| A | B | C | D | E | F
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1 | Spell Name | Rank | Strain | Strain | Duration | Description
2 | Medical spells
3 | Alter Physiology |  |  |  |  | Only one application of this spell may affect a single patient at a time. Patients may resist with an Endurance check. Range is short.
4 |  | Basic | 10 |  |  | Duration lasts (Potency * 5) minutes. Causes an instantaneous, minor physical alteration (such as changing palette or growing a mustache).
5 |  | Advance | 20 |  |  | Duration lasts (Potency * 30) minutes. Alterations become more substantial, allowing the caster to add +2 or -2 to any one of the target’s SPECIAL attributes, except for Luck, for the duration. This may not drop a target’s SPECIAL below 1 or raise it above the target’s natural maximum (usually 10). The caster may attempt to alter the patient to look like a specific other target of the same size, race and gender with a successful Perception check so long as the caster is very well acquainted with the individual being imitated.
6 |  | Expert | 30 |  |  | Duration lasts (Potency * 3) hours. As advanced, but the caster may now add +2 or -2 to any two SPECIAL attributes, except for Luck, for the duration. This may not drop a target’s SPECIALs below 1, but may raise the target’s SPECIALS above the target’s natural maximum (usually 10). The patient’s apparent gender may be changed, as may the patient’s apparent race so long as the new race is relatively similar. (A unicorn could be turned into a pegasus or even a zebra, but not a griffin.) These
7 | Clean | Basic | 5 |  |  | Cleans one patient or matter fitting within a cube of up to (Potency) feet.
8 |  | Advance | 10 |  |  | Cleans one patient disinfecting all wounds, or cleans and sanitizes up to (Potency) square yards of matter
9 | Heal |  |  |  |  | The signature spell of medical ponies, Heal enhances natural regeneration of the patient’s tissues. Range is touch.
10 |  | Basic |  | 10/20/ |  | Heals (2d10 + [4 * Potency]) hit points; immediately closes wounds. Heal amount is spread among all limbs evenly. Cannot restore crippled limbs. Healing magical energy damage is especially difficult, requiring double the strain and requiring a Medicine skill roll at a -10 penalty.
11 |  | Advance |  | 15/30 |  | Healing amount increased to (5d10 + [5 * Potency]) over 3 turns. Cannot restore crippled limbs.
12 |  | Expert |  | 20/40 |  | Healing amount increased to (8d10 + [6 * Potency]) over 4 turns. Cannot restore crippled limbs.
13 | Pain Relief |  |  |  |  | While under the effect of Pain Relief, the target can ignore crippled limbs (albeit at the risk of hurting herself further), and gains a bonus to DT. Range is touch.
14 |  | Basic | 4 |  |  | Duration of (Potency) minutes. Patient gains +2 DT
15 |  | Advance | 8 |  |  | Duration of (Potency) hours. As basic, but gains +4 DT.
16 | Restoration |  |  |  |  | As Heal, but Strain cost is halved and the healing occurs over two minutes.
17 | Sound Slumber | Basic | 10 |  |  | Maximum duration of sixteen hours. Patient recovers (Potency) in extra HP with each hour of sleep.
18 |  | Advance | 20 |  |  | As above, but the caster may affect (Versatility) patients.
19 | Alter Chemistry | Advance | 20 |  |  | Duration lasts (Potency * 5) minutes. Creates a hormone surge which causes the patient to become one of the following: fearful, enraged, calm, panicked, happy, drowsy, horny or suggestible. Once every five minutes, intelligent living creatures can ignore the effects for five minutes with a successful Intelligence check. Non-intelligent living creatures cannot negate the effect. This spell has no effect on non-living creatures (such as ghouls or robots). This spell may be used to grant a bonus on Speech and Barter checks made against the target by (Potency * 5) so long as the patient is not able to ignore the effect. Range is medium.
20 |  | Expert | 40 |  |  | Duration lasts (Potency * 30) minutes. As the advanced version, but can affect (Versatility) patients. Every fifteen minutes, intelligent living creatures can ignore the effects for fifteen minutes with a successful Intelligence check at a penalty equal to (Potency / 2, rounded up) (minimum 1).
21 | Bone Mending |  |  |  |  | This spell allows the the caster to regrow bones and otherwise restore crippled limbs. Unlike most healing spells, the magic of Bone Mending must be carefully guided by the caster. This is a delicate and precise process, calling for a successful Medicine skill roll to properly repair the limb. Range is touch.
22 |  | Advance | 15 |  |  | Heals (2d10 + [4 * Potency]) over 3 turns to any single body part of the caster’s choice. The spell also heals one fifth as much (rounded up) to the patient’s actual health pool in addition to this restoration to limbs. At this level, repairing severed limbs or limbs crippled by magical energy damage is impossible.
23 |  | Expert |  | 20/40 |  | Heal amount increased to (3d10 + [6 * Potency]) over 4 turns to each of (Versatility/2) limbs simultaneously. Also heals one fifth as much (rounded up) to the patient’s actual health pool as it does to any individual limb. Reattaching severed limbs is possible, but requires restoring at least half of the limb’s missing health within 5 rounds of being severed without outside aid. External magic may further increase the duration which can pass before treatment begins. Restoring limbs crippled by magical energy damage is especially difficult, requiring double the strain and imposing a -30 penalty to the Medicine skill roll.
24 | Purge System | Advance | 20 |  |  | This spell allows for poison/drug purging and quickens drug recovery, but is also draining for the patient. The patient’s body goes through up to (Potency) days’ worth of metabolism, without suffering the ill consequences. This cleanses the body of all toxins with durations which would expire in that time, and quickens recovery of the rest by the same amount. This also burns through the patient’s inner resources by half that amount, causing the patient’s hunger and thirst to increase accordingly, and for patients who heal through radiation to shed their radiation as if that amount of time had passed, healing the appropriate amount.
25 | Regeneration | Advance | 30 |  |  | Duration is (Potency) minutes. Patient regenerates (Potency) HP at the end of their turn.
26 |  | Expert | 50 |  |  | Duration is (Potency * 10) minutes. Patient regenerates 5 + (Potency) HP at the end of their turn. Can regenerate entirely missing limbs, but requires healing the limb to 5 times its normal maximum health to do so. Recovery from missing limbs may take weeks beyond simply growing it back.

27

Speed Recovery

This spell allows a patient to regain points of SPECIALs lost from a single source so long as the source of the damage is no longer present. (This does not aid in cases where the points of SPECIAL are lost because the source of the damage is still present, such as rads or poison.)

28 |  | Advance | 25 |  |  | Duration is (Potency) hours. Patient recovers damage to SPECIALs at double the normal rate for the duration of the spell.
29 |  | Expert | 50 |  |  | Patient recovers damage to SPECIALs at double the normal rate. The spell lasts until the patient has recovered.

30

Anesthetic

Expert

40

Duration is special (see below). Conjures a ball of anesthetic magical energy a few inches in front of the caster’s horn. The caster must roll to hit the patient (using the Medicine skill). If successful, the patient loses their sense of touch and pain. This also results in a loss of associated motor capabilities, effectively paralyzing the patient. Duration is one hour on a willing or unconscious subject. Duration lasts (Potency) turns on an unwilling patient, and the target suffers a -10 to all skill checks for the rest of the hour.

31 | Life Surge | Expert | 45 |  |  | Brings a deceased target back to life with (Potency * 10) HP so long as the patient died within the past (Potency) turns.
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44 | Experimental
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46 | Pain Aplification | basic | 4 |  |  | Target feel as if a limb is crippled.
47 | Pain Aplification | advanced | 8 |  |  | Treat all limbs as crippled.