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Illusion/stealth

Cutie Mark Disguise, Muffle, Musical Instrument, Projected Image, Silence

Amplify Ambience, Disguise, Double Vision, Flare, Ghost, Greater Projected Image, Mask Scent, Royal Canterlot Voice, Selective Silence, Voice Alteration

Alter Features, Alter Sound, Double Team, Echolocation, Flash, Invisibility, Moving Pictures, Pass Through, Phantom, Physical Illusion

Alter Form, Gossamer Wings, Greater Dispel, Optical Flare, Pass Through Sphere, Perfect Illusion

KINESIS

Telekinesis (TK)

Animate Object, Drip, Long Ranged Telekinesis, Mighty Telekinesis I, Telekinetic Force, Telekinetic Precision

Alter Trajectory, Behind You!, Come to Life, Faucet, Mighty Telekinesis II,

Telekinetic Bullet I, Telekinetic Wave, Thread the Needle

Back At Ya!, Dancing Weapon, Deluge, Mighty Telekinesis III, Railgun, Telekinetic Blast, Telekinetic Bullet II, Telekinetic Launch

Gauss Unicorn, Mighty Telekinesis IV, Reverse Gravity, Return to Sender, Swarm of Blades, Telekinetic Bullet III, Telekinetic Wave Blast

ARCANOTECHNOLOGICAL/MECHANICAL

Auto Sort, Conjure Tool, Detect Movement, Featherweight, Polish

Armor Penetration, Audio Playback, Auto-Repair, Feather Weight, Field Strip, Magical Battery, Power Source, Repair, Replenish, Target Lock, Transmogrify, X-Ray

Bypass, Detect Life, Lock, Restore

Good as New!, Greater Transmogrify, Restore Shape, Scry

BLACK (For more, see The Dark Side – Necromantic Influences)

Hemorrhage

Sword of Blood, Unkindness of Ravens

Blood Cast, Nightmare, Agony

Murder of Crows, Waking Nightmare

WARD

Ward against Cold, Ward against Disintegration, Ward against Electricity, Ward against Fire, Ward against Poison, Ward against Stun

True Love’s Kiss, Ward against Magic, Ward against Radiation

Ward of Containment

Disabling Spell

MISCELLANEOUS

Cutie Mark Spell

Clothes Cleaning, Growing Magic, Style Hair

Clothes Alteration

Age, The Power of Love

Standard alicorn starting spells list:

All: Access Memory, Magical Arrow, Mighty Telekinesis I, Telepathy II, Teleportation II.

Depending on level and backstory, your GM should pick a shield spell for your character to start with –

Shelter Shield or Shield or Shield Bubble (GM Discretion).

Many wasteland alicorn characters are also demonstrated to have mental communication powers beyond simply telepathy, such as Dream Read and/or Mind Read (GM Discretion).

Finally, depending on the alicorn coloration, you begin play with one or more level 3 spells and their complements, listed below.

Blue: Invisibility (Kkat’s Blue Alicorns are also demonstrated to know Heartstopper.)

Green: Zap, Telepathy III, Building Shield*.

Purple: Teleportation III.

Unicorn and Alicorn Spells By Level (Alphabetical):

Level 0 Spells – These are the most basic spells in any unicorn’s repertoire. Nearly all unicorns can use basic telekinesis (hence its position despite the otherwise alphabetical order). All level 0 spells are precursors to at least one other spell. Any unicorn, regardless of cutie mark or specialization (bar a specific few), can learn or perform these spells – that’s what separates them from level 1 spells. If a level 0 spell is not known, it is 1d4 MFD steps harder to cast. Roll 1d4 before each cast; rolling a 1 ensures that if they can cast it successfully they will learn the spell for future use (the spell is still 1 step harder to cast that first time).

Telekinesis – Frequently abbreviated as “TK,” this spell grants remote manipulation of objects up to 2xINT total weight in macs, up to 5xINT feet away from your character. As with most other spells, line of sight (or at least ‘line of awareness’) must be maintained. Objects held in telekinesis can be moved at 5’ per action (which can be doubled with a dedicated layer of overglow) relative to the caster. So if the caster is standing still, that’s 5’ per action – but if the caster is moving at a running clip of 45 feet per round then the object they’re suspending can be moving at up to 50 in the same direction as they are. In other words, it’s difficult to move things with telekinesis quickly relative to the caster, but if they’re moving alongside or along with the caster then it’s not a problem. Telekinesis is a spell fundamentally useful for carrying and manipulating objects, not launching them.

That being said, rotating objects in space relative to the caster takes energy relative to the distance the object is from the caster and the mass of the object being rotated – which is how wielding a melee weapon with TK can still be effective so long as the weapon is near you, but why you can’t freely rotate that boxcar you’re trying to slowly move over the alicorns monologuing in front of you. Rotating an object held in your telekinesis ‘freely’ for 1 combat round costs one point of strain per 10’ away from you it is, plus an additional point of strain for every per 10 macs of weight after the first 10. It takes the entire combat round to do so; though it needn’t be the only spell you’re casting during the round, and objects can still be moved translationally while being rotated.

Possession of this spell removes the -10 ‘hoof’ penalty to lockpicking. Holding multiple weapons with Telekinesis functions identically to battle saddles – for each additional weapon fired as a single action, you suffer a 1 MFD step penalty to all weapons being fired and SATS cost increases by 10, with the highest cost weapon as a base cost value. Holding normal items along with any weapons does not affect this penalty. Melee and unarmed weapons used with Telekinesis add INT rather than STR to damage; at level 0 Telekinesis, INT damage is not multiplied based on melee or unarmed skill.

Items below ¼ your character’s total lift capacity can be picked up and thrown using TK with a range increment of [(INT/4)*5] feet (no minimum – if it’s got a range increment of 0, you just can’t throw it). If they are below 1/8 your character’s total lift capacity, the range increment doubles. In a combat scenario picking up the object in TK is a magic roll to cast the spell, and throwing it is an explosives roll. Use of TK for anything other than casual weapon and item wielding in a combat scenario requires the expenditure of strain.

Each 100wt of the object being thrown requires an additional action be spent in throwing it.

Remember that the total weight of what you are carrying still cannot exceed 2xINT! If a character exceeds this limit at any point they must make a magic roll. If they succeed, they have a choice – they can either attempt to channel extra layers of overglow into the spell to continue holding their loot, and must spend the appropriate amount of strain to do so, or they expend one point of strain, and rapidly and involuntarily drop items in order of most to least recently picked up until they are no longer over their limit (player’s choice if they had picked up multiple items at once). If they fail, the spell fizzles explosively, costing them one strain per unit weight over the limit… and everything they were holding drops! These rules for overloading a unicorn’s telekinesis apply to all spells derived from telekinesis, including all the precursors listed below, and all of the precursors of those spells, ad infinitum.

Precursor for: Drip, Mighty Telekinesis I, Long Ranged Telekinesis, Telekinetic Precision, Telekinetic Force

SATS Cost: --

Strain Cost: Low

Level Requirements: None

Cutie Mark Spell – This spell’s effect varies based on the specific details and focus of your character’s cutie mark. Some cutie marks can grant enhanced versions of existing spells, while others are entirely new spells that aren’t even listed here (talk with your GM and see what you can work out together). It is recommended (but certainly not mandatory) that GMs scale the effectiveness of cutie mark spells as a ‘freebie’ for unicorns as they increase in level.

Precursor for: Varies

SATS Cost: Varies

Strain Cost: Low

Level Requirements: None

Light – Creates a small globe light of light about the size of a baseball at the tip of the caster’s horn, illuminating a 10-15’ radius brightly and up to twice that radius dimly. Light does not count as a maintained spell for the purposes of casting or sustaining multiple spells simultaneously. Layers of overglow can be used to increase the radius of illumination by 5’, or to move the globe of light off of the caster’s horn up to 5’ away in any direction. If separated from their horn the ball of light still moves with the caster, but can be moved around obstacles in this fashion. Needless to say, sneaking while this spell is maintained isn’t a wise decision.

Precursor for: Sunbeam, Spark, Magical Beam, Magical Arrow, Projected Image, Light Show, Daylight, Pyre, Flare

SATS Cost: 20

Strain Cost: Low

Level Requirements: None

Memory View – Allows direct access to the memories of a living target. The target must be either willing or restrained. A successful cast views one random memory from the target’s past. Both caster and target are rendered immobile for the duration of the memory viewed – the target is rendered unconscious, while the caster is ‘viewing’ the memory and thus not unconscious but still unaware of their surroundings. This spell is dangerous; if the caster fails their casting roll the spell may accidentally extract memories of important things like how to walk, breathe, use the bathroom, etc. They also run the risk of overwriting portions of their own personality, or of simply giving themselves an aneurysm and dying. Critical failures may do one, several, or all of these things to the caster, the target, or both. For one layer of overglow, the viewed memory can also be extracted for permanent removal or for placement into an empty memory orb. Each layer of overglow not spent towards extraction can be used to view another randomly selected memory.

Precursor for: Access Memory, Telepathy, Lie Detector, Painkiller, Magical Assist, Induce Tiredness, Dream Read, Extract Memory

SATS Cost: --

Strain Cost: Low

Level Requirements: None

Level 1 Spells – Pre-war, casting one or more of these simple spells would have been the baseline requirement for graduation from magic kindergarten. They’re basic tricks that most unicorns out in the wasteland would know or have heard of, and with proper instruction and dedication any unicorn could probably learn any one of these, regardless of their cutie mark. If a spell isn’t related to their cutie mark, they may simply find it far too uninteresting to bother learning. Normal unicorns can learn an unlimited number of level 1 spells.

Access Memory – Allows the caster to tap into the memories of another pony at relatively low risk to themselves. The target character must be willing or restrained, and only the caster is rendered unconscious for the duration of the memory – the target character is conscious but immobilized. Unlike Memory View, this spell gives the caster greater control over which memory (or memories) is accessed, by drawing the memory into themselves rather than delving into the mind of their subject. It requires two layers of overglow to extract any number of the viewed memories due to their reduced presence in the target character’s mind. Critical failures bear the same risks as memory view (forgetting important bodily functions, overwriting one or both characters’ personalities, aneurysms), but failures are no longer as dangerous. Up to 1d4 memories can be accessed per cast.

Possible Precursors: Memory View

Precursor for: Extract Memory

SATS Cost: --

Strain Cost: Low

Level Requirements: 4

Other Requirements: None

Animate Object – Causes a single object, such as a crank lever, to move of its own accord. This movement must be in a simple recurring pattern, and if the object encounters any sort of inconsistent resistance to motion it will immediately stop. This spell does not require strain to sustain, but does require that the caster maintain line of sight with the object. The object being moved must be light enough that the caster can carry it in their magic.

Possible Precursors: None (Telekinesis)

Precursor for: Featherweight, Alter Trajectory, Come to Life, Swarm of Blades

SATS Cost: --

Strain Cost: Low

Level Requirements: 4

Other Requirements: Telekinesis

Auto Sort – When cast on a bag or other container of items, this spell will organize the contents in whatever way is desired by the caster at the time of casting. It tends to categorically sort items by type and name. If linked to a heads up display or an EFS spell, it will automagically name and discern specific qualities about the items in the inventory it’s managing, magically reaching out and searching through databases within the remnants of the old equestrian spell matrix network for information or fabricating it based on the item itself when possible. Pipbucks have this spell imbued into them and will sort any bags or containers their wearer has on their person immediately.

Possible Precursors: None

Precursor for: Auto-Repair

SATS Cost: --

Strain Cost: Low

Requirements: Level 2, Telekinesis (Any Level)

Chill – Magically lower the temperature of a specific item or a small volume of substance (less than INT/4 m3) by up to a caster’s INT score in degrees (Celsius!). Great at parties! Less great at funerals.

Possible Precursors: None

Precursor for: Freeze

SATS Cost: --

Strain Cost: Low

Requirements: Level 4.

Clothes Cleaning – Not all spells are for manipulating the fabric of reality; this one just manipulates fabric. Cleans and dries clothes, light and medium barding; not very effective on heavy barding or powered armor. Also not a great spell for cleaning ponies themselves.

Possible Precursors: None (Telekinesis)

Precursor for: Clothes Alteration

SATS Cost: --

Strain Cost: Low

Requirements: Level 2, Telekinesis (Any Level)

Cloud – Creates a small cloud of volume about 6 cubic ft. (big enough for a normal-sized pegasus to sleep on) from ambient water vapor. This cloud can be manipulated by creatures with the flight racial skill, and grants total concealment to characters hiding within it. As it’s still just a cloud, however, and does not provide any DT. This spell does not need to be sustained. At 1 layer of overglow, the cloud created is a thundercloud. At the end of each round that they are in existence, thunderclouds will immediately zap the first character within five feet of it for 2d10 damage that ignores armor. After discharging once, the cloud dissipates. Additional layers of overglow allow multiple discharges (doubled per layer) before dissipation. Clouds cannot be manipulated magically by those creatures without the flight skill unless a cloud-walking spell is used.

Possible Precursors: None

Precursor for: Fog Bank, Cloud Bank, Magical Fog.

SATS Cost: 45

Strain Cost: Low

Requirements: Level 4.

Conjure Tool – Characters can conjure a single, simple magical tool that they have stored away previously (In a set location or on their person) to help them with a specific task, such as a shovel for digging, handcuffs for restraining a foe, or a screwdriver and bobby pin for lockpicking. Tools disappear after use. Guns are too complex to be conjured by this spell, but some melee weapons are simple enough in design that this spell will work on them. Natural materials, such as flowers, branches, and similar items, also work.

Possible Precursors: None

Precursor for: Duplicate, Repair, Transmogrify, Door from Nowhere, Lock, Summon Bloatsprite

SATS Cost: --

Strain Cost: Medium

Requirements: Level 4, Telekinesis (Any Level)

Cutie Mark Disguise – This spell can be employed to temporarily hide or replace a target’s cutie mark. If combined with a Ward of Containment, certain chemical compounds, and/or a healing spell, its effects may become permanent. Removal or alteration of a cutie mark in this fashion does not affect a character’s skills (though it may be otherwise upsetting).

Possible Precursors: None

Precursor for: Disguise

SATS Cost: --

Strain Cost: Medium

Requirements: Level 4, Roleplaying Reason.

Detect Movement – Functions essentially the same as the EFS on a Pipbuck. This spell detects movement within 10xPER feet of the character and registers it as hostile or non-hostile. It can perform this detection even if the detected character or creature is totally hidden and obscured, and the sensitivity is such that it can detect even small movements like heartbeat or spell-matrix-driven motors – standing still doesn’t mean that you’re not moving for the purposes of detection! The spell lasts for up to 1 hour after casting, and can be dispelled. While it cannot be truly ‘maintained’, it can still be recast no penalty. . Overglow increases the range of the spell by 10 feet per layer. This spell is imbued into the spell matrix of a Pipbuck. The abilities of this spell to detect a character are unable to be impeded by anything short of stealth arcanotechnology.

Possible Precursors: None

Precursor for: Target Lock, X-Ray

SATS Cost: --

Strain Cost: Low

Requirements: Level 4.

Drip – Manipulate a small volume of water (or another liquid) using telekinesis, without penalty. Normally, attempting to levitate liquids with telekinesis limits your weight – now your only limitation is volume! The volume of fluid manipulated cannot exceed 2xINT ft^3. Note that this exceeds the weight limit imposed by Telekinesis. As with Telekinesis and related spells, levitated fluids have a movement speed of 5’ per action relative to the caster. Also similarly to Telekinesis, this spell’s strain cost need only be paid when using it in a combat scenario or under pressure.

Possible Precursors: Telekinesis

Precursor for: Faucet

SATS Cost: --

Strain Cost: Low/--

Requirements: Level 4.

Featherweight – Magically lightens a load, reducing the weight of what it is cast on by a factor of 2. Costs 1 Strain per minute to maintain after casting. Prewar, this spell was commonly imbued into talismans and spell matrices to make loads easier for ponies, especially pegasi, to pull. This spell is difficult to cast in tandem with the use of Telekinesis specifically, and requires an MFD ½ magic roll to do so. Failures make both spells fizzle after the strain is expended. Layers of overglow reduce the weight further, and make using it in tandem one step harder per layer.

Possible Precursors: Animate Object

Precursor for: None Known

SATS Cost: --

Strain Cost: Medium

Requirements: Level 6.

Fog – Vaporizes nearby water to create a small patch of fog, giving partial concealment to all those within it. The fog covers an area of up to INT2 square feet up to five feet high. Fog gives an accuracy penalty of 1 MFD step to those attempting to target something it conceals, with the usage of SATS negating this penalty. This fog lasts for 30 seconds (5 combat rounds) and it can be recast as a free action for the same strain cost when it would otherwise expire. Each layer of overglow doubles the maximum height. Fog can be manipulated by characters and creatures with the flight racial skill.

Possible Precursors: None

Precursor for: Fog Bank

SATS Cost: 35

Strain Cost: Low

Requirements: Level 4.

Growing Magic – Trick number 25. Cause your target to grow hair in a specified area (even if they aren’t a mammal). The hair can be dispelled by the caster at their leisure, but is otherwise permanent unless removed by conventional means. This spell also allows ponies to regrow hair in areas where is has been removed. In non-mammalian targets, the hair will not continue to grow naturally. Usually grows mustaches, but can grow hair in other places as well.

Possible Precursors: None

Precursor for: Meld

SATS Cost: 25

Strain Cost: Low

Requirements: Level 2.

Hemorrhage – This spell targets an opponent’s natural healing rate and greatly reduces it while increasing blood flow, causing them to more rapidly bleed out during combat. If a target character or creature is wounded or becomes wounded during that round (and has blood or some other vital fluids), then that character takes one wound of bleed damage at the end of that round to every location that is wounded. Each layer of overglow makes this effect last an additional round.

Possible Precursors: None

Precursor for: Sword of Blood, Agony

SATS Cost: 40

Strain Cost: High

Requirements: Level 4 or Black Book.

Induce Tiredness – Opponent is made tired by your magical energies. This drowsiness causes them to take a -10 on all skill and attribute rolls for INT amount of rounds. END MFD equal to the caster’s casting roll to resist.

Possible Precursors: Memory View

Precursor for: Induce Sleep, Telepathic Stunner

SATS Cost: 35

Strain Cost: Medium

Requirements: Level 4.

Lie Detector – Using this spell allows you to ascertain whether the target is speaking the truth or lying. It is not infallible, and if the target is aware of the spell being cast they may intentionally speak half-truths or omit facts. No strain cost is required to sustain this spell.

Possible Precursors: Memory View

Precursor for: Dream Read, Extract Memory, Mind Read

SATS Cost: --

Strain Cost: Low

Requirements: Level 4.

Light Show – Create a dazzling display of pyrotechnics visible for miles in every direction! Great for signaling others at a distance, though the resulting light show is not as versatile as the one created by Projected Image.

Possible Precursors: Light

Precursor for: Daylight, Double Vision, Flare, Pyre

SATS Cost: --

Strain Cost: Low

Requirements: Level 4.

Long Ranged Telekinesis – Your range on telekinesis is greatly extended! You can now manipulate objects with TK as far away as 50xINT in feet, as long as you have a clear line of sight (it no longer needs to be a direct line of sight). Otherwise, your telekinesis functions as normal. This is more of a ‘spell upgrade’ than a fully unique spell; its effects stack with other spells modifying a character’s telekinesis unless exclusively stated otherwise.

Possible Precursors: Telekinesis

Precursor for: Alter Trajectory, Behind You!, Thread the Needle

SATS Cost: --

Strain Cost: Low

Requirements: Level 4, Telekinesis.

Magical Arrow – Summons a magical bolt of energy and hurls it at a foe for 1d12 damage, if it hits. Roll Magic as your weapon skill to hit. This arrow ignores 10 points of DT. A layer of overglow can be spent to either enlarge the bolt, making it explode on impact for a total of 2d12 damage (an additional 1d12 of damage), or to double the amount of DT that it ignores. The explosive effect does not allow the arrow’s damage to harm anything other than the original target (it’s not AoE; it explodes after it’s already been embedded). The range increment for this and all other magical arrow spells is 25 feet.

Possible Precursors: None

Precursor for: Magical Arrow Barrage, Target Lock

SATS Cost: 20

Strain Cost: Low

Requirements: Level 4, Telekinesis

Magical Assist – You have learned how to channel your magic to increase the effects of spells cast by others. While this spell is maintained, your target’s spells are equivalent to have an extra layer of overglow, for free, whenever cast. This layer of overglow can go beyond the normal limit for layers of overglow (three, in most cases). It requires the caster’s line of sight with the target to be maintained while the spell is in use, and is not capable of enhancing zebra magic. Spells without a numerical effect (such as damage dealt, wounds healed, effective range or DT granted) are not affected. Maintaining this spell costs the caster 1 strain whenever a target casts (or attempts to cast) a spell. Overglow does not affect the casting of this spell.

Possible Precursors: None

Precursor for: Channeling Assist, Armor Penetration.

SATS Cost: --

Strain Cost: Medium

Requirements: Level 4.

Magical Beam I – This spell shoots a beam of magical energy, as from a magical beam pistol, but without the bonus to critical damage or the Disintegration special weapon effect. This can only be cast up to INT times per day. Layers of overglow can either add 1d8 damage or add the Disintegration special weapon effect.

Possible Precursors: None

Precursor for: Magical Beam II, Target Lock, Disruptor Beam

SATS Cost: 25

Strain Cost: Low

Requirements: Level 4.

Mighty Telekinesis I – Your telekinesis can now lift and manipulate loads 6xINT score in macs without penalty! In any contests of strength that arise with your magic versus an opposing force, you may now roll Magic instead of Intelligence as your opposing roll (this requires you to spend at least one layer of overglow – 2 strain at minimum). If you’re suspending an opponent and they manage to move of their own accord, you must recast your spell to restrain them once more. Melee and unarmed weapons used with Telekinesis add your INT rather than your STR as damage; at this level of Telekinesis, your INT damage can be multiplied up to 2x based on your melee or unarmed skill.

Unicorn levitation talismans in robots are normally imbued with this spell. When making levitation talismans using unicorn magic, the base lifting strength of the talisman is equal to 10 times the weight of the gemstone used as a focus (overglow doubles the strength).

This is more of a ‘spell upgrade’ than a fully unique spell; its effects stack with other spells modifying a character’s telekinesis unless exclusively stated otherwise. Mighty TK’s effects do not stack with those of TK Force; the two spells are mutually exclusive.

Possible Precursors: Telekinesis

Precursor for: Come to Life, Mighty Telekinesis II, Telekinetic Launch, Blood Cast, Swarm of Blades.

SATS Cost: --

Strain Cost: Low

Requirements: Level 4, Telekinesis

Additional Notes: Most Alicorns start with this spell.

Minor Healing – Heals superficial scrapes, cuts, and bruises. Removes 2 wounds from the target, starting in the area that is the least wounded. While this and all other healing spells can be cast multiple times on a target, this spell cannot heal a limb that is crippled to the point where that limb would no longer be crippled. It is incapable of healing damaged unicorn horns.

Possible Precursors: None

Precursor for: Anesthetic, Cleanse Poison, Heal, Mend, Cleanse Radiation.

SATS Cost: 25

Strain Cost: Low

Requirements: Level 4.

Muffle – Renders the caster and up to INT/2 targets silent while the spell is maintained. This effect means that no auditory perception checks can be used to detect your targets, though line-of-sight perception still works. Unlike Silence, this spell is not an area of effect, but requires line of sight with the targets to be maintained. Strain cost to maintain this spell is 1/minute. The caster may choose to have this spell manifest in the form of a conjured zipper over the targets’ mouths, if they so please.

Possible Precursors: None

Precursor for: Amplify Ambience, Audio Playback, Mask Scent, Royal Canterlot Voice, Selective Silence.

SATS Cost: 45

Strain Cost: Medium

Requirements: Level 4 or Musical Instrument.

Musical Instrument – Creates music similar to that of a specific instrument for up to 10 minutes per cast. It can also be used to slightly amplify a singer’s voice, though not to anywhere near the same magnitude as the effect of the Royal Canterlot Voice spell.

Possible Precursors: None

Precursor to: Muffle, Amplify Ambience, Audio Playback, Royal Canterlot Voice, Soundburst, Voice Alteration, Flashbang, Moving Pictures

SATS Cost: --

Strain Cost: Low

Requirements: Level 4.

Painkiller – Numb the pain of a single area for INT minutes. Affected targets cannot use that area, but do not suffer crippled penalties from the wounds that area may have. Each layer of overglow allows you to affect an additional location on your opponent. Unwilling opponents may make an opposed END roll versus the caster’s magic roll made to cast.

Possible Precursors: None

Precursor for: Anesthetic, Cleanse Poison.

SATS Cost: 20

Strain Cost: Low

Requirements: Level 4.

Polish – Restores and performs minor repairs to the exterior of a device, raising its condition by one step (or recovering 1/10 of its total DT, in the case of armors). This spell cannot be used on any single item or weapon more than once per week.

Possible Precursors: None

Precursor to: Auto-Repair, Clothes Alteration, Repair, Replenish.

SATS Cost: --

Strain Cost: Medium

Requirements: Level 4, Telekinesis

Projected Image – Creates a projected image of a small (INT^3 feet) size that is clearly magical and illusory, usually see through. It cannot make sound. This costs 1 strain per 5 minutes to sustain. Each layer of overglow spent makes the image more convincing and realistic. Detecting whether or not the image is illusory is an opposed roll of perception versus the caster’s magic, with the caster re-rolling (That is to say, do not use your spellcasting roll against the opponent’s PER roll.). Layers of overglow give the caster a 1 MFD step bonus on the opposed roll.

Possible Precursors: Light

Precursor to: Disguise, Double Vision, Greater Projected Image.

SATS Cost: 45

Strain Cost: Medium

Requirements: Level 4.

Set – Sets broken bones into place properly with magic, and prevents some of the bruising of the surrounding tissue. Use of this spell on a crippled limb within an hour of it sustaining the crippling injury will increase the rate of natural healing for that area to one wound per 12 hours spent resting until it is no longer crippled. This spell can also be used in place of a medicine roll to set a broken limb (Normally MFD ¾). Neither this spell nor conventional healing potions is strong enough to remove the crippled condition from a unicorn or alicorn’s horn.

Possible Precursors: None (Telekinesis)

Precursor to: Mend

SATS Cost: --

Strain Cost: Low

Requirements: Level 4, Telekinesis

Shelter Shield – Creates a magical, transparent, impermeable shield that blocks incoming weapons fire, providing DT of 2xINT for all protected by it. The shield appears as a translucent wall, but can be shaped as the caster likes, with a maximum surface area equal to INT ft^2. While not very effective in combat (it will collapse if enough damage is dealt to it in a single attack to deal two wounds to the caster if they were unarmored, i.e. 2x their damage per wound value), this shield can be easily maintained, costing only one strain per ten minutes. Also protects against the elements, making it wonderful for staying dry while out in the rain. Layers of overglow spent on this spell will only increase the shield surface area; DT provided is unaffected. If the shield completely surrounds a character or object, it can block external radiation and sound. Shields can absorb rads equal to five times their maximum DT before collapsing.

Possible Precursors: None

Precursor to: Shield.

SATS Cost: 30

Strain Cost: Low

Requirements: Level 4.

Additional Notes: Most Alicorns start with the Shield spell.

Silence – This spell creates a small radius (2xINT feet, rounded down to the nearest number divisible by 5) around the caster in which all sound is nullified – both incoming and outgoing. The caster may choose to exclude any number of specific objects within the radius while the spell is being maintained, but cannot exclude living creatures. Characters within this radius, needless to say, cannot make auditory perception checks. This costs 1 strain per minute to sustain.

Possible Precursors: None

Precursor to: Amplify Ambience, Audio Playback, Mask Scent, Royal Canterlot Voice, Selective Silence.

SATS Cost: 45

Strain Cost: Medium

Requirements: Level 4.

Spark – Create a magical spark of electricity or fire to create some light, light something flammable on fire, or jump-start a small magical battery. If the target of the spell is wet, deals 3d6 damage + electricity, as per the special weapon effect.

Possible Precursors: None

Precursor to: Magical Battery, Power Source, Pyre, Replenish, Zap, Good as New!

SATS Cost: --

Strain Cost: Low

Requirements: Level 4.

Style Hair – Used by unicorn hair specialists everywhere, this spell is designed to style a character’s hair or mane. It also shampoos and washes the mane and coat of the target (if the target has a mane and/or coat to wash).

Possible Precursors: None (Telekinesis)

Precursor to: None Known

SATS Cost: 50

Strain Cost: Low

Requirements: Level 4, Telekinesis

Sunbeam – Creates a small cone of light out from the tip of the caster’s horn that can be directed to illuminate objects up to 20ft in front of them.

Possible Precursors: Light

Precursor to: Daylight, Flare, Pyre, Solar Flare

SATS Cost: 20

Strain Cost: Low

Requirements: Level 4.

Telepathy I – Allows one-way communication with a single individual no more than 10xINT feet away. The caster may continue to converse with this spell as long as is desired; there is no additional strain cost to maintain the spell. Alicorns may use telepathy as other races uses spoken communication; it costs them no strain.

Possible Precursors: Memory View

Precursor to: Dream Read, Induce Sleep, Mind Read, Telepathy II, Want-It Need-It

SATS Cost: --

Strain Cost: Low

Requirements: Level 4, INT 6.

Teleportation I – At this level, the caster can teleport themselves and items on their person, up to their carrying capacity, to a distance of 10xINT feet away. Small objects (Wt. of 2 or less) within 5’ of the caster can also be teleported up to 10xINT feet, but for any object larger than a soda bottle the caster must travel alongside them. Intentional splinching of items within things is impossible… unless the thing you’re trying to get splinched happens to be yourself! This level of the spell cannot teleport other living creatures, nor can it teleport items to the caster. Overglow can only increase the teleport distance, not the weight carried. Momentum is conserved during teleportation; speedy thing goes in, speedy thing goes out.

Possible Precursors: None

Precursor to: Duplicate, Ghost, Meld, Teleportation II, Transmogrify, Summon Bloatsprite SATS Cost: 50

Strain Cost: Medium

Requirements: Level 4.

Telekinetic Force – You’ve never been very good at doing fine manipulation with your telekinesis, but you’re really great at pushing stuff around with it! This spell allows you to use the force of your magic to block incoming melee attacks and push back any character within 5 feet of you. It does not require a targeting roll. Enemies are pushed back 5’ for every MFD step level below 1 by which you succeed on the magic roll (minimum 5’) and each layer of overglow doubles the total distance; resisting the push is a STR roll with the same MFD for success as the magic casting roll. If the pushed back characters either don’t or cannot move, they take 1d20 concussive damage for every 10’ they didn’t. This spell’s effects (and the effects of those spells that have it as a predecessor) cannot be blocked, but deal no direct damage on their own and will not penetrate magical shields (environmental damage can certainly still occur). Characters with this spell can push and pull items with telekinesis up to 10xINT macs, but not with any degree of accuracy; in fact, relying too much on this spell can often cause unicorns to lose their ability to finely manipulate objects entirely as with the Imprecise Magic hindrance!

Melee and unarmed weapons used with Telekinesis add your INT rather than your STR as damage; at this level, your INT damage can be multiplied up to 3x based on your melee or unarmed skill. Incompatible with Telekinetic Precision and Mighty Telekinesis; a unicorn cannot learn this spell and either of those spells.

This is a ‘spell upgrade’; its effects stack with other spells modifying a character’s telekinesis unless exclusively stated otherwise. Mighty TK’s effects do not stack with those of TK Force.

Possible Precursors: Telekinesis

Precursor to: Telekinetic Launch, Telekinetic Wave, Telekinetic Blast

SATS Cost: 15

Strain Cost: Medium

Requirements: Level 4, Telekinesis.

Telekinetic Precision – You’ve got a steady horn on your head for when you need to count sand, thread a needle, or keep a pin in a grenade. Your telekinesis is extremely precise and fast, capable of extremely fine manipulation on the fly. Because of this precision, you now have a permanent +3 roll bonus to Repair and Lockpicking, so long as your magic is intact. For the purposes of learning a new spell, this spell counts as being cast every time your character makes a science or lockpicking roll, or performs another task with their magic that requires precision (like pulling the pin on a grenade!).

Incompatible with Telekinetic Force; a unicorn cannot learn both spells. This is more of a ‘spell upgrade’ than a fully unique spell; its effects stack with other spells modifying a character’s telekinesis (unless they are specifically mutually exclusive).

Possible Precursors: Telekinesis

Precursor to: Alter Trajectory, Field Strip, Nerve Pinch, Target Lock, Telekinetic Bullet I, Thread the Needle

SATS Cost: --

Strain Cost: Low

Requirements: Level 4.

Tickling – This spell channels a faint stream of magical energy into a target within the line of sight of the caster, exciting nerve endings all over the target’s body. In other words, it tickles them. It tickles the target to the point of distraction and incapacitation… but it doesn’t really do much in the way of damage. While maintained, the spell prevents the target from acting. Each time the target attempts to act, they must make a willpower roll (roll both CHA and INT, take the better of the two) versus the MFD made to cast the spell. Failures prevent them from acting and cost them that action. This spell costs one strain to maintain every round, paid on the caster’s initiative order. While maintaining the spell, the caster must pay one layer of overglow to cast any other spells – including the use of telekinesis to operate weapons.

This spell can target one additional character or creature for every layer of overglow.

Possible Precursors: None

Precursor to: Nerve Pinch, Agony

SATS Cost: 35

Strain Cost: Low

Requirements: Level 4 or Black Book.

Ward Against Cold – Prevents the first instance of a pony being frozen solid by magical effects. Can be cast on multiple targets; prevents only the first magical freezing or incident of frostbite of a single character. Wards cost no strain to maintain, but must be recast every 24 hours. Characters that are frozen solid cannot move, shoot or attack with close combat weapons, but can still use magic.

Possible Precursors: None

Precursor to: True Love’s Kiss, Ward against Magic, Ward against Radiation, Any Level 1 Ward, Lock, Water Trotter

SATS Cost: 35/cast

Strain Cost: Medium

Requirements: Level 4.

Ward Against Disintegration – Prevents disintegration of a character struck by an energy weapon or other weapon carrying the Disintegration special weapon effect, once. The character may still be killed by the energy from the blast, but if killed their corpse will not be disintegrated either. Can be cast on multiple targets; prevents only the first disintegration of a single character. Wards cost no strain to maintain, but must be recast every 24 hours.

Possible Precursors: None

Precursor to: True Love’s Kiss, Ward against Magic, Ward against Radiation, Any Level 1 Ward, Lock

SATS Cost: 35/cast

Strain Cost: Medium

Requirements: Level 4.

Ward Against Electricity – Absorbs or disperses any magical or non-magical electricity that would otherwise damage the target. Can be cast on multiple targets; prevents only the first instance of electrical feedback on a single character. Wards cost no strain to maintain, but must be recast every 24 hours.

Possible Precursors: None

Precursor to: True Love’s Kiss, Ward against Magic, Ward against Radiation, Any Level 1 Ward, Lock

SATS Cost: 35/cast

Strain Cost: Medium

Requirements: Level 4.

Ward Against Fire – Automagically extinguishes fire on a character, once. Can be cast on multiple targets; prevents only the first instance of fire on a single character. Wards cost no strain to maintain, but must be recast every 24 hours.

Possible Precursors: Any Level 1 Ward

Precursor to: True Love’s Kiss, Ward Against Magic, Ward Against Radiation, Any Level 1 Ward, Lock

SATS Cost: 35/cast

Strain Cost: Medium

Requirements: Level 4.

Ward Against Poison – Surrounds the targets in a green haze which immediately neutralizes and removes any poisons that enter their system. Can be cast on multiple targets; prevents only the first instance of poison for each character on which it is cast. Wards cost no strain to maintain, but must be recast every 24 hours.

Possible Precursors: Any Level 1 Ward

Precursor to: True Love’s Kiss, Ward Against Magic, Ward Against Radiation, Any Level 1 Ward, Lock

SATS Cost: 35/cast

Strain Cost: Medium

Requirements: Level 4.

Ward Against Stun – Absorbs and mitigates the effect of magical stun on a pony, once. Has no effect on non-magical stun, such as from flashbangs. Cannot be cast on multiple targets at one time, but it can be cast multiple times on multiple targets. Wards cost no strain to maintain, but must be recast every 24 hours.

Possible Precursors: Any Level 1 Ward

Precursor to: True Love’s Kiss, Ward Against Magic, Ward Against Radiation, Any Level 1 Ward, Lock

SATS Cost: 35/cast

Strain Cost: Medium

Requirements: Level 4.

Windy Day – Creates a strong gust or continuous current of wind, 15’ across and 10’ high, originating from the caster’s horn and blowing in a direction of their choosing. Flying creatures moving against the wind move 10 feet slower per action spent, and if not moving against the wind will be moved five feet in the direction the wind is blowing. This spell can be used as an interrupt action similar to a Dodge or Block – it can be rapidly cast using a held or unused action in response to an opponent’s action to affect the outcome of that action (or actions if there are multiple). When used during another character’s actions, either as a sustained action or an interrupt, this spell renders lighter projectiles such as darts, arrows or crossbow bolts 1 MFD step harder to target and also makes aerial maneuvers one step harder to perform. This spell’s effects are a neat counter to spells that create an obscuring mist or fog.

Possible Precursors: None (Telekinesis)

Precursor to: Gale, Tradewinds

SATS Cost: 15

Strain Cost: Low

Requirements: Level 4.

Level 2 Spells – These spells represent a logical progression and further specialization of magic towards achieving a specific purpose. These are the sorts of spells you would expect any young unicorn beginning to specialize in a specific field to know. Normal unicorns can learn a number of level 2 spells equal to their intelligence attribute score.

Alter Trajectory – This spell puts subtle pressure on an incoming ranged projectile to alter its course and its point of impact. It only works on single projectiles, and works best on projectiles that are not self-propelled. The basic spell is only capable of altering its direction by up to ninety degrees, causing it to impact elsewhere. Self-propelled projectiles such as rockets and missiles may only have their course altered by forty five degrees. Each layer of overglow allows you to further correct the course of a projectile by forty five degrees.

Possible Precursors: Telekinetic Precision, Long Ranged Telekinesis, Animate Object

Precursor to: Telekinetic Launch, Back At Ya!

SATS Cost: 20

Strain Cost: High

Requirements: Level 8; Telekinetic Precision and either Long Ranged Telekinesis or Animate Object.

Amplify Ambience – Focuses and magnifies ambient noise in the caster’s vicinity, allowing them to pick up fine details that a casual listener might have missed. This effect grants a 1 MFD step bonus to auditory perception rolls, especially those made to listen in to conversations. The amplification effect is only on the caster’s ears, or the ears of a target character or creature.

While this spell is maintained, loud noises within 10 feet of your character trigger an Endurance roll, MFD ½. Failures are deafened for 2 combat rounds (unable to make auditory perception checks or communicate verbally with other players). Critical failures are stunned for the duration, unable to act. While deafened, characters take penalties to actions as though they were crippled in the head.

Characters with the spell’s effect on them also take double damage from any sonic-based attacks, such as Soundburst or Sonic Screech (a bat pony ability). Endurance rolls made to resist the effects of harmful sound-related spells and magic are 1 MFD step harder.

Possible Precursors: Musical Instrument, Muffle, Silence, Royal Canterlot Voice, Soundburst

Precursor to: Royal Canterlot Voice, Soundburst, Alter Sound

SATS Cost: 45

Strain Cost: High

Requirements: Level 8; Muffle or Royal Canterlot Voice.

Anesthetic – Completely anesthetize a large region of a target’s body (any two limbs or the torso) for 2xINT minutes. The target no longer suffers penalties from any wounds that the areas have, but the anesthetized areas are rendered unusable for the duration. If any of the now-unusable areas is linked to a skill, that skill now suffers a -10 penalty. If the non-usable areas are linked to movement (i.e. the legs), then move speed is reduced by 5 feet per action per area anesthetized (minimum of 5 feet per two actions). If a target’s wings or digging-arms are anesthetized, then they are rendered temporarily unable to fly or dig respectively for the duration of this spell. Unwilling targets not caught by surprise may make an opposed END roll versus the caster’s magic roll (the one they made to cast the spell) to resist.

Possible Precursors: Painkiller, Minor Healing

Precursor to: Cleanse Poison, Tissue Transplant, Heartstopper, Put ‘Em Under

SATS Cost: 35

Strain Cost: Medium

Requirements: Level 8, Painkiller.

Armor Penetration – This spell is cast on a single target to augment other spells and attacks from that target. A successful casting of this spell grants all attacks and spells that do damage the ability to ignore 15 points of DT. Each layer of overglow can either increase this armor penetration by 15 points or make the spell affect another target (for a maximum of four targets). Targets need not be characters; anything that can potentially deal damage (scenery, spikey bushes, automated security, specific weapons, ammunition, etc.) can be a target. The spell’s effects last for one round.

Possible Precursors: Magical Assist

Precursor to: Bypass

SATS Cost: 10

Strain Cost: Low

Requirements: Level 8.

Audio Playback – Uses magic to record sound and play it back. Can record up to an hour of sound per cast; subsequent casts can overwrite this or add to it at the caster’s choosing. While recorded, the caster may edit it by making a magic skill roll, MFD based on what type of edit they’re attempting. Sound can be stored and edited for up to 48 hours after casting without maintaining the spell; after that period, it must be played back and recorded again (either by casting the spell again or with a mechanical device) or it will be lost.

Possible Precursors: Muffle, Musical Instrument, Silence, Voice Alteration

Precursor to: Voice Alteration, Alter Sound, Moving Pictures, Sonic Control Sphere

SATS Cost: --

Strain Cost: Medium

Requirements: Level 10, Musical Instrument or Voice Alteration.

Auto-Repair – This spell can tell its caster which parts of differing weapons, armors, or other mechanical items of a similar type would function best when reassembled into a single piece, providing a +15 bonus to your next repair roll repair when cast. Pipbucks have a lesser version of this spell imbued into them.

Possible Precursors: Polish, Auto Sort, Field Strip

Precursor to: Field Strip

SATS Cost: --

Strain Cost: Medium

Requirements: Level 8, Polish, Auto Sort.

Behind You! – Using long-ranged telekinesis, you have learned how to confuse your enemies by acting from multiple locations at once! You take no remote aiming penalty for wielding or firing a weapon that is levitated more than five feet away from you. (Penalty is normally 1 MFD step per five feet.)

Possible Precursors: Long Ranged Telekinesis.

Precursor to: Come to Life, Dancing Weapon

SATS Cost: --

Strain Cost: Low

Requirements: Level 8, Long Ranged Telekinesis.

Channeling Assist – Your ability to channel magic into increasing the effects of others spells has increased; you can now add a layer of free overglow for up to two targets or add two free layers of overglow for a single target! As before, spells without numerical or listed overglow layer effects are unaffected, and these layers of overglow do not ignore the normal hard cap for maximum number of layers of overglow that can be channeled into a spell.

This spell must be maintained by spending at least one action per round it is in effect after the first round, otherwise the spell ends when the unicorn’s turn in a combat round has finished (even if they hold actions).

Every time a target casts a spell it requires the caster to expend 1 strain to maintain it.

This spell and others like it are unaffected by magical overglow. Spells from this tree cannot be cast recursively (i.e. to boost the effect of each other).

Possible Precursors: Magical Assist.

Precursor to: Mana Battery, Talisman Creator

SATS Cost: --

Strain Cost: Medium

Requirements: Level 8, Magical Assist.

Cleanse Poison – Removes all traces of any anabolic poisons, toxins, and venom from a single target over a period of a few minutes. At one layer of overglow, this spell can be used to remove all physical causes and symptoms of addiction. Mental addiction cannot be treated in this way.

Possible Precursors: Minor Healing, Painkiller, Heal, Anesthetic

Precursor to: Cleanse Radiation, Restore Shape

SATS Cost: --

Strain Cost: Medium

Requirements: Level 10, Minor Healing or Heal, Painkiller or Anesthetic

Clothes Alteration – No sophisticated unicorn would be caught dead without this little gem! This spell is capable of modifying clothing and light bardings to fit any size in only a few moments (2d4 combat rounds). It requires no needle or thread, but does require that the use of a subject to tailor the clothing or barding to, even if that subject is only a ponnequin. This is much faster than modifying clothing and light barding by conventional means using the “Modifying Armor” rules in the equipment chapter. With a layer of overglow, this spell can be used to make repairs cosmetic alterations to clothes or light barding, though the raw materials are still required. This is also true for any changes that restore or add features or functionality. With 2 layers of overglow, this reduces the time required to 1d4 combat rounds; 3 layers shorten it to a single combat round. This spell simply cannot handle medium and heavy bardings – the materials are too tough for it to manipulate.

Possible Precursors: Clothes Cleaning, Polish

Precursor to: None Known

SATS Cost: 75

Strain Cost: Medium

Requirements: Level 10.

Cloud Walker – Grants creatures without the flight racial skill the ability to walk on clouds and to interact with cloud terminals and other cloud-based technology.

Possible Precursors: Cloud

Precursor to: Gossamer Wings

SATS Cost: 100

Strain Cost: Medium

Requirements: Level 10.

Come to Life – Causes an otherwise inanimate object to perform a specific task, such as move forward, until the spell is cast a second time (at no additional strain cost) to dispel it. This spell lacks the finesse needed to operate delicate machinery or perform actions in combat, but it’s great for operating heavy machinery that would otherwise be beyond the physical strength your pony can muster. Your pony can operate devices and command them to perform repetitive simple or menial tasks that would otherwise be beyond the strength of their normal telekinesis (this spell can lift or move up to 15xINT macs). The problem is really in getting them to stop operating when they’ve done what you wanted. Sorcerer’s apprentice, anypony?

Possible Precursors: Animate Object, Mighty Telekinesis I, Behind You!

Precursor to: Dancing Weapon, Swarm of Blades

SATS Cost: --

Strain Cost: Medium

Requirements: Level 10, Animate Object or Mighty Telekinesis I.

Daylight – Creates a small sphere of light that can be moved either by telekinesis or by the caster’s thoughts, providing daylight-like illumination in a radius of 5xINT feet. This doesn’t need to be maintained and does not cost as a maintained spell for the purposes of casting or sustaining multiple spells simultaneously.

Possible Precursors: Light, Light Show, Sunbeam, Flare

Precursor to: Flare, Flash

SATS Cost: 25

Strain Cost: Medium

Requirements: Level 10, Light, Light Show or Sunbeam.

Disguise – This spell will disguise the target so as to make them difficult to recognize by anyone who didn’t know them personally, altering cosmetic features such as hair length, style, clothing shape, and to a lesser extent, coloration. It does not affect their cutie mark. While maintained, it requires a PER check of MFD ¾ to recognize the target given a picture of their undisguised self or MFD ¼ if given only a verbal description.

Possible Precursors: Cutie Mark Disguise, Projected Image

Precursor to: Alter Features

SATS Cost: --

Strain Cost: Medium

Requirements: Level 10, Sneak 75.

Dispel – Disrupts magic of equal or lesser level, such as spells maintained by unicorns or alicorns or minor enchantments. Can also disrupt low recipe-level zebra enchantments, but requires direct physical contact. Excellent for temporarily disabling spell matrices or suppressing the magics of unicorn talismans – a successful cast will render such devices inoperative for 1d3 rounds. For three layers of overglow, this spell can disrupt a single level 3 spell.

Possible Precursors: Any Level 2 Spell

Precursor for: Disruptor Beam, Greater Dispel

SATS Cost: 35

Strain Cost: Medium

Requirements: Level 10, Must know a Level 2 Spell.

Double Vision – This illusion blurs the outline of the caster or their target, making it difficult for enemies to focus on them. It works by bending the light magically so that light moves inconsistently in the space immediately surrounding the target. Any character or creature under the effects of this spell is 1 MFD step harder to target while the spell is maintained. Maintaining this spell costs 1 strain per 30 seconds when cast. If not maintained, it lasts for one combat round.

Possible Precursors: Projected Image, Light Show.

Precursor for: Double Team,

SATS Cost: --

Strain Cost: Special*

Requirements: Level 10, Projected Image or Light Show.

Dream Read – Allows the caster to “see” into the target’s dreams. The target may become aware of the caster if they act inconsistently within the dream, but minor alterations to the dreamscape by the caster are certainly possible.

Possible Precursors: Memory View, Lie Detector, Access Memory or Telepathy I.

Precursor for: Dream Invader, Mind Meld

SATS Cost: --

Strain Cost: Special*

Requirements: Level 10, Memory View, Lie Detector, Access Memory or Telepathy I.

*Strain Cost is at the GM’s discretion depending on what you want to do.

Duplicate – Makes a precise copy of any inanimate object of weight less than or equal to the caster’s INT score. The caster must have the object on hand and be able to study it for at least an hour with their magic in order to copy it precisely; the spell’s formula is limited such that imprecise understanding of the object prevents the spell from working at all, rather than producing an imprecise copy. The spell also requires that raw material of a similar nature to the object being duplicated be available to create the copy from. More intricate items, particularly items with magical properties like talismans, gold, and gemstones, can take multiple hours or even days of inspection and magical analysis before they can be copied. Each layer of overglow increases the maximum weight limit of the copied object by 5.

This spell’s only other limitation is that it cannot be used on anything that it perceives as living; what the spell recognizes as living is ultimately at the GM’s discretion, but needless to say it makes copying certain fruits and vegetables quite difficult.

Possible Precursors: Conjure Tool, Teleportation I, Repair

Precursor for: Restore, Summon Bloatsprite, Clone, Create Matter

SATS Cost: --

Strain Cost: Very High

Requirements: Level 14, Teleportation I and either Conjure Tool or Repair.

Extract Memory – This is the spell used by the Ministries of Peace and Morale to extract the memories of other ponies. This process removes the memory from the pony; if a memory orb is used, the memory can be stored instead of just erased.

Possible Precursors: Memory View, Access Memory, Lie Detector, Dream Read, Mind Read

SATS Cost: --

Strain Cost: High

Requirements: Level 10, Memory View, Access Memory, Lie Detector, Dream Read, or Mind Read

Faucet – Manipulate a larger amount of water (or another liquid) using telekinesis, without penalty and regardless of weight or content (within reason). The volume manipulated cannot exceed 5xINT ft^3. As with telekinesis, levitated materials move at a speed of 5’ per action relative to the caster. This is a form of telekinesis.

Possible Precursors: Drip.

Precursor to: Deluge, Water Trotter

SATS Cost: --

Strain Cost: Low/--

Requirements: Level 10, Drip.

Field Strip – This spell disassembles weapons for proper cleaning and maintenance. It requires knowledge of the weapon being disassembled (an INT roll at varying MFD if the weapon is not terribly common). With a little unconventional thinking, this spell can be highly effective in combat if the weapon in question doesn’t belong to you or your friends. It cannot manipulate or disassemble weapons held aloft by the magic of other characters or creatures. Out of combat, this spell grants a +10 on any repair rolls made to maintain a weapon.

Possible Precursors: Telekinetic Precision, Auto-Repair

Precursor to: Auto-Repair, Lock

SATS Cost: 50

Strain Cost: Medium

Requirements: Level 10, Telekinetic Precision.

Flare – Channels the sun’s energy into a small ball of brightly-burning flame and throws it at an opponent. Functions identically to a flare gun, targeted with Magic. Illuminates everything within 30’ of its path. Layers of overglow deal 1d6 of extra damage, ignore 5 additional points of DT, and illuminate an additional 5’ in every direction of its path.

Possible Precursors: Light, Light Show, Sunbeam or Daylight

Precursor to: Daylight, Flash, Solar Flare

SATS Cost: 30

Strain Cost: Medium

Requirements: Level 8, Light, Light Show, Sunbeam or Daylight.

Fog Bank – Vaporizes nearby water to create a large, dense patch of fog that gives partial concealment to all those within it. The fog covers an area of up to (three times the caster’s INT score) squared up to 8 ft. high. This fog provides an accuracy penalty of 1 MFD step to those attempting to target something it conceals. SATS negates this penalty.

Possible Precursors: Fog, Cloud

Precursor to: Magical Fog, Cloud Bank

SATS Cost: 40

Strain Cost: Medium

Requirements: Level 8, Fog, Cloud.

Freeze – Flash-freeze an area or object, dropping its temperature to below 0°C. May deal up to 3d8+INT damage to living creatures; useless against robots, and deals reduced damage (1d8+INT) against ghouls. Has a targeting range increment of 25 feet. Critical successes on the casting roll can flash-freeze one of the target’s extremities (but not the head), rendering it inoperable and possibly destroying that limb if it does not receive medical attention within an hour of being frozen. Characters in sealed armor are unaffected by this spell.

Possible Precursors: Chill

Precursor to: Icebolt, Snow Drift, Create Matter

SATS Cost: 35

Strain Cost: Medium

Requirements: Level 10, Chill.

Gale – Conjures up a forceful wind that pushes outwards in a multidirectional wave from the caster’s horn, forcing any creatures within range back 10 feet further from the caster. This wave can push back any creatures of weighing less than 1000 macs that are within a short distance of the caster (INTx5 feet) when the spell is cast. If they can hold onto something, creatures or characters affected by this spell may roll STR roll against your spellcasting roll. If they beat it by at least 1 MFD step, they are not moved; critical failures are moved twice as far. Flying opponents are blown back twice as far and must make a flight roll MFD ¾ to remain airborne. Opponents anchored against fixed obstructions or against a wall are unaffected. These winds are powerful enough to disarm some characters; any characters with non-battle-saddle mounted or otherwise secured weapons must make a STR roll MFD 1 to hold onto them. Similarly, unicorns holding weapons with telekinesis must make an INT roll MFD 1 to keep their grip, and receive a +5 bonus for each level of Mighty Telekinesis on their roll.

Possible Precursors: Windy Day

Precursor to: Tradewinds, Windstorm

SATS Cost: 30

Strain Cost: Medium

Requirements: Level 10, Windy Day.

Ghost – This spell renders the caster and their inventory intangible, allowing them to pass through solid matter while maintaining their position relative to the ground. This intangibility will be disrupted if the caster is affected by magic, such as a spell or an energy weapon projectile. This intangibility requires no strain to maintain (only the caster’s concentration), but if disrupted will need to be re-cast.

Possible Precursors: Teleportation I, Transmogrify

Precursor to: Pass Through, Phantom

SATS Cost: 25

Strain Cost: Medium

Requirements: Level 10.

Greater Projected Image – Creates a larger projected image of up to (2xINT)^3 feet in size that is clearly magical and illusory, usually (but not necessarily) transparent. It cannot make sound. Each layer of overglow layer of overglow makes the illusion more convincing, e.g. the image may appear solid (or at least non-magical). If two or more layers of overglow are applied, the image may maintain itself indefinitely in addition to appearing more realistic. Detecting whether or not the image is illusory is an opposed roll of perception versus the caster’s magic, with the caster re-rolling (That is to say, do not use your spellcasting roll against the opponent’s PER roll.). Layers of overglow give the caster a 1 MFD step bonus on the opposed roll.

Possible Precursors: Projected Image, Light Show

Precursor to: Physical Illusion, Invisibility, Moving Pictures, Double Team

SATS Cost: 75

Strain Cost: High

Requirements: Level 10, Projected Image or Light Show.

Heal – Heals the target to remove wounds; can remove up to 2+ (INT/2) wounds (minimum3) per cast, starting with the areas that have the most wounds. If an area is crippled, this spell can heal the area enough to remove its crippled status (unlike Minor Healing), but it can only do so if the crippling injury occurred in the last thirty minutes. Otherwise, the broken bones must be set using the medicine skill (an MFD ¾ roll under normal conditions) or an appropriate spell.

Possible Precursors: Minor Healing.

Precursor to: Cleanse Poison, Repair, Tissue Transplant, Blood Cast, Regenerate, Healing Potions

SATS Cost: 50

Strain Cost: Medium

Requirements: Level 10, Minor Healing.

Induce Sleep – Opponent must roll endurance, MFD ¾, or fall unconscious for 1d4 hours. If they resist, they are not unconscious but are still tired and take a -10 on their actions for the caster’s INT score in combat rounds. Layers of overglow can be added to increase the difficulty of the END roll by 1 MFD step per, or to double the length of the resulting unconsciousness.

Possible Precursors: Induce Tiredness, Telepathy I

Precursor to: Knock Out

SATS Cost: 40

Strain Cost: Medium

Requirements: Level 10, Induce Tiredness or Telepathy I.

Magical Arrow Barrage – Summons three magical bolts of energy and hurls them at foes for a total of 3d8 damage. You may choose to target each arrow individually dealing 1d8 + 1/10 of your magic rank, rounded down, damage per arrow, or all three as a single attack, only adding your magic rank damage once. Unless targeting as a group, you must roll and resolve damage separately per arrow. Either way, all attacks made by this spell ignore 15 points of DT.

For one layer of overglow these arrows can be made to explode on impact (this is not an AoE effect), making each arrow deal an additional 1d8 of damage. Layers of overglow can also be spent to double the amount of DT ignored by each attack. The range increment for this and all other magical arrow spells is 25 feet.

Possible Precursors: Magical Arrow

Precursor to: Magical Arrow Rain

SATS Cost: 40

Strain Cost: Medium

Requirements: Level 10, Magical Arrow.

Magical Battery – The process is draining and time consuming, but you can charge depleted magical batteries and talismans using your own magic. Cannot directly power a device, and charging a battery connected to a device requires an additional layer of overglow. Each cast (or layer of overglow) can restore power to either one spark battery or any number of units of energy weapons ammunition up to a combined total value of 1d4x10 caps. If compatible, talismans receive one charge per use of the spell, with an additional charge per layer of overglow.

Possible Precursors: Spark, Tickling, Power Source, Replenish

Precursor to: Power Source, Replenish, Talisman Creator

SATS Cost: *Varies

Strain Cost: *Special

Requirements: Level 10, Spark.

*SATS and Strain Costs are at the GM’s discretion depending on what you want to charge.

Magical Beam II – Shoots a beam of magical energy, as from a magical beam rifle, but without the bonus to critical damage or the disintegration effect. Can be cast up to 2xINT times per day. Each layer of overglow can be spent to either add 2d8 damage to the beam or grant it the disintegration effect. Targeted with a magic roll.

Possible Precursors: Magical Beam I

Precursor to: Banish, Disruptor Beam, Gatling Beam

SATS Cost: 25

Strain Cost: Medium

Requirements: Level 10, Magical Beam I.

Mask Scent – Masks the scent of the caster and up to INT/2 targets while the spell is maintained. Good versus dogs, Hellhounds and Sand Dogs, and for avoiding taking baths. Scentless characters receive a situational 1 MFD step bonus to sneak rolls made to avoid detection by characters or creatures tracking or searching using scent. Tracking a character under the influence of this spell exclusively by scent is impossible.

Possible Precursors: Muffle or Silence.

Precursor to: Invisibility

SATS Cost: --

Strain Cost: Medium

Requirements: Level 10, Muffle or Silence.

Meld – Fuses two characters or creatures together physically, similar to Siamese twins but with no essential organs or other life-essential structures shared. The two targets are stuck together until they are either separated surgically or magically. Surgical separation may leave the victims slightly disfigured or otherwise disadvantaged depending on the points of connection, but is not life threatening. Casting the spell a second time on the same two targets will undo the effects. Other spells, such as healing spells or Greater Transmogrify, can also be employed. Layers of overglow allow the spell to fuse the targets more intimately or at multiple points of contact. Due to the large number of possibilities, specifics on how to handle the effects of the near-infinite amount of different combination possibilities that may result from this spell are ultimately up to the GM’s interpretation and the caster’s intent.

Both targets must be living creatures. Trees (living ones) and the like are acceptable targets; corpses and metal plating aren’t.

Possible Precursors: Growing Magic, Teleportation I, Mend, Tissue Transplant

Precursor to: Tissue Transplant, Fusion, Surrogate

SATS Cost: --

Strain Cost: High

Requirements: Level 10, Teleportation I, Mend.

Mend – Accelerates the healing of broken bones, allowing them to heal within a much smaller span of time than they would if left untreated. If cast on a crippled location within an hour of it having become crippled, that area will heal as though it were not crippled (three wounds per day or one wound healed per 8-hours spent resting). Like Set, this spell can also be used in conjunction with other healing magics to prevent the need for a medicine roll MFD ¾ to set broken bones. This is the simplest spell capable of restoring crippled (cracked) unicorn and alicorn horns.

Possible Precursors: Minor Healing, Set.

Precursor to: Meld, Repair, Regrow Bone

SATS Cost: --

Strain Cost: Medium

Requirements: Level 10, Set.

Mighty Telekinesis II – Your telekinesis can now lift and manipulate loads 18xINT macs (macs being the unit of weight that I’ve usually been omitting – all item weight values are listed in macs) without penalty! In any contests of strength that arise with your magic versus an opposing force, you may now roll Magic instead of Intelligence as your opposing roll, and you receive 1 free MFD step bonus versus your opponent. Rolling opposed strength with telekinesis spells requires you to spend at least one layer of overglow – 2 strain at minimum. If you’re suspending an opponent and they manage to move of their own accord, you must recast your spell to restrain them once more. Melee and unarmed weapons used with Telekinesis add your INT rather than your STR as damage; at this level of Telekinesis, your INT damage can be multiplied up to 4x based on your melee or unarmed skill.

Possible Precursors: Mighty Telekinesis I

Precursor to: Deluge, Mighty Telekinesis III, Swarm of Blades

SATS Cost: --

Strain Cost: Low

Requirements: Level 10, Mighty Telekinesis I.

Mind Read – Allows the caster to perceive the surface thoughts of another character. If the target is not of the same species or suffers from any sort of mental instability, this may lead to confusing interpretations that the caster may not understand. The target may become aware of the caster’s presence with an INT roll of MFD 1, penalty equal to the difference between the success on the casting roll and the TN (usually MFD 1). They may attempt this roll once per 15 minutes of the mental intrusion. If detected and actively resisted, the caster is driven out of the target’s head forcibly within 1d4 rounds. If the caster is forced out in this manner, they receive mental feedback damage equal to 1d20 for every 15 minutes that they were monitoring the target. This damage is done directly to the horn, ignoring all armor. This spell costs 1 strain per fifteen minutes after casting to maintain. Each layer of overglow doubles the maintenance cost of the spell as well as casting cost, but also doubles the length of time between detection rolls and the length of time, in rounds, that it takes for a subject to drive out the mind reader. The mind-reading spellcaster may choose to break the mental link at any time; if the caster is rendered unconscious for whatever reason, the spell dissipates.

Possible Precursors: Lie Detector, Telepathy I.

Precursor to: Extract Memory, Mind Meld, Dream Invader

SATS Cost: 150

Strain Cost: Medium

Requirements: Level 10, Lie Detector or Telepathy I.

Additional Notes: Green Alicorns start with this spell.

Nerve Pinch – You can focus your magic into a point so fine that it can actually disrupt minor nerve impulses in your target’s peripheral nervous system. While this attack doesn’t directly harm an opponent, it is capable of stunning them quite effectively. The downside is the range – such levels of precision require the target to be directly adjacent to the caster. A normal cast of this spell temporarily paralyzes a single limb on the target – only a target’s extremities can be affected, and it cannot (usually) affect the head. Paralyzing a limb counts that limb as crippled for as long as the spell is maintained. Each layer of overglow crippled one additional limb; after all extremities are paralyzed, the torso and head are paralyzed next, in that order (this is the only way the head can be affected). If a character is fully paralyzed by this spell, they are rendered unconscious for 1d4 minutes. Unwilling opponents not caught by surprise may make an opposed END roll versus the caster’s magic roll made to cast.

Possible Precursors: Tickling, Telekinetic Precision, Painkiller

Precursor to: Heartstopper

SATS Cost: 150

Strain Cost: Medium

Requirements: Level 10, Medicine 50, either Tickling, Telekinetic Precision, or Painkiller

Power Source – Channels magic into electricity to power a small to medium device for one hour per cast (must be maintained for the duration of use). Cannot be used to power anything larger than a terminal.

Possible Precursors: Spark, Tickling, Magical Battery

Precursor to: Power Source, Zap, Electrify

SATS Cost: --

Strain Cost: Medium

Requirements: Level 8, Spark.

Pyre – Create a small ball of flame that can be used to start fires, create light, or even as an offensive spell (in a pinch). As an offensive spell it deals 3d12 damage and carries the fire special weapon effect, with a range increment of 30 feet for targeting. With a layer of overglow, it can create fire at the location of the target, eliminating the need for targeting (and extending its range to line of sight rather than the 120’ maximum range implied by the range increment).

Possible Precursors: Light, Light Show, Spark, Sunbeam, Flare

Precursor to: Fire Trotter, Flamethrower, Solar Flare, Create Matter

SATS Cost: 20

Strain Cost: Medium

Requirements: Level 10, Spark, Light Show or Flare.

Repair – Restores and performs minor repairs on both the interior and exterior of an item or weapon, but lacks the finesse needed to deal with more complicated mechanical or arcane devices. Raises the condition of the item or weapon on which it is cast by 2 steps (or repairs armor by ¼ of its maximum DT, rounded down) and cannot be used on a single item or weapon more than once per day.

Possible Precursors: Conjure Tool, Polish, Heal, Mend, Repair, Regrow Bone, Regenerate

Precursor to: Duplicate, Restore, Create Matter, Good as New!

SATS Cost: --

Strain Cost: High

Requirements: Level 8, Conjure Tool, Polish, Heal, Mend, Regrow Bone, or Regenerate

Replenish – Restores magical energies stored in items such as healing potions, talismans and magical ammunition (unlike Magical battery, which can only restore specific vessels like spark batteries or ammunition energy cells). Cannot be used on any single item more than once per day, and cannot restore more than 20 potions or 50 magical energy ammunition cells per day. This cannot be used to replenish living sources of magical energy, but it can put the spark back into damn near everything else.

Possible Precursors: Polish, Spark, Tickling, Magical Battery

Precursor to: Magical Battery, Talisman Creator, Create Matter, Good as New!

SATS Cost: --

Strain Cost: Very High

Requirements: Level 10, Polish, Spark, or Tickling.

Royal Canterlot Voice – Essentially the opposite of the muffle spell. This spell increases the volume of the target’s voice tenfold! It’s great for long distance communication… as long as you don’t care who gets the message. This spell provides a 1 MFD step bonus to the speechcraft-driven intimidation rolls made in conjunction with The Stare while in effect. It can be maintained at a cost of one strain per five minutes.

Possible Precursors: Musical Instrument, Muffle, Silence, Amplify Ambience

Precursor to: Amplify Ambience, Earburst, Echolocation, Invisibility, Moving Pictures, Sonic Scream

SATS Cost: 15

Strain Cost: Low

Requirements: Level 8; Amplify Ambience, Musical Instrument, Muffle or Silence.

Selective Silence – This works almost exactly the same as the Silence spell, but instead of creating a null sound radius where no sound can penetrate in or out, this creates a zone that simply prevents sound from being created within it. Like its precursor, this zone can move with the caster or a target, though the caster still must maintain line of sight with the center of the radius. Much better for sneaking about, because it allows you to still hear what’s going on outside the spell’s radius. Maintenance cost is 1 strain per minute the spell is sustained.

Possible Precursors: Muffle, Silence

Precursor to: Invisibility, Echolocation, Earburst

SATS Cost: 40

Strain Cost: Low

Requirements: Level 10, Muffle or Silence.

Shield – The shield’s strength and surface area increase, increasing damage threshold to 3xINT and raising the maximum surface area of the shield to 3xINT ft^2. The shield will now collapse if enough damage is dealt to it in a single attack to deal four wounds to the caster if they were unarmored (4x D/W). While it has a default shape when cast of a sphere centered on the caster, this can be altered by the caster into any shape (surface area must remain consistent) with a layer of overglow. Shields like this are not selectively permeable (unless a bypass spell is involved); they block any physical item or force. Shields that completely surround a character or item can also block radiation. Shields can absorb rads equal to five times their maximum DT before collapsing.

The base strain cost to maintain this spell is 1 strain per 30 seconds (5 combat rounds), which is increased appropriately by overglow. Layers of overglow do not increase the DT provided by this spell, but they can increase surface area, and each layer spent on either the surface area or the shape increases the number of wounds’ worth of damage required to collapse it by one.

Possible Precursors: Shelter Shield.

Precursor to: Shield Bubble, Water Trotter

SATS Cost: 30

Strain Cost: Medium

Requirements: Level 8, Shelter Shield.

Soundburst – A powerful burst of directed noise temporarily deafens a target and all other characters or creatures within 5’ of that target. An END roll MFD 1 must be made or they will be deafened for 1d6 minutes; layers of overglow increase the difficulty of this END roll by 1 step per layer. Deafened characters suffer all of the negative effects described under the Deaf hindrance. Critical failures are permanently deafened. “Let’s spin this shit.”

Possible Precursors: Musical Instrument, Muffle, Silence, Amplify Ambience

Precursor to: Amplify Ambience, Earburst, Sonic Scream

SATS Cost: 35

Strain Cost: Medium

Requirements: Level 10, Musical Instrument.

Speed Lines – Magically accelerates or decelerates a willing (or inanimate) target that is already moving up to twice their current speed. For deceleration, it halves their current movement distance, rounded down to the nearest 5’; it cannot reduce speeds below 5’ per action. This may cause injury if used carelessly! Treat each twenty feet of movement speed as 10 feet of fall damage (1d20), if objects are colliding. This spell is best used as a held action to interrupt the movement actions of other characters and creatures.

Possession of this spell passively upgrades your telekinesis abilities – you may now move objects 10’ per action spent relative to the caster, instead of 5’ (the base amount). This is a ‘spell upgrade’ effect; its effects stack with other spells modifying a character’s telekinesis.

Possible Precursors: Thread the Needle, (Telekinesis, if used to accelerate things – it’s not listed.)

Precursor to: Thread the Needle, Telekinetic Launch, Panic Lines SATS Cost: 25

Strain Cost: Medium

Requirements: Level 10.

Sword of Blood – Makes a melee weapon out of coagulated and magically hardened blood. May serve as a vector for disease depending on whose blood it is made of. If there is no source of freely available blood (such as from a fresh untreated wound or a recently deceased creature or character), will use the caster’s own blood, causing 1d6 wounds, randomly distributed. The sword functions identically to a Blade of Equestria, though it cannot be sundered or broken by enemy weapons fire.

Possible Precursors: Hemorrhage

Precursor to: Blood Cast

SATS Cost: 25

Strain Cost: Medium

Requirements: Level 10, Hemorrhage or Black Book.

Target Lock – This spell is designed to link up into an optical or magical targeting system and correct the weapon’s fire trajectory in a manner similar to a zebra targeting talisman. A weapon targeted with this spell (or with a talisman of this spell built into it) receives a bonus to accuracy of 1 MFD step. It is believed that the Stable-Tec Assisted Targeting System is derived from a highly modified version of this spell. Layers of overglow increase the bonus by 1 MFD step each. While designed for use with spell matrices (granting a constant source of magical power to maintain the spell), this spell can be maintained once cast at 1 Strain per round. As with all maintained spells, if used with overglow the maintenance cost is doubled for each layer applied.

Possible Precursors: Detect Movement, Magical Arrow, Magical Beam I, Telekinetic Precision

Precursor to: None Known.

SATS Cost: 25

Strain Cost: Medium

Requirements: Level 10.

Telekinetic Bullet I – You can focus your magic into an invisible bolt or “bullet” of energy and shoot it at enemies. Treat as 10mm pistol, with shots per day limited only by your strain. Unlike a conventional weapon, this spell makes no sound (though it does have a visible ‘projectile’ of force that issues from your horn). Remember: this is a damage spell. You can add 1/10 your magic rank to damage, rounded down to the nearest whole number, as a static bonus.

Possible Precursors: Telekinetic Precision

Precursor to: Telekinetic Bullet II SATS Cost: 20

Strain Cost: Medium

Requirements: Level 8, Telekinetic Precision.

Telekinetic Wave – Your unfocused telekinetic ability is much stronger that it once was! You can now push back all characters and creatures within 10 feet of you up to 10’ per MFD step you succeed on your magic roll by. (So MFD 1 moves them 10’, MFD ¾ moves them 20’, etc.) The spell does not differentiate friend from foe (or animate from inanimate) when triggered, so be aware that it pushes away EVERYTHING.

Resisting the push is a STR roll with MFD 1 step higher than the magic casting roll. If the pushed characters either don’t or cannot move, they take 1d20 concussive damage for every 5’ they didn’t. Each layer of overglow adds 5’ to the distance a character would be pushed. Characters with this spell can now push or pull up to 50xINT macs, but their accuracy still hasn’t improved!

Melee and unarmed weapons used with Telekinesis add your INT rather than your STR as damage; at this level, your INT damage can be multiplied up to 5x based on your melee or unarmed skill. Incompatible with Thread the Needle, TK precision and Mighty Telekinesis; a unicorn cannot learn this spell and any of those spells.

This is a ‘spell upgrade’; its effects stack with other spells modifying a character’s telekinesis unless exclusively stated otherwise. Mighty TK’s effects do not stack with those of TK Wave.

Possible Precursors: Telekinetic Force

Precursor to: Telekinetic Launch, Telekinetic Blast, Telekinetic Wave Blast

SATS Cost: 35

Strain Cost: Medium

Requirements: Level 8, Telekinetic Force.

Telepathic Stunner – Sends a focused burst of psychic energy at a specific target, stunning and disorienting them. Targets take a 2 MFD step penalty on their next three actions, and move 10’ slower per action spent. Targets not caught by surprise may attempt to mitigate the effects of this spell with a willpower and END roll, both against the MFD at which the spell was cast. A willpower roll is an attribute roll of both charisma and intelligence, taking the better of the two roll outcomes as your final result. If both rolls succeed, the spells effects are negated. If even one roll fails, then targets suffer the full effect. One additional target can be affected with each layer of overglow, though all targets must be within direct line of sight of the caster. Layers of overglow can also be spent to increase the MFD step penalty by one step.

Possible Precursors: Telepathy II, Induce Tiredness

Precursor to: Brain Bleed, Mind Trick, Put ‘em Under

SATS Cost: 65

Strain Cost: High

Requirements: Level 12, Telepathy II.

Telepathy II – Allows two-way communication with a single individual over distances up to INT miles, as long as you’ve met the individual before and there are no magical or technomagical obstructions. Can also bridge language barriers, or be used to communicate with multiple individuals (up to INT/2) at short range (less than 50 feet). This spell lasts as long as the caster wishes it to with no additional strain cost. Alicorns at any level may use telepathy as other races would use spoken communication; it costs them no strain.

Possible Precursors: Telepathy I

Precursor to: Telepathic Stunner, Knock Out, Mind Meld, Dream Invader, Nightmare

SATS Cost: --

Strain Cost: Low

Requirements: Level 10, Telepathy I, INT 7

Additional Notes: All alicorns start with this spell.

Teleportation II – The caster has mastered basic teleportation; they can now bring themselves and a single willing or unwilling friend as they instantaneously travel up to 100xINT feet in range! The friend must be within 5’ of the caster in order to be teleported, and like the caster must be at or below their weight limit; objects being teleported along with the caster must also be within this range. Each layer of overglow can be spent to either double the teleport range or include an additional character or creature within 5’ of the caster. Momentum is conserved during teleportation; speedy thing goes in, speedy thing goes out.

This spell cannot teleport most objects, characters or creatures to or from the caster unless the caster is teleported along with them. The exception to this is small objects (Wt. ≤ 2), which can be teleported to or away from the caster independently from anywhere within their line of sight. Objects, characters and creatures teleported with or away from the caster cannot be intentionally splinched into spaces already occupied by solid matter, unless you’re willing to risk getting splinched alongside them.

Possible Precursors: Teleportation I

Precursor to: Banish, Door from Nowhere, Fusion, Teleport Block, Teleportation III, Clone

SATS Cost: 50

Strain Cost: Medium

Requirements: Level 10, Teleportation I.

Thread the Needle – Extremely focused Telekinesis allows your caster to accelerate aerodynamic physical projectiles to lethal speeds using their magic, with deadly accurate results. Each accelerated projectile does base damage equal to twice the caster’s intelligence, plus any damage due to weight (see the ‘rock’ improvised weapon rules; STR damage is ignored). Arrows, crossbow bolts and darts deal their weapon damage in addition to this and ignore the same amount of DT they would if fired from their normal weapon (and can still be poisoned by normal methods). In other words, an arrow fired using this spell would do 4d4 +2xINT damage, and ignores 15 DT. Knives and other melee weapons can be accelerated as well, dealing their base damage and twice the caster’s INT instead of the normal additional strength damage. The spell’s range increment is 5’xINT for the caster. Only relatively aerodynamic (read: long and thin) objects may be accelerated using this spell (GM discretion advised), and objects cannot be heavier than what a pony could pick up with their telekinesis. For example, a piece of rebar or a long-barreled rifle would work perfectly with this spell, while a bookshelf or a generator would not -- even if their telekinesis was strong enough to pick it up, those object are simply not aerodynamic. Living creatures, including pegasi, are also insufficiently aerodynamic for use as projectiles with this spell.

Applying a layer of overglow doubles either the range increment or the INT portion of the damage only. This is a targeted spell, so roll Magic once to cast it and once more to target it. Overglow penalties apply to the casting roll, not the targeting roll.

Possible Precursors: Telekinetic Precision, Long Ranged Telekinesis, Speed Lines

Precursor to: Speed Lines, Back at Ya!, Panic Lines, Telekinetic Launch

SATS Cost: 20

Strain Cost: Low

Requirements: Level 10, Telekinetic Precision or Long Ranged Telekinesis, Speed Lines

Tissue Transplant – This is a medical spell designed to facilitate rapid and safe organ and tissue transplants from the donor to the patient in need. It has no combat applications, other than helping to fix damaged areas after the fighting is past. Tissues must be from related ponies, or risk rejection. There’s a high risk of postoperative infection if this spell is used to perform a surgical procedure in a non-sterile environment. (Flu and cold are quite common.) This spell takes two actions to cast in combat, and requires that both the donor and receiving targets be at least partially anesthetized before it can be successfully cast (if they move at all the spell will fail – possibly with fatal results). Washing the dirt off of the kidney you just dropped on the ground does not qualify it for sterile re-implantation.

Possible Precursors: Anesthetic, Heal, Meld

Precursor to: Meld, Surrogate

SATS Cost: --

Strain Cost: High

Requirements: Level 12, Heal, Anesthetic.

Transmogrify – Turn a held (or nearby) complex item or items into a mechanically and technologically much simpler item of roughly the same shape. Excellent for turning apples into oranges. Ignores conservation of mass. Cannot be dispelled, at least by conventional means.

Possible Precursors: Conjure Tool, Teleportation I.

Precursor to: Alter Features, Create a Door, Fusion, Greater Transmogrify, Restore Shape SATS Cost: 65

Strain Cost: High

Requirements: Level 10, Conjure Tool, Teleportation I.

True Love’s Kiss – The caster may only cast this on a single target. When first cast on a target, that target character becomes the only character that the caster can use this spell on until one of the two dies (love, despite the name, has nothing to do with it). For INT days after this spell has been cast on a character, when an enemy attempts to use magic on a character affected by this spell, the MFD for their spells is 2 steps more difficult. Also acts as “Dispel” and “Ward Against Disintegration” while it is in effect. This spell renders the target immune to the effects of Mind Trick and Dominate while in effect, and otherwise provides a 2 MFD step bonus on both the INT and CHA rolls part of any willpower roll made while the spell is in effect.

Possible Precursors: Any Ward.

Precursor to: The Power of Love

SATS Cost: 40

Strain Cost: Low

Requirements: Level 8.

Unkindness of Ravens – Conjures up an illusory flock of black birds to befuddle and blind (1 MFD step penalty on all ranged attack rolls) your opponents for up to 3 rounds. This flock can be divided to cover up to INT/2 different opponents, blinding them all equally. Each layer of overglow makes the step penalty increase by 1 step. Opponents with more than 1 MFD step penalty take half of that level of penalty to close combat accuracy rolls, rounded down.

Possible Precursors: None

Precursor to: Murder of Crows

SATS Cost: 50

Strain Cost: High

Requirements: Level 6 or Black Book.

Voice Alteration – Use your magic to sound like somepony else! This low cost illusion spell is easy to cast and maintain, but very situational. You may alter your voice to sound like any character (or creature, for creatures capable of speech) you’ve heard speaking for at least 5 minutes. Changelings are known to have this sort of magic naturally. You can also use this spell to simply modify your voice to make it unrecognizable; a certain radio DJ makes good use of this ability when broadcasting.

If this spell is being used to imitate a voice that a character has heard before, they may roll once per 30 minutes spent listening to it to detect that it is merely an imitation. The MFD for this roll is based on their familiarity with the target of the imitation; if they know the target intimately, the MFD is 1. If they have only interacted with the imitated target once, and briefly at that, the MFD is Crit. For those characters falling somewhere in the middle ground, extrapolate.

The specific voice alteration effect must be determined at casting. It lasts for up to the caster’s INT in hours, and must be maintained for the duration (though maintaining it as such costs no strain). A layer of overglow can be added to the spell to have the alteration affect a target within both the caster’s line of sight and earshot. Multiple layers can affect multiple targets – limit one additional target per layer (so 3 non-self-targets, max). The caster does not count as a target for the purposes of this limit.

Possible Precursors: Musical Instrument, Audio Playback

Precursor to: Alter Sound, Moving Pictures, Sonic Control Sphere

SATS Cost: --

Strain Cost: Low

Requirements: Level 10, Musical Instrument or Audio Playback.

Ward Against Magic – Absorbs and dissipates the first spell that would have otherwise affected the target, unless the spell was cast by the target themselves or the spell affects a large area (“area of effect” or AoE) rather than a target or number of targets. In other words, it only negates spells that are specifically targeted at the warded character, creature or object (or targeted elsewhere that hit the warded subject by accident). Can absorb friendly spells (such as heal) as well as offensive spells, but cannot absorb any potions or zebra magic effects. Wards cost no strain to maintain, but must be recast after 24 hours.

To reiterate: If an Area of Effect spell (or any other magical spell) is targeted specifically at the warded subject, it will negate that spell in its entirety. If the warded subject just happens to be in the collateral range of an area of effect spell that isn’t specifically targeted at them, the ward has no effect – even if the spell is targeted at the space directly above or below them!

Possible Precursors: Any Ward

Precursor to: True Love’s Kiss, Lock, Magical Suppression, Teleport Block, Any Ward

SATS Cost: 50/cast

Strain Cost: Medium

Requirements: Level 10, at least one other ward.

Ward Against Radiation – Provides +30% Radiation resistance to targets, and can be cast on multiple targets at once. Unlike other wards, this spell must be sustained for effect. It costs 1 strain per hour to sustain.

Possible Precursors: Any Ward

Precursor to: True Love’s Kiss, Lock, Any Ward

SATS Cost: 40/cast

Strain Cost: High

Requirements: Level 10, at least one other ward.

X-Ray – Turn any non-reflective surface of area up to INT ft^2 into a 1-way viewing portal, allowing the party to view what’s on the other side of that surface without opening it up. The viewing portal does not allow transmission of sound.

Possible Precursors: Detect Movement.

Precursor to: Detect Life, Moving Pictures, Scry

SATS Cost: --

Strain Cost: Medium

Requirements: Level 10, Detect Movement.

Zap – Creates a magical spark that can be used to overload small magical systems or cause damage. Deals 3d12 damage, or 6d12 if the target is mechanical in nature, contains a spell matrix, or is a cyborg. May shut down technology. Carries the Electricity special weapon effect (and thus ignores DT from metal armors, and deals damage at the end of the round as an ongoing effect). In stormy conditions, this spell gets a 2 MFD step bonus towards targeting flying characters and creatures. Wet characters take an additional die of damage, and all damage dealt is treated as AOE damage. Each layer of overglow allows this spell’s effect to jump from its initial target to one extra target within 15 feet (use the most recent target as the effective initial target). There must be either an unobstructed line of sight or an unbroken conductive pathway (like water or metal) between the two targets for the spell to continue jumping, and it cannot hit the same target twice as it jumps.

Possible Precursors: Spark, Tickling, Power Source

Precursor to: Electrify

SATS Cost: 20

Strain Cost: Medium

Requirements: Level 10, Spark or Tickling.

Level 3 Spells – Before the war these spells would only have been practiced or regularly used by the highly trained or exceptionally talented. Only unicorns dedicated to the study of magic or with very broad-reaching talents would have access to more than 3-4 spells of this level of power. Many of these spells were controlled, or their practitioners snapped up quickly by the ministries in order to use their talents in the war effort. Normal unicorns can learn a number of level 3 spells equal to one third of their intelligence attribute score, rounded down.

Agony – Channels magical electricity into a target, activating all of their pain receptors at once. This totally disables them for 1d4 rounds and deals 1 wound to all locations (flying targets are rendered incapable of flight). Despite the incredible pain it inflicts, this spell does not (and cannot) physically cripple or kill its targets, as that would prevent the prolongation of their suffering – the wounds dealt are only dealt up front and not dealt every round, and wounds dealt by this spell cannot move a character past their crippled or maimed threshold (simply do not deal wounds to areas near the threshold if it would push them over the limit).

When cast, the target and caster must make opposed rolls, the target using either END or INT (but not both) against the caster’s targeting Magic roll. If they successfully resist, the target is able to fight through the pain and only takes a 1 MFD step penalty on all actions for the spell’s duration, but is still able to act. Failures are unable to act for the duration. If the caster wins by more than 2 MFD steps, then the target also suffers one additional wound to the head and torso for each round the spell continues to torture them, in addition to being immobilized and rendered unable to act through the pain.

Successful casts provoke fear checks (usually MFD ¼) in all characters and sentient creatures within earshot as a result of the screams this spell invariably generates.

Each level of overglow extends the duration of the spell’s effects by 1d4 rounds, doubles the amount of wounds dealt initially, or grants the caster a 1 MFD step bonus on their opposed targeting roll.

Possible Precursors – Tickling, Hemorrhage

Precursor to: None Known

SATS Cost: 30

Strain Cost: Medium

Requirements: Level 18, Tickling and either Hemorrhage or a Black Book.

Alter Features – This spell alters a targets appearance, and is capable of doing so to the point where the target is nigh-unrecognizable to anyone who doesn’t know them personally, radically altering their coat, mane, and even certain noticeable features such as hoofprints, facial features, etc. This spell could easily pass a zebra off as an earth pony. It is not capable of removing racial features such as claws, wings, horns, etc., but it can render them temporarily invisible and intangible. Use of a racial skill involving any physical feature being disguised as invisible will dispel the illusion. Those with a picture must roll PER ¼ to recognize a character under this spell’s effect. Greater Transmogrify allows for more significant physical alterations, and Alter Form allows for a more perfect, but primarily illusory disguise. Alter Features cannot be cast on an involuntary target.

Possible Precursors: Disguise, Transmogrify.

Precursor to: Alter Form, Greater Transmogrify

SATS Cost: --

Strain Cost: High

Requirements: Level 18, Disguise or Transmogrify.

Alter Sound – You have learned how to place invisible, nigh-unnoticeable barriers to control the vibrations of the air around you, allowing you to completely capture and redirect sound within a localized area however you will it. This spell controls the flow of sound through a radius around the caster, allowing control over what sounds go where and who hears what and allows editing of sound as Audio Playback (though using this feature requires a separate magic roll while maintaining the sphere, to represent how difficult the edit in question is to do in real time; most edits are MFD ½). The radius is equal to 2xINT feet, rounded down to the nearest number divisible by five. The caster must remain motionless for the spell to remain in effect, and maintaining this spell requires 1 strain per round after the one in which it is cast.

Possible Precursors: Audio Playback, Amplify Ambience, Voice Alteration

Precursor to: Sonic Control Sphere, Sonic Lance, Wall of Sound

SATS Cost: --

Strain Cost: Medium

Requirements: Level 20, Audio Playback or Amplify Ambience or Voice Alteration.

Back At Ya! – This spell demonstrates your mastery over projectile weapons beyond the use of simple and crude guns and explosives launchers. Your magic is capable of reaching out and flat out stopping a single incoming projectile. If the projectile is explosive, you may spend an action to disarm it before discarding it (otherwise it’ll still explode when it touches down). Additional layers of overglow may be spent to stop additional projectiles (one per layer), or to throw them back from whence they came (one layer per projectile returned). If you’re only stopping a single bullet from a burst-fire weapon, reduce that weapon’s damage by one die per projectile stopped. If returning the damage from a burst fire weapon, reduce your damage dealt by one die for every bullet not returned. Returned bullets must still be targeted (using the magic skill)

This spell cannot be used against energy or flame weapons (excluding the flare gun, gauss rifle, volt driver or gauss pistol).

Possible Precursors: Alter Trajectory, Thread the Needle

Precursor to: Telekinetic Launch, Return to Sender

SATS Cost: 20

Strain Cost: High

Requirements: Level 20, Alter Trajectory or Thread the Needle.

Banish – Is something decidedly ‘off’ about one of your friends, or there are more copies of them running around then there should be? This is probably the spell you need. This spell, when cast at or on any magical construct, simulacrum, or duplicate of an original creature, banishes that creature back from whence it came. There is, of course, a catch – this spell cannot distinguish between the original copy of a creature and its duplicates. If the original is banished along with any extra copies, the last remaining duplicate will become the ‘real’ copy of the character or creature. The real character or creature will then be banished forever. Overglow has no effect on this spell.

Possible Precursors: Teleportation II, Magical Beam II, Summon Bloatsprite

Precursor to: Summon Bloatsprite

SATS Cost: 20

Strain Cost: Low

Requirements: Level 20, Roleplaying Reason or GM Permission.

Blood Cast – Automagically stabilizes a character who is suffering from bleeding wounds. The wounds are immediately clotted magically, forming a sort of cast around their body that completely prevents movement but allows breathing. This cast has a DT equal to 5x the number of wounds a character has suffered. The cast only immobilizes areas that have had at least one wound inflicted on them.

Possible Precursors: Hemorrhage, Sword of Blood

Precursor to: None Known

SATS Cost: 15 Strain Cost: Medium

Requirements: Level 20, Mighty Telekinesis I and Heal; Black Book.

Brain Bleed – Sends a powerful burst of psychic energy at a specific target, stunning them and causing physical pain from synaptic overload. Targets take -30 on their next three actions and 5d10 of damage to the head, ignoring all DT from armor (including natural armor!).

Precursor to: Like a Melon!

SATS Cost: 75

Strain Cost: Very High

Requirements: Level 20, Telepathic Stunner, Telepathy III

Bypass – This spell does absolutely nothing on its own. While maintained during the casting of other spells or when cast into a character or an item (such as a bullet or any other weapon) it allows that item or spell to bypass a specific type of thing entirely, such as magical shielding, a specific race, members of a certain bloodline, solid matter, concrete, or armor to name a few examples.

Possible Precursors: Armor Penetration, Lock

Precursor to: Lock

SATS Cost: 40

Strain Cost: Medium

Requirements: Level 20, Roleplaying Reason.

Cleanse Radiation – Removes all traces of magical radiation from a single target over a period of two hours. This spell does not undo any damaging effects that may have resulted from radiation. Despite its anti-radioactive effects, this spell is quite harmless to ghouls and alicorns.

Possible Precursors: Cleanse Poison, Heal

Precursor to: Restore Shape

SATS Cost: 40

Strain Cost: Medium

Requirements: Level 20, Minor Healing or Heal, and Cleanse Poison.

Cloud Bank – Creates a very large cloud, big enough to be a wing-sponson for an Enclave Raptor or a medium sized house for 1-2 pegasi (Suggested volume approximately 100 to 200xINT cubic feet). The cloud must be centered within 15xINT feet of the caster. This cloud can be manipulated by creatures with the fly ability, and grants total concealment to characters hiding within it (those inside it take penalties just like fog, 1 MFD step penalty to see or fire out). For one layer of overglow, this cloud bank is a thundercloud bank. Each round after being created, a thundercloud bank will immediately zap the first character within 10 feet of it (excluding any character that is fully inside of it) for 3d12 damage that ignores armor. After discharging three times, the cloud bank dissipates. Each additional layer of overglow adds 2d12 damage to each discharge and grants 1 additional discharge before dissipation.

Possible Precursors: Cloud, Fog Bank

Precursor to: Thunderhead

SATS Cost: 80

Strain Cost: High

Requirements: Level 18, Cloud or Fog Bank

Create a Door – Need a way out from a locked room, but you can’t teleport, lack the key, and have no lockpicking expertise? No problem – you make your OWN door! This spell reshapes the material of a wall to make a door out to the other side. This door is simple in design, and can be pushed open without much effort. The spell is limited by the materials of which the wall is comprised; wooden walls, clouds, dirt and drywall are relatively easy to reshape, while tougher, thicker, or heavier materials are more difficult. Steel and scrap metal require one layer of overglow to reshape a door through them. Heavier or more reinforced materials – concrete or reinforced steel, for example – require two or more layers of overglow to be reshaped successfully. The created door has the same material properties as the wall it is formed in. Creating a door that can be closed and locked is considerably more difficult, making the spell two MFD steps harder to cast (but not actually requiring additional magic in the form of overglow). Similarly, creating a door that is concealed – appearing to be part of the original wall unless scrutinized closely – adds one MFD step of difficulty. Note that this spell does not create a space for the door to open into, it merely creates the door itself. If the wall is more than two feet thick, it can be assumed that the door opens up into a wall.

Possible Precursors: Conjure Tool, Teleportation II, Transmogrify, Door from Nowhere

Precursor to: Door from Nowhere

SATS Cost: --

Strain Cost: High

Requirements: Level 20, Transmogrify.

Dancing Weapon – Ever wanted to be able to practice your swordplay, but lacked a suitable dueling partner? Worry no longer! This spell allows the caster to animate a single melee or ranged weapon to fight of its own accord. Animated weapons may take a single action of their own per combat round, acting at the same point in initiative order as their casters and making all of their attack rolls with the caster’s magic skill. They move at a rate 10 feet per action spent. Animated weapons will attack any target the caster chooses within line of sight, but must remain within 15 feet of the caster for the spell to be maintained; those that use ammunition cannot reload themselves. The weapon has DT equal to its weight, and can be knocked out of the spell’s grasp if it takes one or more wounds. The MFD to target the weapon depends on its size; most small melee weapons require an MFD ¼ or better for a successful hit. Animated melee weapons will automatically attempt to block or intercept incoming melee attacks on their caster – block rolls made for these weapons use the caster’s magic skill. This spell lasts up to 2d4 combat rounds after the round in which it is cast, and can be maintained longer for 2 strain per round.

Possible Precursors: Behind you!, Come to Life

Precursor to: Swarm of Blades SATS Cost: 75

Strain Cost: High

Requirements: Level 20, Come to Life.

Deluge – Manipulates available nearby water to bombard, impede, or potentially drown a foe, dealing up to 5d12 of damage per round with a potential to drown enemies if they’re hit by it more than three rounds in a row (have them roll Agility MFD ½ to try and keep their head above water, or force them to start holding their breath!). Requires a sufficiently large water source nearby; the spell takes care of moving the water rapidly to its final destination. Unlike most TK spells, this spell allows the movement of fluids held in your magical grasp at significantly faster than 5’/action relative to the caster. In fact, it can move a volume equal to your caster’s fluid lifting capacity up to 50’ per action in order to get it to the intended target! Talk about eye candy, right? Sadly, the passive increases to your telekinetic magic don’t work well at accelerating any solid objects – like, at all. Trust us, we’ve tried.

Coincidentally, your source of water needs to be within 50’ of its intended destination for the spell to be effective. This maximum range distance can be increased by the distance per action increases to relative object movement granted by the Speed Lines spell and its derivatives.

Possible Precursors: Mighty Telekinesis II, Faucet, Water Trotter

Precursor to: Snow Drift, Water Trotter, Hurricane, Tsunami SATS Cost: 75

Strain Cost: High/--

Requirements: Level 20, Mighty Telekinesis II, Faucet.

Detect Life – Functions as enhanced EFS, pairing the colored ‘tick-marks’ on the bottom of a target character’s vision that represent nearby friends and foes with a name, weight, and health status as an approximate percentage of optimal health and in terms of crippled or maimed locations. This data is only visible to the target, and only while the spell is being maintained. If the target does not already have an active EFS system, this creates an EFS like effect. Maintaining this spell costs 1 point of strain per hour after it is cast.

Possible Precursors: X-Ray, Detect Movement

Precursor to: None Known

SATS Cost: 30

Strain Cost: Medium

Requirements: Level 20, X-Ray or Detect Movement.

Disruptor Beam – Shoots a beam of supercharged magical energy, as from a magical pulse rifle, but without the bonus to critical damage (though yes, it can disintegrate) up to 2xINT times a day. If you also have Dispel or Greater Dispel, this beam also carries a Dispel effect. Each layer of overglow adds 2d12 damage.

Possible Precursors: Magical Beam II, Dispel.

Precursor to: Gatling Beam, Greater Dispel

SATS Cost: 30

Strain Cost: Medium

Requirements: Level 20, Magical Beam II or Magical Beam I, and Dispel.

Door from Nowhere – This is a bit of a strange spell. It does not make doors in existing surfaces (that would be the Create a Door spell); instead it creates a door in front of your caster, in between them and an opponent. This door is in all respects a perfectly normal door, sized for your caster, complete with frame; you get to choose the aesthetic appearance. It can be slammed shut, locked, opened, closed, etc. for the duration of its existence; the door created is permanent and cannot be dispelled (but it can certainly be destroyed). Normally doors created by this spell are wooden and provide situational cover and 5 DT. Each layer of overglow makes the door out of a more durable material, increasing its DT by 10 per layer and changing its appearance accordingly.

Possible Precursors: Conjure Tool, Duplicate, Teleportation II, Create a Door, Summon Bloatsprite

Precursor to: Create a Door, Summon Bloatsprite SATS Cost: 40

Strain Cost: High

Requirements: Level 20, Conjure Tool, Teleportation II.

Double Team – Make your opponents think that you’re somewhere you aren’t! This spell provides an excellent trick for the savvy unicorn who likes to avoid being shot. With a little bit of magical light deflection and reflection, you can convince an opponent that you’re actually in two (or more!) places at once). When cast, the caster may pick up to INT/3 targets. As long as this spell is maintained, the caster is granted a free dodge roll against any attack made by their selected targets; if they prefer, they may roll Luck instead of agility or an appropriate skill to dodge. Each layer of overglow channeled into the spell can be used to either grant a 1 MFD step bonus to the spell’s provided dodge rolls or to affect an additional target. Maintaining this spell after it is cast costs 1 strain per dodge attempt granted. This spell can be cast as a dodge action in combat, in which case it immediately grants the caster a first attempt to dodge at no additional cost.

This spell is regrettably not very useful against area of effect weaponry and attacks.

Possible Precursors: Double Vision, Greater Projected Image

Precursor to: Physical Illusion SATS Cost: --

Strain Cost: Medium

Requirements: Level 20, Double Vision or Greater Projected Image.

Dream Invader – A favorite spell of the princess of the moon. Using this spell, the caster is able to perceive and ‘enter’ another pony’s dreams. They may exit the dream at any point they wish, and may alter the dream (an opposed INT roll if the dreamer resists – if not, they may alter it freely) to suit their tastes. The dreamer cannot force their removal from the dream, even if they become aware of the caster’s presence. If the dreamer becomes sufficiently emotionally agitated by the invader it can wake them up, a natural self-defense mechanism. This spell lasts for as long as the target remains asleep, or until the caster wishes to exit the dream. Violent or abusive acts that occur within the dream have no physical ramifications for either the invader or the dreamer, but the mental effects of severe dream manipulation can be enormous on the dreamer. I can’t believe I’ve gotten this far into this spell description without directly referencing Inception.

Possible Precursors: Dream Read, Mind Read, Telepathy II

Precursor to: Nightmare, Dream Walk, Waking Nightmare

SATS Cost: --

Strain Cost: High

Requirements: Level 20, Dream Read.

Earburst – Your magical control of sound has allowed you to weaponize it to disorient and disable your enemies. Unlike Sonic Scream, this spell doesn’t damage your enemies, it merely disables them. This attack affects a target area of radius equal to (INT/4) x5. All characters and creatures in this radius must make an END roll, with the target MFD being the same as the caster’s MFD on the casting roll. Failures are totally deafened for 1d6 hours, their eardrums bursting and dealing 1 wound to the head. They also lose their next action due to disorientation, making them easier to dispatch. Critical failures are deafened permanently and are rendered unconscious for 1d4 hours. If any sort of sound transmission or amplification technology is in range of this spell’s radius (such as broadcasters, powered armor helmets, and other similar items) it will generally be overloaded and shut down for 1d6 rounds due to audio-feedback. Microphones that are actively transmitting within the radius prompt listeners within 5’ of the receiving speakers to make the same END check at 1 MFD step easier. Each layer of overglow increases the radius of this spell by 5’.

Possible Precursors: Soundburst, Royal Canterlot Voice, Selective Silence

Precursor to: Sonic Lance, Wall of Sound SATS Cost: 40

Strain Cost: Medium

Requirements: Level 20, Soundburst or Royal Canterlot Voice.

Echolocation – You are able to use your magic to change the frequency of your voice, enabling you to navigate in total darkness via emitting ultrasonic pulses. Conveniently, it also allows you to hear and understand the ultrasonic pulses you emit – otherwise, it wouldn’t be terribly useful. An additional benefit of this spell’s effects is that it allows you to understand the speech of bat ponies, enabling you to converse with them in the same way that they talk to one another above the range of normal pony hearing. Doesn’t work as well on actual bats, though; it just mostly just confuses them.

This spell also allows you to see clearly up to 30 feet in front of you in even pitch blackness for as long as it is maintained. It has no maintenance cost. Contrary to popular cartoon science, it does not require you to emit audible shrieks (though you certainly still can if you want to).

Possible Precursors: Royal Canterlot Voice, Selective Silence

Precursor to: Sonic Control Sphere, Sonic Lance

SATS Cost: 15

Strain Cost: Medium

Requirements: Level 18, Royal Canterlot Voice or Selective Silence

Electrify – Electrifies the target, overloading most magical systems and causing irreparable damage. This spell deals 4d12 damage, increased to 8d12 if target is mechanical, contains a spell matrix, or is a cyborg. Capable of shutting down technology. Damage dealt carries the Electricity special weapon effect, thus ignoring DT provided by metallic bardings (and dealing damage at the end of the round as an ongoing effect). In cloudy or stormy conditions, this spell gets a 2 MFD step bonus towards targeting flying characters and creatures. Wet characters take an additional die of damage, and all damage dealt is treated as AOE damage for them. Wet cyborgs and machines take 10d12 damage as AoE. While layers of overglow do not increase damage for this spell, they do allow its effects to ‘chain.’ Each layer of overglow allows this spell’s effect to jump from its initial target to one extra target within 15 feet (use the most recent target as the origin). There must be either an unobstructed line of sight between the two targets or an unbroken conductive pathway (like water or metal) for the spell to continue jumping, and it cannot hit the same target twice as it jumps.

Possible Precursors: Zap, Power Source

Precursor to: Electrocute SATS Cost: 40

Strain Cost: Medium

Requirements: Level 20, Zap.

Fire Trotter – Ponies targeted with this spell can walk through fire untouched – they are immune to fire damage (such as is dealt by the ‘Fire’ special weapons effect, by fire spells like pyre or flamethrower, or by weapons like the flamethrower or incinerator) while it is cast. They may still suffer from smoke inhalation, however. Each layer of overglow allows the spell’s effect to envelop an additional target (and they don’t have to be living things, but the size should be approximately the same). When cast, it requires no strain to maintain, but only lasts as long as the unicorn casting it concentrates on maintaining it.

Possible Precursors: Pyre, Ward Against Fire

Precursor to: Hooves of Fire, Inferno

SATS Cost: 30

Strain Cost: Low

Requirements: Level 20, Pyre or Ward Against Fire.

Flamethrower – Creates a gout of flame that can be directed by the caster’s magic. Deals damage and has range increments as a flamethrower (use your magic skill rank to determine bonus weapon damage). Each layer of overglow adds two dice of damage or expands the radius of the fire effect by 5’ (in other words, makes it so that instead of hitting only targets adjacent to the target, you ignite targets up to 20’ away from your target epicenter). With three dedicated layers of overglow, it can create fire at the location of the target, eliminating the need for targeting (and extending its range to line of sight rather than the maximum range of a flamethrower).

Possible Precursors: Pyre, Flare.

Precursor to: Inferno

SATS Cost: 40

Strain Cost: Medium

Requirements: Level 20, Pyre or Flare.

Flash – Creates a blindingly bright flash of concentrated light; the targets (and everyone within a 10 foot radius) must make an INT check MFD ½ or be blinded for INT/2 Rounds, rounded down. (This is a 3 MFD step penalty on all accuracy rolls, as well as any skill that requires sight.) Layers of overglow extend the radius by the normal numerical multiplier. Similar in effect to Flashbangs, a thrown explosive.

Possible Precursors: Daylight, Flare

Precursor to: Optical Flare SATS Cost: 35

Strain Cost: Medium

Requirements: Level 20, Daylight or Flare.

Fusion – Fuses multiple non-sentient creatures into a single creature. This spell does not work on sentient creatures (or anything that is usually referred to as a character, rather than a creature). Your results may vary.

(This spell functions similarly to an integral spell component of Project Chimera from Project Horizons and its after effects can also be seen in the dead stable near New Appleoosa.)

Possible Precursors: Transmogrify, Teleportation II.

Precursor to: Greater Transmogrify SATS Cost: --

Strain Cost: Very High

Requirements: Level 24, Transmogrify or Teleportation II.

Heartstopper – A logical, if unseemly, progression of healing and nerve magics designed to numb pain or prevent pain from being registered at all, this spell allows you to forcibly incite cardiac arrest in your target. In other words, you give them a heart attack. Target characters must make an opposed END roll against the caster’s casting roll. If they fail, they will immediately fall into cardiac arrest. They have the opportunity to roll against END MFD ½ one additional time per round until they fall unconscious to attempt to restart their heart. Characters entering cardiac arrest may take up to two actions before falling unconscious (no actions if they critically failed endurance at any point during the opposed roll off). If they do not receive medical attention within two minutes of entering cardiac arrest, they will die. A defibrillator, strong electrical shock, or medicine roll MFD ½ to perform CPR is required to restart the heart. Players entering cardiac arrest cannot perform CPR on themselves. Each layer of overglow gives the caster a 1 MFD step bonus on the opposed magic-endurance roll versus their target.

Possible Precursors: Anesthetic, Nerve Pinch, or Put ‘Em Under

Precursor to: None Known SATS Cost: 75

Strain Cost: High

Requirements: Level 24, either both Anesthetic and Nerve Pinch or Put ‘Em Under.

Icebolt – Focused use of the freeze spell allows the caster to create a bolt of ice from the water vapor in the air and hurl it at their foes for 4d8 damage! This spell has a range increment of 30 feet, and deals 3x as much damage on a critical success on the targeting roll. Each layer of overglow allows you to create an additional bolt, which must be targeted and resolved as a separate attack. This spell lowers the ambient temperature around the caster and target by 5 degrees Celsius, minimum of 0.

Possible Precursors: Freeze, Snow Drift

Precursor to: Snow Drift, Blizzard, Pony Popsicle

SATS Cost: 40

Strain Cost: Medium

Requirements: Level 20, Freeze.

Invisibility – Renders the caster and up to INT/4 targets silent and invisible (it does not mask their scent). Grants a bonus to sneak equal to 5xINT and costs 1 strain per minute to maintain. Also generates a magical stealth field. Magnitude of the field is equal to the number of MFD steps below one that the caster succeeded on their roll by. While the target(s) is/are actively sneaking it grants them the bonus, greatly aiding them in opposed rolls. While not actively sneaking, enemies take the stealth field as an MFD step penalty to PER rolls to notice them. Penalties to sneak for the invisible character(s) translate directly into bonuses for those making PER rolls against a stealth field.

Characters and creatures under the effects of a magically-induced stealth field are not visible consistently on EFS; they show up as ‘ghosts’, which flicker in and out of view seemingly at random, or not at all.

Each layer of overglow can be used to either double the number of targets affected or double the length of time that 1 point of strain maintains the spell for.

Possible Precursors: Greater Projected Image, Mask Scent, Selective Silence, Royal Canterlot Voice.

Precursor to: Perfect Illusion

SATS Cost: 100

Strain Cost: High

Requirements: Level 20, Mask Scent, Greater Projected Image, and either Selective Silence or Royal Canterlot Voice.

Additional Notes: Blue Alicorns start with this spell.

Knock Out – A single targeted opponent must roll a contest of Endurance or Willpower (INT or CHA, take the better of the two) (their choice) versus the caster’s magic roll or fall unconscious for 2d4 hours. If they resist, they are not unconscious but instead take a drowsiness penalty (-10 on all actions) for the caster’s INT in rounds. If the target is under one or more magical or chemical effects keeping them awake, they receive a 1 MFD step bonus on their roll per effect.

Possible Precursors: Induce Sleep, Telepathy II.

Precursor to: Hundred Year Slumber

SATS Cost: 45

Strain Cost: High

Requirements: Level 18, Induce Sleep or Telepathy II.

Lock – This enchantment magically reinforces a physical lock, preventing access. It is frequently imbued into powerful amulets and magical items to prevent their use by undesirable parties. When cast onto an object, it prevents access to all others except a specific group, selected by the caster. The size and complexity of this group is decided by the caster; very uniform groups (a single individual or single family) are easiest. More complex groups (Extended families, friends) may require one or more layers of overglow to imbue (GM discretion). Much of the basis of bypass spells was derived from pre-war revisions and alterations to locking enchantments.

Possible Precursors: Any Ward, Conjure Tool, Field Strip, Bypass.

Precursor to: Bypass

SATS Cost: --

Strain Cost: Medium

Requirements: Level 20, either Conjure Tool, Field Strip or Bypass.

Magical Arrow Rain – Summons five magical bolts of energy and hurls them at foes for a total of 5d10 damage. Arrows can be targeted individually dealing 1d10 + 1/10 of your magic rank, rounded down, damage per arrow, or all five as a single attack, only adding your magic rank damage once. Unless targeting as a group, you must roll and resolve damage separately per arrow. Either way, all attacks made by this spell ignore 20 points of DT.

When used with overglow these arrows explode on impact (this is not an AoE effect), though the explosive nature of these smaller darts does not significantly increase damage - this does not cost a dedicated level of overglow.

Layers of overglow can be dedicated to either create an additional 3 arrows (for an extra 3d10 of damage) per layer, or to double the amount of DT ignored by this spell’s projectiles.

The range increment for this and all other magical arrow spells is 25 feet.

Possible Precursors: Magical Arrow Barrage

Precursor to: Tears of the Goddess SATS Cost: 45

Strain Cost: Medium

Requirements: Level 20, Magical Arrow Barrage.

Magical Fog – Summons a large fog bank, covering an area equal to (5xINT)^2 feet up to 10 feet high. This magically dense fog provides an accuracy penalty of 2 MFD steps to those attempting to target something it conceals, and creates a 1 MFD step stealth field (with an equivalent bonus to sneak rolls) within its boundaries. SATS negates this penalty and the bonus to sneak. Those with a pipbuck may use 1 layer of overglow to tie the magical fog’s stealth field into their IFF processor, granting the stealth field bonus only to targets that the pipbuck’s EFS identifies as friendly.

Possible Precursors: Fog, Cloud, Fog Bank.

Precursor to: Fog of War SATS Cost: --

Strain Cost: High

Requirements: Level 20, Fog Bank.

Magical Suppression – Creates an invisible, intangible field of highly charged magic that disrupts all other spellcasting attempts within a 5xINT foot radius of the caster. All spells that are centered or targeted within this field are 1 MFD step harder to cast. Each layer of overglow can either increase this MFD penalty by one step or double the spell’s effective radius. This spell’s effects last 1d4 combat rounds, and can be extended at the cost of 1 strain per additional combat round. This spell also disrupts any non- or insufficiently shielded spell matrices that enter the radius. Magical Shielding that falls even partially within the radius of the suppression effect costs an additional 1 strain per round for the caster to maintain.

Possible Precursors: Ward Against Magic.

Precursor to: Ward of Containment, Disabling Spell, Magical Silence

SATS Cost: 25

Strain Cost: High

Requirements: Level 22, Ward Against Magic.

Mana Battery – Your magical ability grants other spellcasters immense power, at the cost of temporarily draining your own. You can provide up to three spell casters 1 layer, two spell casters two layers, or a single targeted spell caster three free layers of overglow. To do this, you must spend both of your character’s actions during a combat round channeling this spell. After the second action, you must pick 1-3 target unicorn-magic users within line of sight of your caster. You cannot pick yourself, nor can you select any character not capable of using unicorn magic in at least some limited capacity.

Until your next action in the following combat round, all spells cast by your target unicorns receive free layers of overglow that cost them no additional actions or strain, but which still apply to their maximum cap on layers of overglow. Their maximum cap of overglow layers increases to four. They may choose not to accept layers of overglow provided in this way for a given spell, though it’s an all-or-nothing proposition. A caster receiving two layers of overglow from a mana battery cannot chose to only accept one of them. Layers of overglow granted by a Mana Battery that are channeled into maintained spells do not affect the maintenance cost of those spells.

After providing at least INT free layers of overglow to targets, each additional layer of overglow they continue to provide puts strain on their own magical integrity. Each layer they provide provokes a magic skill roll, the MFD for which has a base difficulty of ¾ but which is one step harder for each layer over their INT they have already provided. (so for an INT 5 caster, the sixth layer provokes an MFD ¾ roll, the 7th provokes an MFD ½ roll, etc. If they succeed on this roll, they spent 1 strain and the spell is maintained; critical successes do not have to spend a point of strain. If they fail this roll, the caster’s magic temporarily overloads. The spell’s boosting effect ends, their strain pool drops to 0 (zero), and they must roll END MFD 1 or risk burnout. Critical failures burnout immediately, and are denied an END roll to resist.

The target (or targets) remains empowered as long as this spell is maintained; the spell has no maintenance cost, but requires constant attention to maintain – two actions must be spent by the caster every combat round to renew its effects. This spell and others like it gain no effect from overglow, and spells from this tree cannot be cast recursively (i.e. to boost the effect of each other).

As with the prerequisite spells, this spell can only affect those spells with numerical or listed overglow effects.

Possible Precursors: Channeling Assist.

Precursor to: Transfer Power

SATS Cost: --

Strain Cost: High

Requirements: Level 20, Channeling Assist.

Memory Copy – This spell allows stored memories to be placed in memory orbs after they’ve been extracted, without erasing the host’s original memory. It can also allow the caster to alter or remove only portions of a memory, albeit requiring a layer of overglow to do so. Much more useful than its predecessors in terms of strain cost and utility.

Possible Precursors: Extract Memory

Precursor to: None Known SATS Cost: --

Strain Cost: Medium

Requirements: Level 20, Extract Memory.

Mighty Telekinesis III – Twilight Sparkle tier. You can handle multiple heavy objects with ease; with enough focus, you could probably carry around an Ursa Minor! The physical cost of this spell is low for normal use up to a staggeringly heavy 250xINT mac limit. To lift multiple objects of over 100xINT macs, at least one layer of overglow is required. In any contests of strength that arise with your magic versus an opposing force, you may now roll Magic instead of Intelligence as your opposing roll, and you receive 2 free MFD steps as a bonus versus your opponent. Rolling opposed strength with telekinesis spells requires you to spend at least one layer of overglow – 2 strain total cost, at minimum. If you’re suspending an opponent and they manage to move of their own accord, you must recast your spell to restrain them once more.

Your telekinesis has become so strong that you can now seriously slow yourself (or a vehicle you occupy) while falling. This can eliminate falling damage or give characters time to react. Slowing a fall to 5’ per combat round (i.e. survivable levels) requires one layer more of overglow than would normally be required to lift the objects you’re trying to slow. If you can’t lift it, you certainly can’t slow it down against gravity! If your caster is also on the objects you’re trying to slow, it costs two additional layers instead. The good news is this – once your spell is in action, it only costs 1 strain per minute to maintain the slowing. Stopping the fall entirely rather than merely slowing it costs 1 strain per combat round.

This spell can effectively be used to (briefly) hover in place at your character’s maximum jump height using the rules for slowing and stopping falls described above.

Using this spell, Melee and unarmed weapons add your INT rather than your STR as damage; at this level of Telekinesis, your INT damage is no longer restricted relative to your STR when calculating damage bonus based on your melee or unarmed skill – use the same damage multipliers as you would for strength based on skill level.

Possession of this spell passively upgrades your telekinesis. This is a ‘spell upgrade’ effect; its effects stack with other spells modifying a character’s telekinesis, unless explicitly stated otherwise.

Possible Precursors: Mighty Telekinesis II

Precursor to: Swarm of Blades, Tsunami, Mighty Telekinesis IV

SATS Cost: --

Strain Cost: Low

Requirements: Level 20, Mighty Telekinesis II.

Mind Meld – Allows the caster to share experiences and thoughts with a target pony. The target must be willing, or at least unable to consciously resist the spell. In the span of a few moments or minutes, the caster and their target can share almost a lifetime of experiences; note that this spell works both ways – while the caster is sharing their memories, the target is also sharing memories with the caster, often involuntarily. Overglow has no effect on this spell.

Possible Precursors: Telepathy II, Mind Read, Dream Read.

Precursor to: Mind Alter SATS Cost: --

Strain Cost: High

Requirements: Level 20, Telepathy II, Mind Read or Dream Read.

Mind Trick – You are capable of subjugating the mind of another creature by projecting the sheer force of your will into their mind via magic. This requires an opposed roll between the caster’s Magic skill and the target’s willpower (they may roll both charisma and intelligence and take the better of the two results). The caster must beat the target’s MFD by at least one step to be successful. If successful, the caster can command the target to perform any action that won’t directly endanger the target or be completely against the target’s personality, i.e. this can’t be used to make loved ones kill each other, or to make the target kill I. Attempting to do so breaks the spell entirely. This spell lasts up to 6 hours per MFD step that the caster succeeded by, or can be dismissed by the caster at any time. If the victim of this spell is stunned, put to sleep, rendered unconscious, concussed (crippled in the head), or comes under the effect of any other spell that otherwise affects their ability to make decisions (up to and including drug effects), it provokes an additional roll of magic versus willpower.

Possible Precursors: Telepathy III or Telepathic Stunner.

Precursor to: Nightmare, Dominate, Waking Nightmare

SATS Cost: 75

Strain Cost: Very High

Requirements: Level 22, Telepathy III or Telepathic Stunner.

Moving Pictures – This spell enables a caster to magically project a visual record of an event, complete with sound, in a way that other characters can view. It is very useful for displaying the contents of dreams, reliving old memories and similar activities. The Ministry of Morale is thought to have used this spell in conjunction with memory removal spells to more easily and thoroughly examine the memory of suspected spies. The spell can portray anything the caster can remember or imagine in perfect clarity, as through projected onto a screen – it is believed to have been the inspiration for the first mechanical projector technology. The screen is two-dimensional, and can be projected into thin air or onto any flat surface. When projected into empty air or space the screen is one-way – those on one side can view the displayed images, those on the other side can look through it as though it were an empty picture frame. The screen can be maintained for up to fifteen minutes after its original casting. This length of time can be doubled, quadrupled etc. with overglow.

Possible Precursors: Musical Instrument, Audio Playback, Greater Projected Image, Royal Canterlot Voice, Voice Alteration

Precursor to: Scry, Perfect Illusion

SATS Cost: 75

Strain Cost: Medium

Requirements: Level 18, Musical Instrument or Audio Playback or Voice Alteration and either Projected Image or Greater Projected Image.

Nightmare – Magically twists the subconscious of a sleeping or otherwise unconscious character to prevent them from having restful sleep. Their dreams are filled with horrors, including their worst fears. This spell differs from Dream

Invader in that characters suffering under the effects of this spell naturally recover magical strain half as fast (where applicable), and cannot heal wounds via rest until the spell’s effects are dispelled, in addition to any penalties that may be imposed by the sleep deprivation that the spell necessarily entails. The spell’s effects are permanent after casting until dispelled. Casting this spell a second time on the same subject can be used to dispel it. Each layer of magical overglow halves again the rate of magical strain recovery in the target, if applicable. If not applicable, overglow does nothing to increase this spell’s effects.

Possible Precursors: Dream Invader, Mind Trick, Telepathy II, Black Book.

Precursor to: Waking Nightmare

SATS Cost: 50

Strain Cost: Medium

Requirements: Level 20, Dream Invader or Telepathy II or Black Book.

Panic Lines – Magically accelerates (or decelerates) a target that is already moving up to five times (or 1/5, rounded down – cannot reduce speed below 5’ per action in this way) their current speed. This spell is best employed as a held action to interrupt the movement of others. This is a good way to fling enemies into each other or off of buildings, or to give your Telekinesis-held objects that extra oomph! Treat each twenty feet of movement speed as 10 feet of fall damage (1d20), if the target is moving into a solid object (or if a solid object is rapidly moving into them).

Possession of this spell passively upgrades your telekinesis abilities – you may now move objects 15’ per action spent relative to the caster, instead of 5’ (the base amount). This is a ‘spell upgrade’ effect; its effects stack with other spells modifying a character’s telekinesis.

Possible Precursors: Speed Lines, Telekinetic Launch, Thread the Needle

Precursor to: Railgun, Breakneck Speed

SATS Cost: 50

Strain Cost: Medium

Requirements: Level 18, Speed Lines.

Pass Through – Renders a non-living target (ghouls count as living for the purposes of this spell) or target area up to 5xINT feet cubed in volume completely intangible for as long as this spell is maintained. This spell costs 1 strain per combat round (6 seconds) to maintain. If the area returns to tangibility while a character, creature or object is inside, splinching (explained under the teleportation heading of chapter 7) may occur.

Possible Precursors: Ghost

Precursor to: Pass Through Sphere

SATS Cost: 35

Strain Cost: High

Requirements: Level 20, Ghost.

Phantom – This spell renders the caster and their current inventory intangible, allowing them to pass through solid matter and allows them to fly and hover. Use the caster’s magic skill as the fly skill for the purpose of aerial maneuvers. This intangibility will be disrupted if the caster is affected by magic, such as a spell or an energy weapon ‘projectile’. Like its precursor, this spell does not cost strain to be maintained; unlike its precursor, however, this spell can be temporarily disrupted by the caster at will (i.e. to make an attack) without having to recast it. The spell will automagically reassert itself as soon as the attack or other action is complete. It’s not recommended to attempt this from inside a currently corporeal object, as splinching (explained under the teleportation heading of chapter 7) may occur. You were warned.

Possible Precursors: Ghost

Precursor to: None Known SATS Cost: 30

Strain Cost: Medium

Requirements: Level 18, Ghost.

Physical Illusion – Creates a projected image of a relatively small size (up to INT/2 cubic feet) that looks and feels real to the touch. It can even make or modify sounds! It isn’t capable of actually manipulating physical objects on its own, but the projected images created by this spell make for stellar hidden doors (it feels real until you dispel it) and it can be overlaid on another creature with roughly the same shape to give them a stunningly effective and nearly undetectable disguise. Note that it won’t hide any parts of the subject that stick out beyond the illusion. Trixie’s Invisibility spell is thought to be derived from this one.

Possible Precursors: Greater Projected Image, Double Team.

Precursor to: Perfect Illusion, Alter Form

SATS Cost: --

Strain Cost: High

Requirements: Level 20, Greater Projected Image or Double Team.

Put ‘Em Under – The target is rendered completely unconscious for 10xINT minutes. In their unconscious state they will not dream or move, and cannot respond to stimuli. Only magical stimulants of any sort can awaken them. Unwilling opponents not caught by surprise may make an opposed END or Willpower (that’s INT and CHA, taking the better of the two rolls) roll versus the caster’s magic roll made to cast to resist being rendered unconscious. Each layer of overglow doubles the duration of unconsciousness AND provides the caster with a 1 MFD step bonus on their opposed roll. Remember to tip your anesthesiologist!

Possible Precursors: Anesthetic, Telepathic Stunner

Precursor to: Heartstopper SATS Cost: 50

Strain Cost: Medium

Requirements: Level 18, Anesthetic.

Railgun – You’re a one-horned accelerator cannon! Specialized focus of your character’s telekinesis now allows your caster to accelerate aerodynamic physical projectiles to even higher lethal speeds using their magic, with precision that has increased to the point where non-metallic armors are bypassed entirely. Each accelerated projectile now does base damage equal to 5 times the caster’s intelligence, plus twice as much damage as they would normally deal due to weight or other base damage values. Arrows, crossbow bolts and darts still deal their weapon damage in addition to this and ignore the same amount of DT they would if fired from their normal weapon (and can still be poisoned by normal methods). For example, an arrow fired using this spell would do 8d4+5xINT damage, and ignore all non-metallic DT and 15 points of any remaining DT. Knives and other aerodynamic melee weapons can still be accelerated as well, dealing double their base damage and five times the caster’s INT instead of the normal additional strength damage. The spell’s range increment is now increased to 10’xINT. Only relatively aerodynamic (read: long and thin) objects may be accelerated using this spell (GM discretion advised), and accelerated objects still cannot be heavier than what a pony could pick up with their telekinesis. For example, a piece of rebar or a long-barreled rifle would work perfectly with this spell, while a bookshelf or a generator would not -- even if their telekinesis was strong enough to pick it up, those object are simply not aerodynamic. Living creatures, including pegasi, are also insufficiently aerodynamic for use as projectiles with this spell.

Applying a layer of overglow doubles either the range increment or the INT portion of the damage only. This is a targeted spell, so roll Magic once to cast it and once more to target it. Overglow penalties apply to the casting roll, not the targeting roll.

Possible Precursors: Thread the Needle, Panic Lines, Telekinetic Launch

Precursor to: Panic Lines, Telekinetic Launch, Gauss Unicorn

SATS Cost: 40

Strain Cost: Medium

Requirements: Level 20, Thread the Needle, Telekinetic Precision and either Panic Lines or Speed Lines.

Regenerate – Capable of repairing serious internal damage to the body and can remove up to 2+INT wounds from a target, removing those wounds of greatest magnitude first. Capable of restoring a character’s crippled limbs if the injury occurred in the last hour. NOTE: Regenerate cannot cure cancer, remove taint, or stop enervation rot (unless used preventatively for the last one). It also cannot regrow limbs that have been completely severed, though it can reattach them if they are held in place while it is cast. Regenerate is capable of healing crippled unicorn and alicorn horns.

Possible Precursors: Heal, Mend

Precursor to: Repair, Clone, Healing Potions, Reconstruction, Restoration

SATS Cost: 100

Strain Cost: High

Requirements: Level 20, Heal.

Regrow Bone – Allows for the regrowth of broken bones, hooves, horns, etc. Depending on the size of the missing bone, this may take up to 1d4 hours of downtime. Re-growing the bone allows for the healing of crippled and maimed unicorn and alicorn horns, but does not automatically restore magical abilities. Three layers of overglow are required to intentionally grow bone incorrectly with this spell. As with Mend and Set, this spell can be used in the stead of a medicine roll to set a crippled limb.

Possible Precursors: Heal, Mend

Precursor to: Repair, Reconstruction, Restoration

SATS Cost: --

Strain Cost: High

Requirements: Level 20, Mend.

Restore – Fixes even the most complex of mechanisms and restores them to a pristine state, improving the condition of the item on which it is used by half its maximum condition value in steps or DT. This cannot be used on any single item more than once per day.

Possible Precursors: Duplicate, Repair

Precursor to: Good as New!, Restore Shape

SATS Cost: --

Strain Cost: Very High

Requirements: Level 20, Duplicate or Repair

Shield Bubble – Creates a shielded sphere around the caster, increasing DT by 5xINT. The shield’s default shape is a sphere, but it can be manipulated into more complex shapes as the caster desires. This shield has the same properties as the one created by the Shield spell, and will collapse if hit with any single attack dealing sufficient damage to deal six wounds to the caster (6x D/W). All shield spells cost 1 strain per minute (10 combat rounds) to maintain after being cast. Shields that completely surround a character or object can block radiation. Shields can absorb rads equal to five times their maximum DT before collapsing. The maximum size of a shield bubble is equal to 20x the caster’s INT attribute.

Possible Precursors: Shield

Precursor to: Building Shield

SATS Cost: --

Strain Cost: High

Requirements: Level 18, Shield.

Additional Note: Alicorns start with this spell.

Snow Drift – Creates a large quantity of snow over a small area out of ambient water vapor in the air or out of water from a local source. The snow covers an area equal in size to 5x the caster’s INT in feet squared, in whatever shape the caster would like (the default pattern is a square or circle). The snow is of relatively uniform depth, about 12”. Each layer of overglow can be applied to either double the square footage covered with snow or double the depth of the snow covering. This spell can be exceptionally useful, as the snow can be used for refrigeration and as a way of easily transporting water. Beyond the possible snowball fights, however, it is not particularly offensive. The snow is created at freezing temperatures, and can be used to cool off a pony suffering from heat stroke or other heat-related trauma. This spell is harder to cast if the ambient temperature is above 70°.

Possible Precursors: Freeze, Deluge, Icebolt

Precursor to: Icebolt, Blizzard, Pony Popsicle

SATS Cost: --

Strain Cost: High

Requirements: Level 18, Freeze, Deluge.

Solar Flare – Your control of the sun’s rays has gone beyond simply making you into a light in the wasteland’s darkness, turning the sun into a deadly weapon! You can focus any ambient level of sunlight (though it does require ambient natural light) into a single flaming projectile that leaves your opponents scorched. This spell launches a magical flare-like projectile from your horn and sends it rocketing towards your enemies. Not only does it illuminate everything in its path as Daylight for the next 30 seconds (5 combat rounds), it also ignites everything that it passes within 5’ of as the Fire special weapon effect. When it does finally impact a target, this projectile deals 4d10 of damage and ignores 15 DT, as well as lighting the target on fire. This spell’s only downside is that it requires at least some level of ambient light; it cannot be cast in darkness. Each layer of overglow adds 1d10 of damage and adds 1d12 of damage to the Fire effect rolls caused by this spell.

Possible Precursors: Sunbeam, Flare, Pyre.

Precursor to: Solar Wrath SATS Cost: 40

Strain Cost: High

Requirements: Level 20, Sunbeam or Flare.

Sonic Scream – This attack deals 4d12 damage to biological opponents, and renders them temporarily hard of hearing for 1d4 rounds, during which they suffer a 2-MFD step penalty to auditory perception checks, and must make an auditory perception check to communicate verbally with their compatriots (i.e. hear them talk). This spell is targeted as a single-target weapon, with magic used as the skill roll to hit, and similarly to a flamethrower hits any and all targets within 5’ of the main target or in the line of fire. Its range increment is 10’, with a maximum effective range of 30 feet. Sonic attacks deal an additional +2d12 versus machines and powered armor, and completely ignore DT unless the target is in armor that has an air-tight seal.

Possible Precursors: Royal Canterlot Voice, Soundburst.

Precursor to: Sonic Lance, Wall of Sound SATS Cost: 30

Strain Cost: Medium

Requirements: Level 20, Royal Canterlot Voice or Soundburst.

Summon Bloatsprite – Creates a bloatsprite out of thin air within five feet of the caster. The sprite is not controlled, and will immediately attempt to eat any living creatures it identifies as food in its vicinity. The bloatsprite can be pacified using music, or removed from existence by the banish spell (or, you know, just shooting it a bunch). With three layers of overglow, this spell summons a Fillydelphian parasprite instead. Don’t worry about having to make more of them – the sprites seem to have that part under control.

Possible Precursors: Conjure Tool, Teleportation I, Duplicate, Banish, Door from Nowhere

Precursor to: Banish, Door from Nowhere, Create Matter SATS Cost: 15

Strain Cost: Medium

Requirements: Level 22, Teleportation I and either Conjure Tool, Duplicate, or Door from Nowhere.

Surrogate – Allows one mare to act as a surrogate mother for another’s foal. The surrogate mother must be related by blood (no matter how distant, within reason) to the conceiving mother, or the unborn foal will very likely die. This spell enacts the transplantation of the unborn foal in its entirety, but does require that medical equipment and conditions be available.

Possible Precursors: Meld, Tissue Transplant.

Precursor to: None Known

SATS Cost: --

Strain Cost: Very High

Requirements: Level 22, Tissue Transplant.

Talisman Creator – This spell allows your pony to create their own talismans! Talismans can be created either from gems (normally of wt. ½ or greater) or from any other item with sufficient magical energy content you should happen to come across.

Creating a talisman is magically taxing enough, but after you’ve made the talisman itself it requires the subsequent use of another spell to be imbued into it, at a 2 MFD step harder difficulty than the normal casting roll. The strength of the talisman used, the degree of success on the casting roll, the type of spell, and the level of the spell all have an effect on how effective, durable, and powerful the resulting talisman is. When creating a talisman or imbuing a spell into a talisman, overglow doubles the number of charges and halves the physical durability of the talisman itself, making it more unstable. Overglow channeled into a spell cast into a talisman has no effect on the direct strength of the talisman’s magic. A table outlining basic talisman properties as they are affected by these factors is below.

Talisman Created – Determinant Factors

Durability (Physical)

Durability (Charges)

Strength (Numerical Efficacy)

Imbuing Roll Success (Steps below target MFD, Casting roll)

No Effect.

+1 charge per MFD step. If above target MFD, -20% of base charges per step.

No Effect.

Imbuing Overglow

-1 END per layer (if 0, talisman is destroyed).

x2 Base value per layer.

No Effect

Talisman Purity (Steps below target MFD, Creation roll)

Talismans have 1 pt. of END per MFD step success, minimum 1, max 6. (D/W = 10)

Each step below target MFD increases base charges by 20% of the base.

No Effect

Talisman Strength (Talisman base object raw magical potential: Low, Normal or High)

High potential objects have low DT (5 or less) and vice versa (5 or more).

High magic objects have 1.5x normal spell charges. Low magic objects have ½x spell charges.

Low magic objects will have effects between 1/10 and ½ normal spell effects. High-magic bases grant no bonus.

Spell Level (I-IV)

No Effect.

I – 50 Charges, Base.

II – 25 Charges, Base.

III – 10 Charges, Base.

IV – 5 Charges, Base.

Base efficacy is as the spell. If spells have similar effects, higher level spells always make stronger talismans.

Spell Type (Category, and Offensive/Support/Passive)

No Effect.

If the spell can be used to heal wounds, deal damage, or project any temporary effect (targeted or otherwise), its talisman has charges. ‘Passive’ spells have 2x as many charges, but are more difficult to imbue.

If the spell is offensive or otherwise deals damage directly, damage is reduced by 1 die. If the spell type is passive or support, its effects may vary. No normal talisman’s strength can ever directly exceed that of the base spell.

The maximum number of charges a talisman can hold varies with spell level. For level 1 and 2 spells, the total maximum number of charges a talisman can hold is equal to 5x the original number of charges imbued. Above that, level 3 spell-talismans have a maximum capacity of 3x the total number of charges initially imbued. Level 4 spell talismans can hold only a single charge, and must be recharged after each use.

Recharging talismans created with this spell can be done by casting the imbued spell or a sufficiently similar derivative into the talisman. Doing so recharges as many charges as were initially imbued when the talisman was created.

If you already have an empty ‘blank’ talisman that doesn’t have a spell imbued, any unicorn can cast a spell into it – they don’t need this spell to know how to do so (this fact also allows any unicorn with the spell to re-imbue a talisman to restore charges). The spell to be imbued can be cast by anyone – it doesn’t have to be the creator of the talisman. It doesn’t even have to be a unicorn or alicorn spell – any spell that can be cast (i.e. zebra rituals, black book spells) can be imbued into a talisman created using this technique. This makes unicorn talismans more versatile in terms of spell content and behavior than most zebra talismans, a fact which Equestria exploited during the war to develop spell matrix and magical energy weapons technology.

Most spells may need to be triggered after being imbued into a talisman – this is especially true of offensive spells. Triggering a talisman is a single action in combat, and requires physical or magical contact with the talisman. Depending on the complexity of the spell channeled, the talisman may be more or less effective. More complex spells channeled into talismans tend to have more potent effects, but are more delicate. In the case of memory orbs as an example, a higher level memory access spell like Mind Meld will have the potential to hold a larger memory and store more accurate sensation than an orb created from the same materials using a lower level memory spell.

With a layer of overglow, talismans can be created that will respond to other forms of stimulus, such as a passphrase or creature proximity.

Semi-Passive Talismans –

For PASSIVE and SEMI-PASSIVE SPELLS, such as Drip, Telekinesis, and many of their derivatives – spells that do not cost the caster strain to use under most normal conditions -- imbuing them in any useful fashion into talismans with a limited magical reserve capacity is difficult. Imbuing such spells requires casting them into the talisman at 3 MFD steps harder difficult than normal. Once successfully imbued, they have double the number of charges as would normally have been imbued for a non-passive spell and can be recharged as normal, but only expend charges when used explicitly.

For example, Telekinesis can be used passively for things like wielding weapons, using the talisman creator’s INT (assume INT 5 if unknown) to determine its weight limitations. But using it as an independent action – say, lifting a boxcar and slowly moving it over an unwitting alicorn - would use a charge every action it was being called upon. If it ran out of charges, the spell would fizzle. For Drip and Faucet in particular, the movement of water in combat or in specifically stressful situations would expend charges, while the movement of water outside of combat would not. Your GM will need to make the call. Telekinetic Precision, arguably the most passive spell currently in the system, would spend a charge whenever it is used specifically to accomplish a task in a stressful situation, such as when trying to hurriedly put the pin back into a grenade.

In situations where a talisman contains a spell that would enhance a wearer’s pre-existing magical ability rather than grant a non-existent one, such as in the case of Mighty Telekinesis or Long Ranged Telekinesis talismans being worn by unicorns with basic telekinesis, charges would be expended only when the specific enhancements granted by those talismans are called upon for use.

Only one talisman’s passive effect may affect a given character at a time. This is especially true when dealing with interactions with Zebra Talismans. Barring some rather special exceptions, the use of a unicorn talisman that grants a passive effect in conjunction with a zebra talisman will hinder or disable the effects of both talismans.

Note: Memory Orbs, even empty ones, are not technically a blank talisman. They have a memory spell (Like Memory View or Mind Meld imbued into them, governing what type of talisman they are.

Possible Precursors: Magical Battery, Channeling Assist, Replenish.

Precursor to: Create Matter

SATS Cost: --

Strain Cost: *Special (High)

Requirements: Level 20, Magical Battery or Replenish.

*Strain Cost is at the GM’s discretion depending on what type of item you’re trying to imbue. Gemstones are generally High cost.

Telekinetic Blast – You’ve gotten a little bit better at focusing the raw power of your telekinesis into an actual offensive spell! This spell creates a column of force 15’ wide that smashes back enemies up to 40 feet away. It’s such a large force projection that you don’t even have to roll to aim it! Unlike its predecessor spells, enemies may attempt to dodge this attack (the dodge MFD is ½). Those hit by the spell’s effects are temporarily stunned, losing their next action unless they succeed at a difficult MFD ½ Willpower roll (roll INT and CHA and take the better of the two), and even if they can recover they still take 2d20 damage that totally ignores DT provided by armor. Those hit are also forced back 10 feet for every level of success (So MFD 1 moves them 10’, MFD ¾ moves them 20’, etc.). If they were forced into a wall or other obstruction, they take an additional 1d20 damage for every five feet they could not move. That said, this spell can destroy walls, and is more than capable of taking doors off their hinges. Each layer of overglow moves affected creatures or characters an additional 10 feet back away from the caster. Characters with this spell can now push or pull up to 500xINT in weight, without much precision. Attacks made using melee or unarmed weapons held in their telekinesis may not be terribly accurate, suffering a 1 MFD step penalty to hit, but now deal damage in place of their base strength damage

Possession of this spell passively upgrades your telekinesis. This is a ‘spell upgrade’ effect; its effects stack with other spells modifying a character’s telekinesis, unless explicitly stated otherwise.

Possible Precursors: Telekinetic Wave, Telekinetic Launch

Precursor to: Telekinetic Wave Blast

SATS Cost: 35

Strain Cost: High

Requirements: Level 18, Telekinetic Force or Telekinetic Wave.

Telekinetic Bullet II – Your telekinetic bullets now deal as much damage as an IFD-86 combat shotgun (6d12), though at longer range. You may cast this spell INT times per day. The range increment for this spell is still 20 feet (in case you forgot). Nice and simple, just what the Security Mare ordered.

Possible Precursors: Telekinetic Bullet I

Precursor to: Telekinetic Bullet III SATS Cost: 25

Strain Cost: Medium

Requirements: Level 16, Telekinetic Bullet I.

Telekinetic Launch – Transfers a great deal of momentum to a target in a very short period of time, directed up at about a forty five degree angle relative to the ground. By the time it becomes airborne, the target is moving at speeds up to 5x the caster’s INT. For the sake of preventing ‘unnecessary’ math, you can assume that it will launch them up to a height of about 5xINT feet in the air before they start falling back towards the sweet, sweet ground, and that they’ll travel about twice their vertical distance in feet before they touch back down (please don’t tell any physicists we told you to do this). Unless something alters the target’s trajectory, interferes with their speed or otherwise changes their course, they’ll impact at roughly the same speed they took off, dealing (INT/2)d20 damage, AoE. Like falling damage, this is not reducible by armor.

Damage may be reduced or eliminated completely if they’re slowed down, caught, or are able to land in or on something soft (or in water); use normal falling damage rules combined with the Speed Lines collision rules to determine damage in the event of a reduction. Targeting this spell is difficult to the forces involved, and it requires an accuracy roll of base MFD ½ in addition to its normal casting roll. Each layer of overglow doubles the momentum imparted and the distances traveled.

Possible Precursors: Telekinetic Force, Mighty Telekinesis I or II, Alter Trajectory, Speed Lines, Thread the Needle, Railgun

Precursor to: Back at Ya!, Panic Lines, Telekinetic Blast, Railgun SATS Cost: 35

Strain Cost: Medium

Requirements: Level 18, Telekinetic Force, Speed Lines or Thread the Needle.

Telepathy III – Green Alicorn Tier! You can now communicate and hold conversations with INT/2 individuals at once, over virtually any distance, as long as you’ve met the individuals before. The spell can be maintained as long as the conversations last with no additional strain cost. As with lower level telepathy spells, alicorns may use telepathy as a free action and it does not cost them any strain.

Possible Precursors: Telepathy II

Precursor to: Brain Bleed, Mind Trick, Hundred Year Slumber, Like a Melon!, Mind Alter, Telepathy IV, Waking Nightmare

SATS Cost: --

Strain Cost: Medium

Requirements: Level 20, Telepathy II, INT 8 or Alicorn.

Teleport Block – Suppresses teleportation within a radius of 10xINT feet centered on the caster. Teleportation spells are made totally impossible to cast within this radius, and any character trying to teleport into this radius from outside it is forced to rematerialize at their point of origin. This spell’s effects last for 1d4 minutes and can be sustained for longer at the cost of one strain per minute. Each layer of overglow doubles this spell’s effective radius. For two layers of overglow, the radius can be centered on a target location or character other than the caster; target characters need not be willing, though the caster must roll to target the spell, and must maintain line of sight with the target character or location for the duration or the spell will be broken.

Possible Precursors: Teleportation II, Ward Against Magic, Magical Suppression

Precursor to: None Known

SATS Cost: 50

Strain Cost: Medium

Requirements: Level 20, Teleportation II, Ward Against Magic or Magical Suppression

Teleportation III – Twilight Sparkle Tier Teleportation! Experience with teleportation allows casters to bring up to INT/2 friends and their possessions with them up to 500xINT feet in range, or to teleport to any location that they know well and can accurately visualize. The caster can now teleport most objects, characters or creatures without accompanying them. Teleported objects, characters and creatures cannot intentionally be rematerialized inside of other objects; the only way to achieve that level of accuracy and to circumvent the spell algorithm’s safeties is for the caster to accompany them, which would necessitate putting themselves at risk of rematerializing inside something else. The range of what they can teleport items from now extends to a 20’ radius, centered on the caster, limited by line of sight. Individual overglow layers can double the number of characters teleported, the distance that they can travel via teleportation, or the maximum distance a character, object or creature can be away from the caster and still be teleported. The caster is still only capable of teleporting creatures, characters and objects to or from their immediate vicinity; if the mage is at position A, and the object they wish to teleport is in position B, then they cannot teleport that object directly to a third position C. They can, however, teleport it to themselves at position A and then a second time to position C. This is the sort of stuff they teach you in advanced magical theory texts, I guess. Momentum is conserved during teleportation; speedy thing goes in, speedy thing goes out.

Possible Precursors: Teleportation II

Precursor to: Create Matter, Teleportation IV, Time Hop

SATS Cost: 75

Strain Cost: High

Requirements: Level 20, Teleportation II.

Tradewinds – This spell allows you to harness the wind to push yourself or a target object along. If you’re using a sailboat (or a similarly powered vehicle – it doesn’t have to be a boat), it can be sustained to literally put the wind in your sails. This spell allows you to push a target weighing less than 1000 macs up to (1d8x5) feet in any direction you choose. If your chosen target is flying or otherwise not restricted by friction (like a boat or a wheeled object), this distance is tripled. Objects cannot be pushed through other solid objects – if they would be pushed through a solid object, they instead take 1d10 damage per five feet they were unable to be moved. This spell’s effects can be countered if the target can manage to hold onto something (STR opposed with the caster’s magic) or dodge out of the way. Also great for making capes billow majestically.

Sustaining this spell costs 1 strain per 5 minute interval.

Possible Precursors: Windy Day, Gale.

Precursor to: Windstorm SATS Cost: 20

Strain Cost: Low

Requirements: Level 18, Windy Day or Gale.

Ward of Containment – Contains a single entity and temporarily prevents it from moving or harming others. Spellcasters trapped within this type of ward are rendered incapable of casting spells. This spell must be sustained to remain in effect, and can be broken if the caster loses consciousness or their line of sight with the target is broken for longer than a combat round. This spell is very powerful if imbued into a talisman or set of talismans, especially if set to a trigger. This ward can be overwhelmed by any attack powerful enough to maim the caster that placed the ward (i.e. it must deal as much damage as the caster’s END*D/W, accounting for modifiers to the resulting value made by perks, traits and hindrances).

Possible Precursors: Any Ward, Magical Suppression, Shield

Precursor to: True Love’s Kiss, Lock, Disabling Spell, Magical Silence

SATS Cost: 65/Target

Strain Cost: Very High

Requirements: Level 20, at least two other wards, Magical Suppression, Shield.

Water Trotter – A unique refinement of hydrokinesis spells that allows one or more targets to walk safely across the surface of liquid water. After being cast, it must be maintained by the caster in order to work properly. Maintaining the spell costs them one strain for every fifteen minutes of use. Each layer of overglow doubles the number of individuals that the caster can include in the spell’s effects; one layer allows two, etc. for a maximum of eight individuals included with three layers. This spell works on other liquids as well, though it might not be a good idea to use it to walk across rivers of lava or vats of swirling biomagical waste – you’re still touching the surface.

Possible Precursors: Ward against Cold, Faucet, Shield, Deluge

Precursor to: Deluge, Reverse Gravity

SATS Cost: 50

Strain Cost: High

Requirements: Level 20, either Faucet or Deluge.

Windstorm – This offensive wind spell kicks up dust and debris, turning the air around your caster into a weapon. Windstorm creates a small, directed cone of wind that picks up shrapnel and debris and hurls it at a group of foes. If sufficient debris is available, this storm deals 2d20 damage to a single target and any characters or creatures immediately adjacent (similar to a flamethrower). If sufficient debris is not available, then it hurls dust into the eyes of your target and those adjacent to her, giving the affected target a -50 targeting penalty for the next 3 rounds (unless they had eye protection on). In either case this spell has a targeting range increment of 15 feet. If anything obstructs the line of sight from the caster to the target, then the spell will deal damage to that obstruction instead. Each layer of overglow adds one additional die of damage, or increases the duration of the targeting penalty by a round.

Possible Precursors: Gale, Tradewinds

Precursor to: Tornado, Hurricane, Blizzard

SATS Cost: 35

Strain Cost: High

Requirements: Level 20, Gale.

Level 4 Spells – These spells are some of the most powerful magics ever wielded in Equestria short of megaspells. Pre-war, a unicorn capable of performing a spell like this would have been the head of a major organization, if they weren’t being used for the war effort as a living weapon or as the basis for a megaspell. It’s extremely unlikely for any unicorn, even the most talented, to learn more than one spell like this. Normal unicorns can master only 1 level 4 spell in their lifetime.

Age – An incredibly advanced and powerful spell that change the physical age of the target to the caster’s whims. When cast, the caster may modify the target’s age, either increasing it or decreasing it by a number of years up to the INT score of the caster. Each layer of overglow either allows the spell to affect an additional target, or doubles the number of years a caster can give or take away. If the spell affects multiple targets, the age adjustments made to each target do not need to be the same.

Possible Precursors: Transmogrify, Alter Features, Regenerate, Teleportation III, Greater Transmogrify

Precursor to: Greater Transmogrify

SATS Cost: -- (Full round to cast in combat)

Strain Cost: High

Requirements: Level 30, Transmogrify or Greater Transmogrify, Alter Features, Regenerate, Teleportation III.

Alter Form – This spell is some of the most powerful illusory alteration magic, capable of passing even an Alicorn off as an earth pony colt, or vice versa. It can change the form and appearance of any target living creature to look and feel like any other, up to and including those of dramatically different race or size, to say nothing of physical appearance.

Important to note: while this spell may cause the illusion that a pegasus’ wings, a griffin’s claws, or a unicorn’s horn are not there, to the point where both the target and those around them may actually feel as the illusion suggests, if the target attempts to use their body in a way that the illusory form cannot, such as a pegasi trying to fly while disguised as an earth pony, the spell will immediately break – this is very difficult, however, as the spell alters the target’s sensation and physical perception to conform to the illusion (acting in such a way requires an INT roll MFD ½). The reverse is not true – wings given by this spell will function normally, and horns and other natural weapons created by it can similarly be used.

That said, Just because they now have functional appendages doesn’t mean they know how to use ‘em. The spell isn’t capable of imbuing knowledge of their new anatomy into its target (it can’t grant the ability to perform maneuvers or cast spells that the subject doesn’t already have the ability to), but it does slightly alter their form’s natural magic. It will allow an earth pony disguised as a Pegasus to fly and walk on clouds, or one disguised as a unicorn to use magic if they learn to do so while disguised, etc. If this spell’s effects would grant the use of a normally unavailable racial skill, the target gains that skill at rank appropriate for a first level character (2xATT + ½Luck +2).

Though it may physically alter the weight and stature of the target character by as much as ±90%, this spell has no effect on physical or mental attribute scores or damage per wound values. Carry capacity and speed may still be affected!

The spell’s effects last up to one full 24-hr day, or until dispelled. If the caster is rendered unconscious or at any point is denied the ability to cast magic (such as might occur if they used this spell to disguise themselves as something without a horn), any target of this spell that still has it active on their person has it dispelled immediately. Each layer of overglow doubles the duration.

Casting this on a non-willing target is an opposed roll of the caster’s magic versus the target character’s magic skill, charisma, endurance or intelligence attribute – their choice.

Possible Precursors: Alter Features, Physical Illusion

SATS Cost: --

Strain Cost: High

Requirements: Level 28, Alter Features or Physical Illusion

Blizzard – Summons a winter storm from nowhere to freeze foes solid! The wind and snow deal 3d8 damage per turn to all locations and blind (3 MFD step ranged targeting penalty) any characters within the target area for as long as this spell is sustained. The blizzard completely envelops a cylindrical area centered on either the caster or a chosen target location of 5xINT feet in radius and 10xINT feet in height in swirling gusts, harsh ice and swirling snow. Characters attempting to fire into this blizzard at targets suffer 2 MFD steps to accuracy due to the obscuring effects, which can be reduced to 1 MFD step with the use of SATS. The ice of the blizzard has a 5% chance of clogging the respirators and/or damaging the motors of power armor per combat round, forcing its removal or simply freezing it in place (roll d% once per round a power armored character remains in the blizzard; critical successes freeze the armor in place, critical failures clog the respirator). Cyborgs with exposed prostheses and metal-armor wearers take an additional 3d8 damage (ignores DT) from the effects of freezing metal on flesh every round after the first that they remain in the blizzard area. All flight rolls in the blizzard are 2 MFD steps harder. This spell is 1 MFD step harder to cast for every 10°C above freezing it is. After being successfully cast, however, it will magically lower the ambient temperature by up to 30°C, to a minimum of -30°C. If the temperature is already below that point, it will not be altered.

Possible Precursors: Icebolt, Windstorm, Snow Drift

Precursor to: Pony Popsicle

SATS Cost: 50

Strain Cost: High

Requirements: Level 28, Windstorm, and either Icebolt or Snow Drift.

Breakneck Speed – Magically accelerates a target that is already moving up to twenty five times its normal maximum speed. If they were running at you, remember to step aside as they fly past! Treat each twenty feet of movement speed as 10 feet of fall damage, if they’re moving into a solid object.

Possession of this spell passively upgrades your telekinesis abilities – you may now move objects 20’ per action spent relative to the caster, instead of 5’ (the base amount). This is a ‘spell upgrade’ effect; its effects stack with other spells modifying a character’s telekinesis.

Possible Precursors: Panic Lines.

Precursor to: Gauss Unicorn

SATS Cost: 100

Strain Cost: High

Requirements: Level 26, Panic Lines.

Building Shield – Creates a MASSIVE shield bubble around a target location (though it can certainly be reduced to surround whatever the caster would like). It’s not quite the size of the talisman powered shields that protected some cities during the last days of the war, but no one short of the princesses could make a bigger one on their own unless it was their cutie mark ability. This shield is near-totally impermeable to weapons fire, increasing DT by 100xINT while maintained. If its DT is penetrated by any attack that deals enough to wound the caster, it costs an additional 1 strain for the caster to maintain it. It will not collapse unless the caster is crippled or maimed in the horn, or is rendered unconscious.

Green Alicorns can work together to create a shield of this strength between them, enabling them to split the strain cost, but it requires multiple alicorns (at least 2) to sustain. At least two of the alicorns must be conscious to maintain the shield, and while maintaining the shield they cannot move or perform other actions. Use the highest d/w value for the alicorns when determining if penetrating damage would deal a wound, and average their INT scores and round down to determine the DT of the shield.

For a unicorn or alicorn with this spell, all shield spells (including this one) cost 1 strain per minute (10 combat rounds) to maintain after being cast. This includes shield spells that would otherwise have a higher maintenance cost.

Possible Precursors: Shield Bubble.

SATS Cost: 75

Strain Cost: Very High

Requirements: Level 28, Shield Bubble.

Cleanse Taint – Removes all of the chemicals known collectively as “Taint” from the target. It does not undo any damage already done by the presence of said chemicals in the target’s system. This spell cannot be learned without instruction.

Possible Precursors: None

SATS Cost: --

Strain Cost: High

Requirements: Level 26, Roleplaying Reason.

Clone – Creates a magical duplicate of the caster (3 layers of overglow allow the spell to target any living creature within line of sight of the caster). The duplicate is a near-exact copy of the target, and is as capable of independent thought and action as the target was at the time of casting. They may not possess all of the knowledge of the original copy (though they usually retain all memories of the caster up to the point of their creation). Each layer of overglow produces an additional copy. Clones are considered permanent creatures, and the spell does not need to be maintained. This spell can be targeted anywhere within line of sight. Cloned ponies do not have souls, and when killed they dissolve into a pile of ash.

Possible Precursors: Duplicate, Teleportation II, Regenerate

SATS Cost: --

Strain Cost: Very High

Requirements: Level 30, Duplicate, Teleportation II, Regenerate.

Create Matter – This spell allows a unicorn to pull a significant amount of matter from Celestia only knows where, and shape it to a small degree. The matter must be all of the same type, and must have mass less than that of the pony creating it. Some Water and Air talismans work using this spell.

Possible Precursors: Duplicate, Repair, Replenish, Summon Bloatsprite, Talisman Creator, Teleportation III

SATS Cost: --

Strain Cost: Very High

Requirements: Level 30; Teleportation III or Summon Bloatsprite or both Repair and Replenish; Pyre, Freeze, at least one Ward.

Disabling Spell – Places an extremely complex dynamic ward upon a unicorn’s horn that completely nullifies their ability to cast magic, up to and including basic telekinesis. Placing the ward on a willing target takes a single action; placing it on a non-willing target is an opposed magic roll versus the target, and requires that line of sight with the target’s horn be maintained. This ward can be channeled over multiple rounds. While being channeled, each round spent channeling the spell prompts one opposed roll. Every round after the first that the spell is channeled

This spell has been shown to be easily imbued into unicorn-magic talismans; at least two talismans must be arranged around a portal or doorway to function properly. The placed talisman array projects a field that automatically places the ward spell on any unicorn or alicorn that passes through it, though it may take several combat rounds (during which it will roll magic at the level of the caster who created the ward against the magic skill of the intruder), and will prevent the motion of the horned character through the portal until the ward has been completed. If the intruding unicorn or alicorn backs out of the doorway before the disabling spell is cast, the spell fizzles and their magic remains.

Unlike most wards, the disabling spell is quite difficult to remove, even for the caster. To remove the ward, it must be cast a second time on the same target– though this time, the caster must make an opposed roll versus their own magic skill! Any unicorn that knows this spell may attempt to remove it in this fashion, rolling against their own skill. If the ward was placed by talismans, travelling backward through the portal that placed the spell will can also be used to remove it. The ward can also be removed using Greater Dispel (or True Love’s Kiss, if the target is their kiss designee).

Frequently used pre-war as a security precaution at high-profile events.

Possible Precursors: Magical Suppression, Ward of Containment

SATS Cost: --

Strain Cost: High

Requirements: Level 26, Ward of Containment.

Dominate – You are capable of completely dominating a subject’s mind, suppressing all but their most basic instincts for survival. This requires an opposed roll between the caster’s Magic skill and the target’s INT or CHA (their choice). The caster must beat the target’s roll by at least one MFD step to be successful. If successful, the caster can command the target to perform any action that won’t directly endanger them, i.e. this can be used to make loved ones kill each other, but not to make the target kill themselves. Unlike Mind Trick, competing mental effects do not provoke additional rolls. Only severe head trauma (crippled in the head) or other level-4 spells that affect the mind of the user will provoke additional contested rolls. Otherwise, this spell lasts up to 12 hours per MFD step that the caster succeeded by, or can be dismissed by the caster at any time. It can be re-cast to extend its duration – opponents already under its sway receive a 1 step penalty on their resistance rolls for every consecutive 24 hours of mental domination they’ve been under up to that point.

Possible Precursors: Mind Trick, Telepathy IV

SATS Cost: 75

Strain Cost: Very High

Requirements: Level 30, Mind Trick.

Electrocute – Electrocutes the target, overloading all but the most robust magical systems. Deals 5d12 damage, increased to 10d12 damage if target is mechanical, contains a spell matrix, or is a cyborg. This spell will shut down technology, regardless of shielding. Damage dealt by this spell carries the Electricity special weapon effect, and thus ignores DT provided by metallic bardings and deals damage at the end of the round as an ongoing effect. In stormy conditions, this spell gets a 2 MFD step bonus towards targeting flying characters and creatures. Wet characters take an additional die of damage, and all damage dealt is treated as AOE damage. Wet cyborgs and machines take 12d12 base damage. Each layer of overglow adds an additional die of base damage and allows this spell’s effect to jump from its initial target to one extra target within 15 feet (use the most recent target as the point of origin for each arc). There must be either an unobstructed line of sight between the two targets or an unbroken conductive pathway (like water or metal) for the spell to continue jumping, and it cannot hit the same target twice as it jumps.

Possible Precursors: Electrify.

SATS Cost: 65

Strain Cost: High

Requirements: Level 28, Electrify.

Fog of War – Summons a tremendously large fog bank, covering an area as large as an entire settlement (up to INT square miles) in dense fog up to 30 feet high! This magically dense fog provides an accuracy penalty of 2 MFD steps to those attempting to target something it conceals. SATS negates this penalty, but only if the target is within 15 feet; the magically dense fog disrupts even SATS’ ability to remove visual obstruction. Layers of overglow can double the area affected, or can reduce the effective range of SATS by 5 feet (minimum 5 feet).

Possible Precursors: Magical Fog.

SATS Cost: --

Strain Cost: Very High

Requirements: Level 28, Magical Fog.

Gatling Beam – Shoots rapid fire beams of magical energy from the caster’s horn equivalent to an AER-20 Gatling Beam! Acts exactly as the beam weapon, except that it deals three times as much damage on a critical hit and you may add 1/5 of your magic skill rank to weapon damage instead of 1/10 of your energy weapons skill rank. Can be cast up to 10xINT times per day. If you also have Dispel or Greater Dispel, this beam also disrupts any maintained spells. Excellent for taking down shielded targets.

Possible Precursors: Magical Beam II, Disruptor Beam

Precursor to: Trottingheimer’s Folly

SATS Cost: 35

Strain Cost: Medium

Requirements: Level 26, Magical Beam II, Disruptor Beam.

Gauss Unicorn – (Or Gauss Alicorn, if you prefer.) You are a true living particle accelerator, capable of turning even dust motes into lethal projectiles. The magnitude of your magical acceleration has grown too fast to accelerate anything that isn’t designed to be used as a projectile, literally tearing apart anything not designed to travel at the speeds you’re projecting things at. Particles accelerated using this spell deal 10xINT damage and bypass all DT. Bullets and other projectiles accelerated with the spell deal as much damage as their highest damage dealing weapon plus the INT damage.

Possible Precursors: Railgun, Breakneck Speed

Precursor to: Trottingheimer’s Folly

SATS Cost: 35

Strain Cost: Medium

Requirements: Level 28, Railgun.

Good as New! – Completely repairs and fixes any single item of size less than or equal to a sky wagon. Cannot be used by a caster more than once per week. Restoring larger objects can be done via overglow.

Possible Precursors: Spark, Repair, Replenish, Restore

SATS Cost: --

Strain Cost: Very High

Requirements: Level 28, Restore or Repair and either Spark or Replenish.

Gossamer Wings – Creates a pair of beautiful translucent wings on the target, enabling them to fly and interact with clouds as if they had the flight ability. The target uses their highest AGI-dependent skill as if it were the flight skill. They do not gain the ability to learn flight maneuvers, but may use “hover” and any level zero flight maneuvers as though they had learned them. Lasts 4d6 hours, doubled by each layer of overglow; neither the target nor the caster may know how long it will last – the GM should make the roll in secret.

Possible Precursors: Cloud Walker.

SATS Cost: --

Strain Cost: Very High

Requirements: Level 28, Cloud Walker.

Greater Dispel – Disrupts magical effects or equal or lesser level, such as spells maintained by alicorns and unicorns or those enchantments put in place by the ministries long ago. It is capable of disrupting both pony and zebra talismans, but requires direct physical contact with the talisman or the magical effect it creates to do so. Maintained spell effects are dispelled permanently, but talismans are created with redundancies that make permanent dispelling more difficult. Permanently dispelling a talisman requires one layer of overglow per spell level of the spell imbued into the talisman. Needless to say, it cannot dispel level 4 spell talismans under normal conditions, but maybe if you had a Channeling Assistant….

If this spell is cast on any talisman with insufficient strain channeled into it to fully remove its enchantment, the talisman’s magic is still disrupted temporarily. The magic of the talisman will reassert itself and restore the talisman’s functionality in INT combat rounds. Layers of overglow spent can double this deactivation time.

Because of their reliance on arcane processes, this spell is easily capable of shutting down spell matrices and similar arcanotechnological devices – treat such items as talismans with a spell of level 2 imbued into them.

Possible Precursors: Dispel, Disruptor Beam

SATS Cost: 70

Strain Cost: High

Requirements: Level 26, Dispel or Disruptor Beam, as well as any level 4 spell.

Greater Transmogrify – Allows you to alter the shape of living things, including increasing or decreasing their size by a factor of two. This spell can be used multiple times on the same target to alter or undo the effects of a previous casting, or its effects can be undone with Restore Shape. This spell can be employed to significantly change the shape or anatomy of a target, including enabling gender-transformations, making a target into a living bouncy-ball, etc.

Possible Precursors: Transmogrify, Alter Features, Fusion, Age

Precursor to: Age

SATS Cost: 100

Strain Cost: Very High

Requirements: Level 28, Transmogrify, Alter Features or Fusion.

Healing Potions – Ponies with this spell can set aside their healing magic in a distilled form that can be saved for later or consumed in a pinch. To create a healing potion requires that a unicorn have a vial of clean purified water (there are about four of these per unit water), at least 5 magical energy cells worth of crushed gemstones or 1 mac of gemstone dust, and be able to case the Heal spell (in addition to this spell). With a successful cast of Heal at MFD ¾, a healing potion is created from these ingredients. This process takes approximately 5 minutes. A critical success creates a second potion without requiring extra ingredients, provided a second container is available. Using the Regenerate spell in place of the heal spell creates a Rejuvenation potion instead, but requires an MFD ½ roll instead of the MFD ¾ roll, and critical successes do not produce an extra potion. Use of a single charge (per potion) of a healing or rejuvenation talisman in place of the cast Heal or Regenerate spell means you do not have to roll when casting, though you must still imbue the potions with energy to stabilize them (it still costs you strain). Overglow can be used to create multiple potions at once (critical successes still only provide a single extra potion, and you still need the raw ingredients and containers) – the time to create the potions is doubled with each layer as well.

Concerning mass production, a properly specialized unicorn with a healing talisman, enough ingredients and the appropriate spells can create an average of 20 healing potions per day spent doing so. Without a healing or rejuvenation talisman as an intermediate to stabilize the magic, the amount per day is reduced to 8.

Possible Precursors: Heal or Regenerate.

SATS Cost: --

Strain Cost: High

Requirements: Level 28, Heal or Regenerate.

Hooves of Fire – This spell allows ponies to safely wield fire at their hooftips! The caster can cast this on any character or creature within five feet of them. While unarmed and their hooves are uncovered, the target may create fire on their hooves and use it to deal an additional 3d12 + (Magic/10) unarmed damage! Their attacks also have the ‘Fire’ special weapon effect, as the shishkebab or the flamethrower. While this spell is in effect, its target is totally immune to fire (though certain attacks that carry the fire special effect may still do damage to them, the Fire special weapon effect deals no damage). It lasts as long as the caster maintains the spell, at a cost of one strain for every 5 rounds (30 seconds), beginning 30 seconds after it has been cast. Normal activity and spellcasting penalties while maintaining spells still apply to the caster.

Possible Precursors: Fire Trotter.

SATS Cost: 65

Strain Cost: Medium

Requirements: Level 28, Fire Trotter.

Hundred Year Slumber – Opponent must roll Endurance MFD ¼ or fall unconscious for 2d8 days (the name is admittedly a bit of an exaggeration, but the use of overglow, repeated or maintained casts can certainly extend the period of unconsciousness). If they successfully resist, they instead take double the normal drowsiness penalty (-20 instead of -10) on all actions until they have slept for at least 8 hours. Layers of overglow may also be applied to double the number of targets.

Possible Precursors: Knock Out or Telepathy III.

SATS Cost: 50

Strain Cost: Very High

Requirements: Level 26, Knock Out or Telepathy III.

Hurricane – Create a humongous storm of wind and rain that would make Prospero proud and any weather-pegasus completely terrified. This spell creates a miniature hurricane centered on – and capable of moving with – the caster. The eye of this hurricane is only about 15’ in diameter, with the caster in the middle 5’ square, and the windwall immediately past that. The storm itself extends upwards into the cloud layer and outwards for INTx100 feet beyond the innermost wind-wall. Characters and creatures within the storm suffer a -50 on all perception rolls, and accuracy rolls made for ranged attacks within, into or out of the hurricane suffer a similar -50 roll penalty (close combat is unaffected), which increases to -75 when targeting through the inner wind-wall. Movement within the hurricane is reduced by 5’, and movement through the wind wall into the eye requires a STR roll, MFD ½, or it will repulse you. Flight within the hurricane is extremely difficult, requiring an MFD ½ roll just to stay airborne, and flying through the inner wind-wall requires a staggeringly difficult MFD 1/10 flight roll. This storm’s effects otherwise are dependent on the abundance of water nearby. If the caster is within a mile of the coast or a major inland body of water, the hurricane deals 4d20 damage per round to all characters or creatures within its radius (excluding the eye, of course), applied to a randomly selected location. For every additional mile away from a major water source, this storm deals one less die of damage; it cannot be cast at all if more than 4 miles from such a body of water. Overglow increases the size of the storm by 100’ in radius and allows it to deal an additional die of damage per layer. Once cast, this storm lasts 1d4 rounds, and can be sustained beyond that at the cost of 2 strain per round. Depending on the water source used this hurricane may contain taint, radiation (treat as the “rads” weapon ability), toxic chemicals and poisons, or a combination of all three.

Possible Precursors: Windstorm, Deluge.

SATS Cost: 80

Strain Cost: Very High

Requirements: Level 30, Windstorm, Deluge.

Inferno – Engulfs an entire area in white-hot flames of radius less than or equal to 5xINT feet. The epicenter targeted by the spell must be within INTx5’ of the caster. Deals damage as a heavy incinerator, dealing bonus damage equal to (Magic Rank/10), and can be sustained at a rate of 1 strain per round for as long as the caster is able. Each layer of overglow either adds 3 dice of damage, extends the radius by 10’, or doubles the maximum range between caster and the target epicenter. If desired, the inferno can be centered on a moving target (such as the caster). Be aware that casting this spell in no way makes the caster immune to the effects of fire. Synergizes well with Hooves of Fire.

Possible Precursors: Flamethrower, Fire Trotter.

SATS Cost: 65

Strain Cost: High

Requirements: Level 28, Flamethrower.

Like a Melon! – This spell sends so much psychic energy into the brain of the target that it causes their synapses go pop in a violent and explosive manner. It instantly kills most ponies; Strong minded or magically resistant ponies are irresistibly stunned for one combat round and take damage as Brain Bleed, plus an additional 2d10 damage to the head (for a total of 7d10 damage). Damage dealt in this fashion ignores DT.

Possible Precursors: Brain Bleed, Telepathy III, Black Book

SATS Cost: 100

Strain Cost: Very High

Requirements: Level 30, Brain Bleed or Telepathy III, or a Black Book

Magical Silence – Completely prevents and negates all magical effects, both positive and negative, within an INTx5 foot radius of the caster. All spell effects – including energy weapons damage and other effects – that enter into this radius are totally nullified, with the exception of magical items such as potions, enchanted weapons or talismans – their effects are merely temporarily suppressed while the field is active. The caster cannot cast other spells or use magical weapons while this spell is active. Each layer of overglow extends the radius of this spell by five feet. After casting, the spell’s effects last 1d4 combat rounds, and it can be sustained following that at the cost of 1 strain per combat round. This spell has an interesting effect on magical creatures such as Alicorns or Ghouls, and makes disabling magical defenses such as robots or turrets a breeze.

Possible Precursors: Magical Suppression, Ward of Containment

SATS Cost: 50

Strain Cost: Very High

Requirements: Level 30, Magical Suppression.

Mighty Telekinesis IV – Celestia tier! The things you can do with your levitation magic are the stuff of legend! Not only can you handle your entire inventory with ease, but with enough focus you can even fly at the same level as a novice pegasus. Who knows, maybe you could even move the sun? This spell gives the Flight racial skill to the caster at rank 25 (Yes, it can be increased by skill books and magazines, or with skill points if you manage to learn this spell before level 30). Your flight movement speed while levitating is equal to your ground movement speed. You can sustain yourself (or a vehicle you’re in) in flight for the cost of one strain per five minutes; lifting things with telekinesis other than yourself (or a vehicle you occupy) cost you no strain at all. Also, while flying you do not need to roll flight to use the “hover” maneuver – though this comes at the cost of you being ineffectual at using any other flight maneuver. In any contests of strength that arise with your magic versus an opposing force, you may now roll Magic instead of Intelligence as your opposing roll, and you receive 3 free MFD steps as a bonus versus your opponent. Rolling opposed strength with telekinesis spells requires you to spend at least one layer of overglow – net cost of 2 strain minimum. If you’re suspending an opponent and they manage to move of their own accord, you must recast your spell to restrain them once more.

Possible Precursors: Mighty Telekinesis III.

SATS Cost: --

Strain Cost: *Special

Requirements: Level 30, Mighty Telekinesis III.

*Strain Cost is at the GM’s discretion (aside from what’s listed above) depending on what you want to do with your new godlike powers.

Mind Alter – Alters the memories of the target character beyond the level of simple removal and allows for memory editing. This cannot be done while the target is conscious, and casting it on a conscious pony renders them unconscious for the duration. The caster is also functionally unconscious while they are editing the memories of their target, but retains full awareness of their surroundings. The duration of the spell varies depending on the duration of the memory being altered, usually lasting approximately five times the length of the altered memory. This is a very complex spell, and must be done carefully to prevent gaps in the memories being created or altered.

Possible Precursors: Extract Memory, Telepathy III, Mind Meld.

SATS Cost: --

Strain Cost: Very High

Requirements: Level 30, Extract Memory, Telepathy III, Mind Meld.

Murder of Crows – Conjures up a semi-illusory flock of black birds that unrelentingly blind, wound and slowly consume an opponent over the span of 5 rounds. The ravens will deal 5d10 damage per round to the least armored locations on a target’s body as they peck and bite at the choicest pieces of flesh, ignoring DT. The flock can be divided to cover up to five opponents , although this will diminish both the blinding and the damaging effects proportionally.

Possible Precursors: Unkindness of Ravens, Black Book

SATS Cost: 50

Strain Cost: High

Requirements: Level 28, Unkindness of Ravens or Black Book.

Optical Flare – Creates a magical light of intense luminosity right in front of an enemy’s eyes, temporarily (and possibly permanently) blinding them. The targets must make an endurance roll MFD ½ or be blinded for the rest of combat. Critical failures are permanently blinded. See the Blind hindrance for the effects.

Possible Precursors: Flash.

SATS Cost: 65

Strain Cost: High

Requirements: Level 28, Flash.

Pass Through Sphere – Your talent with intangibility spells is incredible! You can create a sphere of intangibility large enough to fit INT/3 ponies. While you can’t drop them into the ground and seal them there, you can control the sphere and its contents and move them in whatever direction you wish at a rate of 5xINT feet per combat round. This sphere is easily maintained (It has no maintenance cost), but cannot be dispelled until it no longer occupies the same space as a solid object. Those within the sphere of the spell’s effect are temporarily immobilized for the duration of the spell.

Possible Precursors: Pass Through.

SATS Cost: 65

Strain Cost: Very High

Requirements: Level 30, Pass Through.

Perfect Illusion – Only changelings and the greatest of unicorn illusionists are capable of performing this spell. It is capable of creating a large projected image of up to (2xINT)^3 feet in size that looks and feels real to the touch, can make or modify sounds and, if overlaid on top of a living creature, will temporarily render any physical objects inconsistent with the illusion (i.e. protruding horns or wings, gender related physical features) both invisible and intangible (though unlike Alter Form, this does not alter the sensation of the target). Also excellent for creating a means of escape from a sealed room, among myriad other uses. Layers of overglow double the volume of the illusion. These illusions are self-sustaining, and will last until dispelled (a free action for the caster). This spell will not displace physical objects, though it can render them temporarily intangible.

Possible Precursors: Invisibility, Moving Pictures, Physical Illusion

SATS Cost: --

Strain Cost: High

Requirements: Level 30, Physical Illusion.

Pony Popsicle – Rather than try to freeze the area around the pony, freeze the pony! This spell requires physical contact, but a successful contact will freeze most ponies solid – from the INSIDE OUT! What a terrible way to go… Targets hit with this spell must make a staggering END check MFD ¼ or be frozen solid, both internally and out, instantly. Failures cannot move or shoot, but can still use magic. They will die within 5 combat rounds (thirty seconds) if they do not receive appropriate medical attention. Critical failures die instantly. The range on this spell can be extended from touch by five feet per layer of overglow. One additional target that is in range can be frozen solid per layer of overglow. Ponies or other targets in sealed power armor cannot be affected by this spell.

Possible Precursors: Icebolt, Snow Drift, Blizzard

SATS Cost: 75

Strain Cost: Very High

Requirements: Level 28, Icebolt.

The Power of Love – This spell requires two casters, both of which must be alicorns or unicorns. Casters that have designated a unicorn or alicorn to receive the effects of their “True Love’s Kiss” spell may only cast this spell in tandem with their chosen partner. Those that designated a non-unicorn/alicorn as their target may cast this spell with any other unicorn or alicorn they come into contact with, but suffer a 40% failure chance (roll and call a range). Only one of the two casters needs to actually know the spell, but both must pay the strain cost. In order to cast the spell, both casters must touch horns and channel their magic at the same time (which generally requires that one of them hold an action). When cast, it banishes any and all hostile forces within 150 feet of either of the casters up to 1d4x100 miles in a random direction; enemies cannot be banished through solid matter. If an enemy cannot be magically banished, they are instead rendered unconscious for 1d4 days. Overglow does not alter this spell’s effects, but if one of the two casters channels a layer of overglow into the spell then the other caster does not need to pay the strain cost. This spell costs two actions to cast.

Possible Precursors: True Love’s Kiss.

SATS Cost: --

Strain Cost: High

Requirements: Level 30, True Love’s Kiss.

Reconstruction – Completely regrow a missing limb or other body part (such as organs). Works best if the target is anesthetized or unconscious for the procedure, but can be cast on oneself if needed – the sensation is distinctly unpleasant, and may cause vomiting or involuntary bowel and/or bladder movements (END MFD ½ to prevent this). Heals however many wounds are required to fully restore the target limb. The regrowth process takes around 30 minutes to complete; layers of overglow shorten this time by a factor of two per layer. This spell is not capable of bringing back the dead – if used to regrow, for example, the head of a compatriot whose neck was recently freed from their body, the pony will be effectively little more than a brain-dead shell. Expect such cases to convulse and die rather quickly.

Possible Precursors: Regenerate, Regrow Bone.

SATS Cost: --

Strain Cost: Very High

Requirements: Level 28, Regenerate, Regrow Bone.

Restoration –This is the ultimate healing spell, and is necessary for the creation of the most powerful versions of healing talismans. Restoration removes up to 2+3xINT wounds from a single target, and replenishes their magical strain by 1 point. If the target was suffering from magical burnout, they immediately recover. If cast on a character within 12 seconds of their death, (two combat rounds) this spell can actually bring them back to life (this raises the difficulty MFD of the casting roll by two steps – MFD ½ under ideal conditions), though they will be suffering the minimum number of wounds required for them to be crippled in every location (except the horn, if they’re a unicorn or alicorn) until further medical attention is received. This spell is not capable of re-growing limbs from scratch, but it can reattach limbs as long as they are within five feet and there are no obstructions at the point of reattachment. This is not to be confused with Restore, which is for machines and devices. Reconstruction is the spell you’re looking for if you’re trying to regrow a limb that has been disintegrated or otherwise destroyed.

Possible Precursors: Regenerate, Regrow Bone, Reconstruction

SATS Cost: 75

Strain Cost: Very High

Requirements: Level 30, Regenerate, Regrow Bone.

Restore Shape – Return a transmogrified object to its original, more complex shape. It can be cast to operate on a time delay or on a verbal or physical trigger. Also works as a counterpoint to Greater Transmogrify and Racial Transformation.

Possible Precursors: Transmogrify, Restore, Create Matter

SATS Cost: 80

Strain Cost: Very High

Requirements: Level 26, Transmogrify or Restore

Reverse Gravity – Semi-permanently reverses the effects of gravity on all targets within a 5’ radius of the caster’s choosing (possibly including themselves), within line of sight. Casting the spell a second time undoes its effects. Overglow extends the radius by 5’. The spell’s effects will automagically reverse if the targets leave the line of sight of the caster.

Possible Precursors: Mighty Telekinesis III, Water Trotter

SATS Cost: 75

Strain Cost: Very High

Requirements: Level 28, Mighty Telekinesis III.

Return to Sender – Stop projectiles in mid-air, turn them around, and direct them back from whence they came! This spell requires you to spend two actions to fully realize its potential; first, as a dodge or blocking action, you may activate this spell to ‘capture’ any and all incoming fire directed at either you or an ally within five feet of you. Because you can use this as a dodge, beginning the effect before your initiative turn can allow you to capture incoming fire from multiple opponents. Then, as a second action, you immediately launch all of the captured ammunition at a single target (or target area, if you captured any explosives). Roll magic for accuracy; each of the captured attacks may be resolved individually or as a group, GM’s discretion. The attacks deal full damage and any bonus damage that may be the result of perks taken by the caster, though receive no bonuses to damage as a result of caster skill level. For explosives, deal damage as though the caster’s magic skill rank was their explosives skill rank. Each layer of overglow spent allows you to divide the attacks between up to one additional target.

This spell cannot be used against energy or flame weapons (excluding the flare gun, volt driver, gauss pistol or gauss rifle).

Possible Precursors: Back At Ya!

SATS Cost: 75

Strain Cost: Very High

Requirements: Level 30, Back At Ya!

Scry – Allows you to see into any location that you have previously been through a reflective surface present in the room. Requires a reflective surface for viewing, both in the previous location and within the line of sight of the caster. A pool of water or a mirror are good examples, though often a polished piece of metal is sufficient. The surface in the location of viewing should be reasonably large; the counterpart surface in the viewed area doesn’t have to be any larger across than a coin.

Possible Precursors: X-Ray, Moving Pictures

SATS Cost: --

Strain Cost: High

Requirements: Level 28, X-Ray.

Solar Wrath – Your mastery of sunlight is equal to that of the Goddess of the Sun herself! You can focus the light of the sun into a devastating beam of light that reaches out from your horn, scorching all things in its path. This beam can hit any target in sight range, and deals 1d20 damage for every consecutive hour you’ve spent in direct sunlight out of the last 24 hours, ignoring 20 points of DT. If it deals at least 1 wound to a target, the beam is considered to burn through that target and affect any targets directly behind them relative to the caster. All objects within 5’ of the path of this beam are lit on fire as per the special weapon effect. Illuminates 60 feet in every direction of the beam as daylight. Curiously, this spell can be cast even in complete darkness, though doing so requires a layer of overglow. Each layer of additional overglow doubles the damage and allows the beam to ignore 35 points of DT. A single layer of overglow may be applied to count every 100 rads absorbed by the caster as an additional hour spent in direct sunlight.

Possible Precursors: Solar Flare

SATS Cost: 50

Strain Cost: Very High

Requirements: Level 30, Solar Flare.

Sonic Control Sphere – You have learned how to quickly move the invisible, nigh-unnoticeable barriers used to control the vibrations of the air around you, allowing you to move at full ground speed while this spell is being maintained. You are still capable of altering and redirecting all sound within your sphere in the same fashion as “Alter Sound,” but the radius of that sphere has greatly extended and editing sound within it is substantially easier (MFD 1 for most edits). The sphere’s radius is equal to 5xINT in feet, and costs 1 strain per minute to maintain. Unlike its predecessors, this spell does not require line of sight to maintain – you can redirect even the sounds within the earth below you, not to mention around corners. You are automagically aware of the exact location of any sound generated within your sphere as long as it is maintained, giving you a 1 MFD step bonus to dodge any and all attacks originating from within your sphere.

Possible Precursors: Audio Playback, Voice Alteration, Alter Sound, Echolocation, Wall of Sound.

SATS Cost: 50

Strain Cost: High

Requirements: Level 28, Alter Sound and either Audio Playback or Voice Alteration.

Sonic Lance – Your mastery over sound amplification magic is legendary. With this spell, you are capable of producing a tightly focused beam of sonic energy that is capable of literally vibrating a pony’s cells apart, or of (less violently) directly sending a message across a long distance that would normally be out of earshot that is difficult to intercept. When used for violence, your sonic lance acts as ranged weapon that can hit all targets in line of sight without range penalties, ignores all armor unless an airtight seal is present, and deals 7d12 damage (plus an additional 3d12 to electronics such as power armor, robots or automated turret and computer systems). For each layer of overglow, this spell deals 3d12 additional damage. When used to relay a message, the caster must have an uninterrupted line of sight with the target. Use of this spell in this manner allows for clear, secure (because only the target receives the message) communication even in loud environments. The message being spoken can only be interrupted if the line of sight is broken, under which circumstances the object or character responsible receives the tail end of the message. Use of this spell to relay messages costs no strain.

Possible Precursors: Echolocation, Earburst or Sonic Scream

SATS Cost: 65

Strain Cost: High

Requirements: Level 30, Echolocation, Earburst or Sonic Scream.

Swarm of Blades – This spell animates up to the caster’s INT in weapons, allowing them to fight autonomously for the caster in combat. Much like Dancing Weapon, these weapons can be either ranged or close combat and will automatically act to defend their caster from threats. Weapons animated by this spell may take a single action of their own per combat round, acting at the same point in initiative order as the caster and making all of their attack rolls with the caster’s magic skill. They move at a rate 10 feet per action spent. Animated weapons will attack any target the caster chooses within line of sight, but must remain within 15 feet of the caster for the spell to be maintained; those that use ammunition cannot reload themselves. The weapon has DT equal to its weight, and can be knocked out of the spell’s grasp if it takes one or more wounds. The MFD to target the weapon depends on its size; most small melee weapons require an MFD ¼ or better for a successful hit. Animated melee weapons will automatically attempt to block or intercept incoming melee attacks on their caster – block rolls made for these weapons use the caster’s magic skill.

Possible Precursors: Animate Object, Come to Life, Dancing Weapon, Mighty Telekinesis (Any)

SATS Cost: 75

Strain Cost: High

Requirements: Level 28, Mighty Telekinesis I and Dancing Weapon, or Mighty Telekinesis II and Come to Life, or Mighty Telekinesis III and Animate Object.

Tears of the Goddess – You’ve gotten better at casting magical arrows than even the most talented alicorn (unless you happen to be an alicorn, in which case, Congratulations—you’re now the most talented alicorn at Magical Arrows!), and can unleash a deluge of up to 10 magical arrows. Arrows can be targeted individually dealing 1d12 + 1/10 of your magic rank rounded down, damage per arrow, or can be grouped together to deal larger amounts of damage in a single blow, only adding your magic rank damage once per group. Each arrow group deals Xd12 damage + Magic bonus, where X is the number of arrows assigned to the group. Each targeting group or single arrow must roll to target and resolve damage as a separate attack. Groupings must be declared before targeting rolls are made. All attacks made by this spell ignore 25 points of DT.

Layers of overglow can be dedicated to either create an additional 5 arrows (for an extra 5d12 of damage) per layer, to double the amount of DT ignored by this spell’s projectiles, or to cause the arrows to explode on impact. Arrows that explode on impact deal 2d12 damage – an additional 1d12 of damage per arrow (note that this is not an AoE effect).

The range increment for this and all other magical arrow spells is 25 feet.

Possible Precursors: Magical Arrow Rain

SATS Cost: 50

Strain Cost: High

Requirements: Level 28, Magical Arrow Rain.

Telekinetic Bullet III – Your telekinetic bullets’ range has been extended! It now has a range increment of 100ft. You’re a sniper even when you’re totally unarmed! Did we mention that this spell is totally silent? It is. Also, you no longer are limited to a number of casts per day. Go nuts.

Possible Precursors: Telekinetic Bullet II.

SATS Cost: 30

Strain Cost: High

Requirements: Level 26, Telekinetic Bullet II.

Telekinetic Wave Blast – You’ve combined your telekinetic force abilities to maximize their effectiveness in combat! Not only does this spell push back any and all anything around you (including characters, creatures, unlucky passersby, debris, incoming explosives and mines, and most projectiles, making it usable as a ‘block’ attack for melee, unarmed, and any AoE explosive attacks), but it also completely disrupts enemies by knocking them flat on their back, making them lose their next action! This attack affects a 60’ radius around the caster, pushing back all characters, creatures, and what-not 20 feet per MFD step below 1, minimum 20’ (So MFD 1 moves them 20’, MFD ¾ moves them 40’, etc.). All affected creatures take 4d20 damage that ignores armor, and may take additional damage from debris. All but the sturdiest buildings (those that could survive a direct balefire blast) are toppled or otherwise seriously damaged. Characters who cannot move their full distance take 3d20 additional damage for every 5 feet they cannot move. Each layer of overglow moves characters 20 feet further; layers of overglow can also be used to allow the caster to propel themselves upwards into the air by 30’ per layer. Characters with this spell can push or pull more than 500xINT in weight, but without accuracy. Have fun pushing over tanks!

Possible Precursors: Telekinetic Wave, Telekinetic Blast.

SATS Cost: 50

Strain Cost: Very High

Requirements: Level 30, Telekinetic Wave, Telekinetic Blast.

Telepathy IV – Alicorn Hive Mind Tier! You can communicate with as many individuals as you’d like, over virtually any distance, without having met the individuals before. You can also detect the presence of minds and intelligence unconsciously at a range of up to PER*30 feet. You’re entirely immune to sneak attacks, except by creatures without mental faculties like robots.

Possible Precursors: Telepathy III.

Precursor to: Dominate

SATS Cost: --

Strain Cost: Very High

Requirements: Level 30, INT 10, Telepathy III.

Teleportation IV – Celestia Tier Teleportation! Ponies capable of this level are very rare, but if they wanted to, they could go anywhere they’ve seen a picture of. Range and mass are no longer of any importance. All that is required for the mage to teleport an object, character or creature with this spell is exact knowledge of its location (such as might be provided via a video feed, picture or scrying spell). The caster no longer needs to teleport objects to or from their person – they can now teleport an object from any known location to any location they can vividly picture (so long as it actually exists). Intentional splinching is difficult, but your immense grasp of teleportation theory makes it possible for you to do so on command with an MFD ¼ magic roll (and an additional roll to target – opponents may attempt to dodge, if they can see what you’re doing). Momentum is conserved during teleportation; speedy thing goes in, speedy thing goes out.

Possible Precursors: Teleportation III

SATS Cost: 75

Strain Cost: Very High

Requirements: Level 30, Teleportation III.

Thunderhead – Creates a humongous cloud, big enough to be a sponson for an Enclave Thunderhead platform. The cloud is created centered on a spot within 50xINT feet of the caster. This cloud can be manipulated by creatures with the Flight racial ability, and grants total concealment to characters hiding within it (those inside it take penalties just like they were in Fog -- an accuracy penalty of 1 MFD step to those attempting to target something it conceals, with the usage of SATS negating this penalty). If created over or near water, the caster has the option of making the cloud darker and heavy with rain. If created in this state, the unicorn may use it to cause a dramatic shift in the weather (+/- 15°C), change ambient weather conditions, and even conceal large areas in a fashion similar to the Fog spell and its derivatives. Each round after being created, Thunderheads can be made to zap any character (by a character capable of manipulating clouds) within 30 feet of them for 3d12 damage that ignores armor. If the cloud is not controlled, it will randomly zap whichever character (or characters) is closest, ignoring those characters completely within the cloud itself. After twenty four hours, the cloud bank dissipates. Each additional layer of overglow adds 2d12 damage to each discharge and grants 1 additional discharge per round. Clouds cannot be manipulated by unicorns after creation, except via other magical spells (like Tornado or Hurricane) that may incorporate or disrupt them.

Possible Precursors: Cloud Bank

SATS Cost: --

Strain Cost: Very High

Requirements: Level 26, Cloud Bank.

Time Hop – Want to go back and change the past? This spell allows you to go back up to INT days into the past to deliver a message up to a minute in length. It allows you to move both in time and in space- the special limitations are the same as those imposed by your highest-level teleportation spell. The maximum number of days back in time you can travel can be affected by overglow multipliers. Beware, though: the universe doesn’t like it when you create unstable time loops… Let the GM know if you’re planning on taking this spell in advance. It will make things more fun for all involved. Don’t be surprised if you end up delivering messages to yourself.

Possible Precursors: Teleportation III.

SATS Cost: --

Strain Cost: Very High

Requirements: Level 30, Teleportation III.

Tornado – You’re capable of generating over 1000 wing-power with your magic alone! This spell creates a massive tornado with a spout of inner radius 15’ from the wind-wall to the caster at ground level, centered on and capable of moving with the caster, that deals damage to all living creatures (aside from the caster) within its radius. It stretches up into the cloud layer, potentially disrupting anything lying above. Targeting anything within a tornado carries a 2 MFD step penalty; while the spell is maintained, the caster has a 1 MFD step bonus to any attempts made to dodge. Large projectiles (grenades, rockets, missiles, etc.) have an even greater penalty (3 MFD steps) if fired within the tornado, and if fired from outside the wind-wall they’ll be reflected up and outward in a random direction away from the center unless a direct hit is scored.

Creatures of weight less than 1000 macs (including friendlies) that cannot anchor themselves to something (STR check, MFD ½, once per round) will be picked up and thrown up to 5xINT feet from the outermost edge of the wind-wall, dealing 1d20 damage per five feet they were moved (for a maximum of up to 15+ (5xINT) feet, or (3+INT) d20 damage). This damage is dealt as falling damage, in that it ignores DT provided by worn armor. Creatures that do manage to remain anchored within the whirlwind take 2d20+10 damage per round from debris. Movement within the whirlwind on the ground is reduced by five feet per action, and flight of any sort within this storm requires a flight roll MFD ¼. Any aerial maneuvers are three MFD steps harder than they would otherwise be (though a counter-directional Toraindo would theoretically be capable of cancelling out this spell’s effects). Fliers thrown out of the tornado by a failed flight roll must make a recovery roll or be shot downwards into the terrain, taking double normal falling damage. Fliers that remain within the tornado’s vortex take the same 2d20+10 from harsh winds and debris as those who remain anchored on the ground. Once cast, this tornado lasts 1d4 combat rounds, and afterwards requires 2 strain per turn to maintain. Overglow increases the wind speed of this spell, making increasing the weight limit by 500 units, making it one MFD step harder for creatures to remain anchored, and dealing twice as much damage to creatures who are thrown. Anchored creatures take an additional die of damage per layer of overglow. All damage dealt by this spell is applied as massive damage.

This spell may have additional effects based on the environment in which it is cast; if cast over water, it creates a waterspout very similar to a normal Toraindo (granting an additional 2 MFD step targeting penalty to energy weapons based attacks targeted within its radius). If cast in a dusty, dry, area it may create a dust devil, increasing the base MFD penalty to 3 MFD steps for targeting within it. If cast in a recently burnt area, it can even create a terrifying ash devil, combining the energy-weapons dissipation effect and the targeting penalty of a dust devil, and dealing twice as much damage per round to those that remain within the wind wall as normal.

Possible Precursors: Windstorm

SATS Cost: 80

Strain Cost: Very High

Requirements: Level 30, Windstorm.

Transfer Power – You are capable of transferring all of your magical ability semi-permanently to another spellcaster for an unlimited span of time. This is not a transfer to be taken lightly, as it will leave your caster weakened and powerless for the duration, a minimum of one hour. This grants all spells cast by the power-recipient four free layers of overglow. These overglow layers do not cost an extra action to apply, and MUST be applied to all spells cast while they possess the power (yes, that includes even basic spells like telekinesis). Additionally, all of their spells are 1 MFD step easier to cast, and the recipient’s strain reserves are increased by the size of the caster’s (that’s you). If a single pony is the recipient of multiple casters’ power, their strain pool increases accordingly with no upper limit, but the layers of overglow provided and the reduction in spellcasting difficulty do not stack. Spellcasting knowledge is also transferred along with raw ability; all spells the power donor can cast (including this one) become available for use by the power recipient for the duration of the spell. Knowledge of this spell will remain even after the power is transferred back, however - any unicorn caster that is the target of this spell may permanently add it to their spell list at no cost.

The downside is that the transfer of power leaves your caster without any of their own magic, even minor telekinesis, until the spell’s effects are undone. You even give up your personal magic, causing your cutie mark to temporarily disappear (a -15 roll penalty to your tag skills) and suffer a -2 temporary penalty to END and STR. This drain effect will only end if your caster’s power is returned. This can happen one of two ways – If this spell’s caster or the power recipient dies while this spell is in effect, the spell immediately ends and the transferred power dissipates or flows back into its original owner (depending on which participant was killed). The second way the spell’s effects can end is if the magic is returned voluntarily. To voluntarily return the magic they’ve been given, the recipient of the power must be within reasonably close proximity of and have a line of sight with their target, and simply cast this spell to return the borrowed magic to its rightful home. While there are very few known cases of this spell being abused, trying to contain another pony’s magic for too long can have lasting psychological repercussions.

If the target of this spell is already storing the power of a different caster, a layer of overglow for every additional caster whose power they possess is required to channel the new magical energy into them. Unlike with Mana Battery, Unicorn and Alicorn casters who have lost their magic due to magical burnout or as a result of the effects of this spell can be targeted by the effects of Transfer Power. The transfer of power in such a case removes the effects of burnout for the duration of the spell. After the power is returned, the effects of burnout remain.

Also unlike Mana Battery, ponies and other non-unicorn races without magical ability can also be the target of Transfer Power, in which case the excess magical energy manifests as an increased healing rate (double normal), and a +1 temporary bonus to all of their attributes except Luck. Regardless of prior magical ability, even non-magical races under the effects of this spell gain the ability to use Transfer Power to return the magic to its original owner.

If this spell is used to transfer a caster’s magical ability to a character with magic that is not unicorn magic, it totally negates that character’s magic for the duration of the transfer. In such cases, the magic can only be returned to its original owner if the target is killed (similarly, killing the caster that transferred their magic will end the magical negation effect on their target).

Possible Precursors: Mana Battery

SATS Cost: --

Strain Cost: Very High

Requirements: Level 26, Mana Battery.

Trottingheimer’s Folly – You have become death, destroyer of worlds. While not as powerful as the mouth-wieldable megaspell cannon from which it derives its name, this spell channels an incredibly enormous amount of magical energy into a single blast capable of punching through or disintegrating most armor, as well as anything behind said armor, and essentially anything less than a quarter of a mile beyond that (the maximum distance its power can reach is equal to the strain expended in miles, though unlike its namesake it can be stopped by objects that it doesn’t penetrate). This spell takes a full combat round to cast and is extremely power intensive – it will leave most unicorns (and even most alicorns) feeling drained – but it has no equal in terms of sheer lethality. It costs a minimum of four strain to activate this spell, which temporarily pauses time in a SATS-like fashion. At that point the caster must choose how much strain they want to pump into this spell. For just the four base strain, it deals 6d20 damage and ignores 30 DT. For each additional point of strain they use, this spell deals an additional 1d20 damage and ignores 10 additional points of DT (there is no upper limit). The path of fire hits everything within a 15-foot wide swathe starting immediately in front of the caster, which can be angled in any direction they choose. The radius increases by 5’ for every five feet away from the caster as it expands outward, to a maximum beam diameter of 35’. This spell cannot be used with overglow, is extremely high visibility, and can disintegrate foes (and buildings, scenery). If the caster is under the effects of a magical assistance spell (such as Transfer Power or Channeling Assist), then each layer of free overglow counts as a free additional point of strain channeled. After casting this spell, the caster must roll Endurance MFD ½ or miss their first action in the following round.

Possible Precursors: Gatling Beam, Gauss Unicorn

SATS Cost: 140

Strain Cost: *Special (see description)

Requirements: Level 30, Gatling Beam or Gauss Unicorn.

Tsunami – Draws on any available nearby water sources to forcefully and violently flood a target area, dealing up to 5d20 damage per round depending on the volume of water. May also irradiate the target area, depending on the water source. Requires a sufficiently large nearby source of water. While the caster may cause the water to avoid any allies, all those unable to escape the flood will begin to drown as soon as they can no longer hold their breath, if they can’t escape.

Possible Precursors: Mighty Telekinesis III, Deluge.

SATS Cost: 100

Strain Cost: Very High

Requirements: Level 28, Mighty Telekinesis III, Deluge.

Waking Nightmare – This spell forces the target to undergo psychological torment for an indeterminately long period of time. It accesses their subconscious mind and sends them into an almost sleep-walk like state, wherein they suffer through all of their greatest fears until they are eventually driven completely insane. While suffering under the effects of this spell, characters spend both actions in each round acting out their fears while totally unaware of their actual physical surroundings. They must roll a fear roll MFD 1.5 every round, and react appropriately. Characters suffering under the effects of this spell do not recover magical strain, and cannot heal wounds via rest until the spell’s effects are dispelled, in addition to any penalties that may be imposed by the sleep deprivation that the spell necessarily entails. The spell’s effects are permanent after casting until dispelled. Casting this spell a second time on the same subject can be used to dispel it. Each layer of magical overglow allows this spell to target one additional character, who must also be within the line of sight of the caster.

Possible Precursors: Dream Invader, Telepathy III, Mind Trick, Nightmare, Black Book.

SATS Cost: 100

Strain Cost: Very High

Requirements: Level 28, Nightmare or Mind Trick, or Black Book.

Wall of Sound – This spell creates a veritable shield of visible sound around a dome of INTx5’ radius. This wall is designed to entrap opponents and reverberate the air around them at ultrahigh frequencies and making it very difficult to see through while at the same time providing physical resistance to any who would try to pass through it. Those within 5’ of the wall must make an END check MFD ¼ or be deafened (unable to hear or make auditory perception checks) for 1d6 rounds. Critical failures are permanently deafened, as per the hindrance. Those who try to pass through the wall must roll END MFD ¼ or will suffer from effects equivalent to failing the endurance roll associated with the earburst spell. Actually passing through the wall directly requires a character to spend an action to make a STR check (MFD ¾) to muscle past its resistance; failures are repulsed and thrown back five feet in addition to suffering from the component earburst spell. Shots through the wall of the dome with conventional weapons are 2 MFD steps harder to aim and deal 2 dice less of damage; energy and flame weapons are reflected harmlessly. Thrown weapons will bounce off the wall, and explosions and AoE spell effects will not penetrate into the dome if their epicenter is outside it. Targeted spell effects must make an opposed magic roll with the dome’s caster in order to penetrate it, or the spell will be directed back at them. The dome lasts 3d10 rounds per cast, and can be sustained longer at a cost of 1 strain per minute. Each layer of overglow can either increase the radius by 5’ or double the longevity of the dome.

Possible Precursors: Alter Sound, Earburst, Sonic Scream

Precursor to: Sonic Control Sphere

SATS Cost: 100

Strain Cost: High

Requirements: Level 26, Alter Sound and either Earburst or Sonic Scream.

Want-It Need-It – You can make everypony (or zebra, griffin, etc.) within a large radius (your magic skill rank in feet, rounded up to the nearest 5) strongly desire some inanimate object – to the point where they’re willing to fight and potentially harm others in order to obtain it. All characters that enter into the spell’s radius distance of the object must make this check or be affected. INT MFD 1/10 resists the effects of this spell. This can be any single object; there is no size limitation. You can also exclude other characters up to a number equal to your INT score (the caster is automatically excluded) from the spell’s effects. Unless dispelled, this spell’s effects last indefinitely.

Possible Precursors: Telepathy I

SATS Cost: 75

Strain Cost: High

Requirements: Level 28, Telepathy I.

Zebra Magic

Zebra magic actually comes in several forms, each of which has its own schools of thought and traditions that are descended from different tribes within the zebra nations. During the war, there were more than 12 major tribes recognized as aligned with the Caesar in Roam, each of which contributed in some significant way to the main war effort.

Between those tribes, there were three (technically four, but we’re not touching the fourth one until the next major section) major magical traditions – Ritualistic, Talismanic, and Alchemical. Each of these types of zebra magic had its own trappings, but as the major tribes grew more interdependent in the decades preceding the war their magical traditions intertwined into a larger magic that used philosophies and ideas from each in turn. Zebra magic in the post-war era is an amalgam of all three of these major traditions, and knowledge from any or all of the individual traditions is equally likely to be possessed by any given zebra mage.

Alchemy, Rituals, and Talismans 101

Alchemy is an ancient zebra magical school that proposes as its main philosophy the combination and refinement of ingredients in order to emphasize and concentrate their natural magical properties into something that is useful to zebra-kind. Its main product is the potion – a suspension of magic in a fluid and usable form that can be stored and used whenever it’s needed. Alchemy is widely considered the easiest to learn of the three major branches of zebra magic, which has led to most zebra mages being known as alchemists and most zebra recipes being recorded as recipes, regardless of whether or not they are, in fact, actually a recipe. Despite its primarily chemical nature, the potions created by alchemists do have magical as well as mundane effects. This is believed to be the result of the incantations associated with brewing that are written into each recipe, which frequently use beautiful poetry, and in particular rhyme and common word-sounds, to focus the ambient energies of the brew into a specific desired form.

The talismanic zebra tradition focuses on the concentration of magic within an item, and then the shaping of that magic to achieve some specific goal. Talismans have a very prominent place in zebra folklore as items of power; in zebra historical myth, talismans were usually depicted as tokens that created or enabled heroes to accomplish super-equine tasks. Their creators, the Talismaneigh, were given positions of high respect and honor within zebra society. Despite their elevated position within zebra folklore, only those tribes closest to Equestria’s borders had regular access to the gemstones needed to create most talismans; only simple and relatively weak talismans can be created without a magical gemstone as a focus. The rarity of the more powerful talismans and the recipes used to create them has greatly reduced the rate at which these artifacts are being produced, but for those able to obtain the sufficient recipes and ingredients zebra talismans are still considered among the most powerful and longest lasting magics known to pony kind.

Rituals are the most complex and difficult to learn or teach facet of zebra magic. They focus energy from one or multiple casters or willing participants into achieving some outward goal; a well-known ritual spell is the consecro de proditore, which literally translates from zebra as “the traitor’s curse.” It is cast by three powerful mages to affect the color of a zebra’s stripes even from an indeterminately long distance away, physically marking them as a traitor or as one not to be trusted. It is very powerful, to the point where even a traitor’s descendants bear visible signs of the coloration change in their coat and marking changes. Ritualistic magic is arguably the most powerful magic in this respect – it is exceptionally long ranged, and undeniably extremely effective. Despite its obvious advantages, most ritualistic spells are not offensive, are too difficult to learn, or were too difficult to employ effectively in combat to have made a noticeable effect on the war effort.

Starting Recipes

Zebra that learn magic – and not all of them do, mind you – start with up to 5 known recipes, based on their character’s starting rank in the magic skill divided by 10, rounded down (it can be raised up to 52 at character creation, before accounting for traits or hindrances). They can learn any level 1 or 0 recipe that their mentor may have known. If their starting situation was such that they weren’t likely to have a mentor to teach them, then they may have learned their magic by other means – hearing the lyrics of recipes on holotapes, seeing them inscribed on some ruined monument, or even having received the lyrics in a dream (like the first zebra mages are said to have) are all perfectly reasonable means for them to have learned how to perform these spells.

Depending on their background and how a character learned magic, players should have their character choose one of the three dominant magical schools to focus on. At least as far as formal magical education and apprenticeship is concerned it is unlikely for a zebra to have been taught recipes from more than one school at character creation. This should guide their choice of starting spells, as there is a single spell from each tradition in the 0-level bracket and multiple options in the first level bracket.

Many zebra starting out in wasteland villages or the remains of stables are likely to have learned only what their ancestors considered practical knowledge to pass down and preserve – recipes like purge, survival stew, and potions of restore health are the most common choices among most of those who preserve the traditions of alchemy, for example. Talismanic mages similarly have passed down locator talismans and the use of guardian fetishes as ways to keep their friends and loved ones safe. Ritualists passed down their spells to resist the terrors of the wasteland and the fears of isolation. The reason behind a spell’s continued passing down through generations is important in determining what spells your zebra should know at their introduction.

Use in Combat

The use in combat of many zebra recipes is not obvious, and this fact is made all the more true by the fact that, unlike unicorn and alicorn magics, not all zebra recipes are even deployed in the same way.

All zebra recipes have a method of use ascribed to them in their entry – some have multiple methods, depending on how they’re prepared. Each type of method of use is outlined below, along with a corresponding AP and action cost for use in combat (if the recipe has some product that is usable in combat). Note that with the exception of cast, all of these variations require some degree of preparation ahead of time (cooking a consumed item or brewing a potion, for example).

Potions tend to have physical items as their output, which can be either thrown, drunk, or applied to weapons or characters. Throwing a potion functions similarly to throwing a grenade, and uses either the Zebra Magic or the Explosives skill (player’s choice). The base range increment on thrown potions is 10’, and is altered by anything that would alter grenade thrown range increments. Talismans have to be used in specific ways, such as being worn or being built into a weapon. Ritualistic spells tend to take specific materials and participants to make them usable in combat.

Gaining New Recipes – Zebras (and Zony Shamans)

Zebra magic centers around three different and very distinct foci – alchemy, talisman creation, and soul magic (also commonly referred to as either star magic or necromancy). Each spell in the zebra spell list involves and focuses elements of one or more of these foci.

To preserve their knowledge, zebra magi pre-war usually recorded their spells as recipes, a tradition handed down from the alchemy-focused mages. These recipes often require specific specialized ingredients, but most zebra potions are actually based around a common solution that is given different magical properties by the power inherent in the words of the caster. Rhymes and repeated word-sounds are extremely effective in this regard.

A zebra can learn a spell in one of three ways. The first and most obvious way is from a recipe. Using a recipe requires two things to learn a spell – the recipe, and enough ingredients to perform the recipe’s instructions. Once they’ve performed the recipe at least once, they can repeat it as needed at any point in the future –recipes are inscribed in an instructive lyrical poetry that is designed to embed into the zebra mind, which is why pony alchemists were never able to use or combat their end products effectively.

They may also learn spells from mentors. A good mentor can teach another zebra any spell that they themselves know. If they have the ingredients to perform the recipe, a mentor can teach the spell to their student in under a day, sometimes as little as 4-6 hours. If not, it can take anywhere from several days to a week to successfully confer the spell’s lyrical poetry into the student to the point where they can recreate it without fail.

The final way a zebra mage can learn a new spell is by experimentation. This method only works for potions and talismans – the purely chanted ‘ritual’ spells associated with soul-magic cannot be learned in this way, and must instead be learned by either one of the other two means or under extraordinary circumstances. The first soul magi are said to have learned their spells from dreams, for example.

Learning a spell via experimentation can only teach spells closely related to ones already known, but costs three times the ingredient cost of the spell you’re modifying, and may require one or more special ingredients. A suggested list of spells that can be learned via slight alterations to an existing spell is specifically not included with each zebra spell, and for good reason. If your GM decides that “create flamer fuel” is close enough that experimenting with it can develop a plant growth serum, then that’s their call to make. The trappings and methods associated with zebra magics are vague and not well understood even in the best of cases–just try to stay internally consistent. Similarly to unicorns who learn spells in this way, this costs the next level-up perk for the caster (unless, like some unicorns, they’re trying to develop a spell that’s never been seen before). This is the only method of gaining a new spell for zebra that costs the mage their next level up perk.

If your zebra character is looking for something and doesn’t see anything quite like what they want on the zebra spell list, be conscious of the fact that the zebra spell list is not, strictly speaking, exhaustive –spells listed therein are only those documented as used by zebra slightly before and during the war. There are likely hundreds of spells they were capable of that simply were never recorded – to say nothing of their megaspell research! Just make sure your GM is alright with the spell you’re trying to make, and try to keep it reasonable. In this way, spells that aren’t currently listed can be discovered by any of the three methods listed above.

Table XXII: Zebra magic types in combat – turn cost breakdown.

Action Name

AP cost in SATS

Action Cost

Throw (Potion, Item)

35

1

Drink (Potion)

15

1

Apply (Poison, Talisman)

25 per application

1 per application

Wear (Talisman)

N/A

1 Action

Cast (Ritual)

40*

1*

-- (Ritual or Task)

N/A

Cannot be used in Combat

*Some rituals have a longer time listed for their usage, especially those requiring multiple casters.

Table XXIII: Zebra ingredient rarity by area type; the MFD listed is that required to find the most common level of ingredient.

Area type

Ingredient Find MFD

Coastal/Beach

1

Desert (High Desert)

½

Dockyard/Warehouses

¾

Everfree Forest

2

Factory

1 (varies)

Forest

2

Isolated Building/Compound

1

Large Settlement

¾

Military Facility

1

Mountains

1

Office Complex

1½

Old Battlefield

1½

Ravine or Valley

1½

Research Lab

1

Small Settlement

½

Small Town Ruins

1½

Stable

½

Strip Mall

1

Suburban Ruins

1

Train Yard

¾

Tunnels/Sewers

1½

Urban Ruins

¾

Wasteland – Scrub

1½

Wasteland – Badlands

1

Wasteland – Near Roads/Rails

1

Wasteland – Off the Beaten Path

1½

Wasteland – Tundra

¾

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