • 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
  • Effect: Animate
  • Subject: Construct, Space
  • Spell Level: 9 (Average, DT 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
  • Effect: Forge
  • Subject: Energy, Heat, Light
  • Spell Level: 9 (Average, DT 10)
  • 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
  • Effect: Animate, Forge
  • Subject: Construct or Body, Energy
  • Spell Level: 8 (Easy, DT 5)
  • 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: Known
  • Duration: Immediate
  • Effect: Modify
  • Subject: Body, Magic, Space
  • Spell Level: 10 (Average, DT 10)
  • 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: Contact
  • Duration: Temporary
  • Effect: Modify
  • Subject: Space, Time
  • Spell Level: 9 (Average, DT 10)
  • 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
  • Effect: Forge, Deceive
  • Subject: Construct, Mind
  • Spell Level: 16 (Difficult, DT 15)
  • 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
  • Effect: Modify
  • Subject: Magic, Space, Construct or Body
  • Spell Level: 10 (Average, DT 10)
  • 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

  • Age Spell
  • Target: Group
  • Range: Seen
  • Duration: Persistent
  • Effect: Modify
  • Subject: Body, Mind, Time
  • Spell Level: 16 (Difficult, DT 15)
  • 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
  • Effect: Diminish
  • Subject: Body
  • Spell Level: 7 (Average, DT 10)
  • 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
  • Effect: Forge, Reveal
  • Subject: Force
  • Spell Level: 19 (Difficult, DT 15)
  • 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
  • Effect: Modify
  • Subject: Animal, Plant
  • Spell Level: 7 (Easy, DT 5)
  • 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
  • Effect: Reveal
  • Subject: Space
  • Spell Level: 9 (Average, DT 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: Contact
  • Duration: Persistent
  • Effect: Modify
  • Subject: Magic
  • Spell Level: 12 (Average, DT 10)
  • 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
  • Effect: Diminish, Modify
  • Subject: Body, Mind, Space
  • Spell Level: 9 (Average, DT 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
  • Effect: Forge
  • Subject: Shadow
  • Spell Level: 7 (Easy, DT 5)
  • 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
  • Effect: Forge, Diminish
  • Subject: Magic
  • Spell Level: 19 (Difficult, DT 15)
  • 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: Contact
  • Duration: Temporary
  • Effect: Forge, Diminish
  • Subject: Earth, Magic, Shadow
  • Spell Level: 11 (Average, DT 10)
  • 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
  • Effect: Animate
  • Subject: Body
  • Spell Level: 9 (Average, DT 10)
  • Description: The target begins to dance uncontrollably, which lasts until the end of the scene, at most.
  • Dancing Door
  • Target: Individual
  • Range: Contact
  • Duration: Persistent
  • Effect: Animate
  • Subject: Construct
  • Spell Level: 12 (Average, DT 10)
  • 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: Contact
  • Duration: Temporary
  • Effect: Forge, Diminish
  • Subject: Earth, Shadow, Magic
  • Spell Level: 11 (Average, DT 10)
  • 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: Contact
  • Duration: Sustained
  • Effect: Forge
  • Subject: Shadow, Mind
  • Spell Level: 10 (Average, DT 10)
  • Description: An area is infected with an aura of dark despair, slowly converting it into darkness and shadows.
  • Darkest Despair
  • Target: Individual
  • Range: Contact
  • Duration: Persistent
  • Effect: Deceive, Forge, Modify
  • Subject: Mind, Shadow
  • Spell Level: 15 (Difficult, DT 15)
  • 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
  • Effect: Modify, Reveal
  • Subject: Mind
  • Spell Level: 17 (Difficult, DT 15)
  • 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: Unknown
  • Duration: Sustained
  • Effect: Modify
  • Subject: Space
  • Spell Level: 13 (Average, DT 10)
  • 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.
  • Horn Fuse
  • Target: Group
  • Range: Seen
  • Duration: Temporary
  • Effect: Modify
  • Subject: Body, Magic
  • Spell Level: 11 (Average, DT 10)
  • 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.
  • Flying Zoo
  • Target: Group
  • Range: Seen
  • Duration: Sustained
  • Effect: Animate
  • Subject: Animal
  • Spell Level: 8 (Easy, DT 5)
  • 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
  • Effect: Modify, Forge
  • Subject: Body, Mind, Shadow
  • Spell Level: 25 (Daunting, DT 20)
  • 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
  • Effect: Diminish
  • Subject: Body
  • Spell Level: 13 (Average, DT 10)
  • 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: Contact
  • Duration: Persistent
  • Effect: Forge
  • Subject: Construct
  • Spell Level: 12 (Average, DT 10)
  • 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: Contact
  • Duration: Immediate
  • Effect: Forge
  • Subject: Water
  • Spell Level: 5 (Easy, DT 5)
  • 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
  • Effect: Animate, Modify, Diminish
  • Subject: Body, Magic, Animal
  • Spell Level: 10 (Average, DT 10)
  • 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
  • Effect: Forge
  • Subject: Air
  • Spell Level: 7 (Easy, DT 10)
  • 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
  • Effect: Forge, Diminish
  • Subject: Heat, Weather
  • Spell Level: 12 (Average, DT 10)
  • 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
  • Effect: Forge
  • Subject: Construct
  • Spell Level: 9 (Average, DT 10)
  • Description: The caster summons several musical instruments, which disappear at the end of the scene.
  • Summon Parasprite
  • Target: Individual
  • Range: Seen
  • Duration: Immediate
  • Effect: Forge
  • Subject: Animal
  • Spell Level: 6 (Easy, DT 5)
  • 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
  • Effect: Diminish
  • Subject: Mind
  • Spell Level: 7 (Easy, DT 5)
  • 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: Contact
  • Duration: Sustained
  • Effect: Separate
  • Subject: Body, Water
  • Spell Level: 7 (Easy, DT 5)
  • 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
  • Effect: Modify
  • Subject: Air, Weather
  • Spell Level: 14 (Average, DT 10)
  • 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
  • Effect: Modify
  • Subject: Body
  • Spell Level: 9 (Average, DT 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.

Season Four Spells

  • Astral Projection
  • Target: Individual
  • Range: Seen
  • Duration: Sustained
  • Effect: Deceive or Forge
  • Subject: Light
  • Spell Level: 7 (Easy, DT 5)
  • Description: The caster creates a projection of light which takes any shape she desires. The projection has the color of the casters magic aura. (Which in turn very often matches one’s eyes). The shape of this illusion can be anything the caster is able to imagine, although the GM might want to raise the Spell Difficulty if the illusion is very complex or big, like for example an Ursa Minor.
  • Freeze Ray
  • Target: Individual
  • Range: Seen
  • Duration: Immediate
  • Effect: Diminish
  • Subject: Heat
  • Spell Level: 6 (Easy, DT 5)
  • Description: This spell fires a projectile of ice at the target, freezing it on hit. Beside the freezing effect its harmless and won’t cause frostbite.
  • Inspiration Manifestation
  • Target: Mass
  • Range: Seen
  • Duration: Permanent
  • Effect: Forge, Modify
  • Subject: Construct, Earth, Light, Plant, Sound, Water, Heat
  • Spell Level: 27 (Daunting, DT 20)
  • Description: The caster reshapes the world around them to more suit their creative vision; this spell can radically change the environment, but mainly in a cosmetic sense--this spell's ability to functionally alter the environment is limited.
  • Jewels Of Radiance
  • Target: Group
  • Range: Seen
  • Duration: Sustained
  • Effect: Forge
  • Subject: Light, Construct
  • Spell Level: 11 (Average, DT 10)
  • Description: A spell that creates constructs of solid light. These constructs can be of any shape  mimicking everyday objects. The Game Master might want to raise the spell difficulty if the created construct are of great size or very complex.
  • Kindle
  • Target: Individual
  • Range: Seen
  • Duration: Immediate
  • Effect: Forge
  • Subject: Heat
  • Spell Level: 6 (Easy, DT 5)
  • Description: A spell to start a flame. It can ignite everything from a candle, a fireplace up to even the great Equestrian Games torch.
  • Magic-Alchemical Catalyst
  • Target: Individual
  • Range: Seen
  • Duration: Immediate
  • Effect: Modify, Combine
  • Subject: Magic, Water, Shadow
  • Spell Level: 9 (Average, DT 10)
  • Description: This spell is the final step in the process of brewing some very potent alchemical potions. It helps the brew to combine the ingredients properly and fill it with magical energy. Some of the most powerful potions may only respond to Alicorn magic.
  • Magical Entropy
  • Target: Individual
  • Range: Seen
  • Duration: Temporary
  • Effect: Modify, Deceive
  • Subject: Magic
  • Spell Level: 10 (Average, DT 10)
  • Description: This malicious spell makes unicorn magic go haywire. They lose all control over their magical abilities casting telekinesis randomly and using it in unwanted ways. The pollen of a specific everfree plant which resembles living thorn bushes has this same effect after contact with a horn.
  • Mend Wood
  • Target: Individual
  • Range: Contact
  • Duration: Immediate
  • Effect: Combine
  • Subject: Plant
  • Spell Level: 5 (Easy, DT 5)
  • Description: A Spell to repair anything thats broken and made out of wood. As long as all the pieces are present the spell will combine them perfectly, like they were never ever broken.
  • Null-Magic Barrier
  • Target: Area
  • Range: Contact
  • Duration: Temporary
  • Effect: Diminish
  • Subject: Magic
  • Spell Level: 11 (Average, DT 10)
  • Description: A spell that creates a barrier, which if passed through by a unicorn makes it temporarily unable to use magic. The barrier can be created in any open space with borders. Examples include: archways, windows, frames from paintings and so on.
  • Paralyzing Blastwave
  • Target: Area
  • Range: Contact
  • Duration: Sustained
  • Effect: Diminish
  • Subject: Space, Body
  • Spell Level: 10 (Average, DT 10)
  • Description: The caster emits a magical blast wave from her horn stopping any motion in all things, be it inanimate or alive. Living beings seem paralyzed although they still retain their senses. The spell ends when the caster stops concentrating on sustaining it.
  • Racial Transmutation
  • Target: Group
  • Range: Seen
  • Duration: Temporary
  • Effect: Modify
  • Subject: Body, Animal
  • Spell Level: 11 (Average, DT 10)
  • Description:  The purpose of this spell is to temporarily change the race of one or more beings into a different one. For this spell to work the caster first needs to magically “scan” the desired race and without breaking her concentration, cast the spell on the target group.
  • Transformation Ritual
  • Target: Individual
  • Range: Contact
  • Duration: Immediate
  • Effect: Forge, Modify
  • Subject: Body
  • Spell Level: 7 (Easy, DT 5)
  • Description: This ritual changes the casters physical form completely. It strengthens it, makes it grow, changes color as well as texture, adds features and makes all in all a greater example of its former self. This ritual often needs special conditions to be met. Like a solar eclipse, an aphelion night, or standing on the top of a mountain during a snowstorm.