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1 | Spell Name | Rank | Description
2 | Spirits
3 |  |  | Each weapon in a Battle Saddle must be enchanted separately, even when linked. Bullets may be enchanted just like a weapon, but for a lower cost. Enchanting a magazine of ammunition costs one-third the cost of enchanting a weapon (rounded up) due to their expendable nature. Loose ammunition, such as revolver bullets or shotgun shells, are enchanted in groups of (3+Charisma) rounds. A shaman requires the Advanced Shamanism perk in order to enchant MEW ammunition. In addition, when enchanting ammunition rather than weapons, the spirit’s functional SP is considered to be 2 higher, as spirits find it much easier to enchant multiple small items. Mines, missiles, and grenades may also be likewise enchanted except at half the cost of the normal weapon enchantment (rounded up). For weapons using burst or full auto attacks, damage from spirits are applied per bullet which hits. Effects with are resisted by Charisma require only one resistance roll per attack
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5

Summoning a spirit

a 45 AP action. If the spirit is resistant, the shaman and spirit make opposed Spirit Affinity vs Spirit Power rolls. A shaman cannot summon a spirit with a Spirit Power rating higher than the shaman’s Spirit Affinity. If a shaman has summoned the same type of spirit once already within a day’s time, the spirit will resist (unless the shaman is a tribal shaman whose tribe has pacts with that type of spirit.) If a spirit successfully resists, the shaman cannot summon the same type of spirit again for at least a day.

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7 | Binding a spirit |  | a 60 AP action and is always a contested roll between the shaman’s Barter and the spirit’s Spirit Power +2. A shaman may attempt to bind a spirit with a Spirit Power greater than the shaman’s Spirit Affinity, but she suffers a -10 penalty to her Barter for every two levels (rounded up) higher the spirit’s Spirit Power is above her Spirit Affinity rating. Bindings last a number of days equal to the shaman’s degrees of success, plus one. Bindings require a Spirit Prison. Spirit Prisons are crafted much like talismans, with requirements based on the spirit’s Spirit Power +2. Spirits bound in a Spirit Prison will not grant favors to the binder or her allies.
8 |  | Crafting a Spirit Prison or a talisman requires both time and a sufficient Survival/Shamanism skill. A talisman for a basic enchantment or a Spirit Prison for a spirit with an effective Spirit Power of 1 - 3 requires Survival 25 and takes one hour to create, halved with a successful easy Survival skill roll. A talisman for an advanced enchantment or a Spirit Prison for a spirit with an effective Spirit Power of 4 - 6 requires Survival 50 and takes 6 hours to create, halved with a successful moderate Survival skill roll. A talisman for an expert enchantment or a Spirit Prison for a spirit with an effective Spirit Power of 7 - 9 requires Survival 75 and takes 12 hours to create, halved with a successful hard Survival skill roll. A Spirit Prison for a spirit with an effective Spirit Power of 10 - 12 requires Survival 100 and takes 18 hours to create, halved with a successful very hard Survival skill roll. A shaman must complete a talisman before enchanting it. However, a shaman can create a temporary Spirit Prison in combat as a 60 AP action, binding the spirit, but must continue the crafting process afterword for the needed time or the spirit will immediately escape.
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18 | Spirit of Cruelty | Basic | Weapons with the Crippling quality gain (SA)d10 bonus damage to limbs for purposes of crippling.
19 | Basic | Cloak grants (SA*3) bonus to Speech checks made to incite violence.
20 | Advanced | Weapon deals (SA) additional base damage, and causes bleeding damage as per the Steel Claws perk. Bleed damage from multiple Spirits of Cruelty stack.
21 | Expert | Weapon deals (SA*3) additional base damage, add SAd10 to damage limbs when targeted and deals Bleed damage as the Steel Claws perk.
22 | Note: Cruel weapons always leave scars. Always.
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24 | Spirit of Discord [Chaos] | Basic | Weapon ignores (SA*2) in penalty to hit.
25 | Basic | Armor ignores up to (SA/2) penalties on SPECIAL checks.
26 | Basic | Cloak ignores up to (SA*2) penalties on non-attack-based skill checks such as Mechanics or Speech.
27 | Advanced | Weapon damage causes (SA/3) Charisma damage. If Charisma is reduced to 0 or less, target is Discorded. Charisma damage from this effect recovers at the rate of 1 per hour. This effect can only stack once per attack action. (Full auto and burst fire count as a single attack action.) A discorded characters loses tagged bonuses to skills, special talent, and no longer counts others as friends or allies for the purpose of spells and effects. This is an attack to the soul, and may be resisted with a Charisma check.
28 | Expert | Weapon: As Basic, but also causes a random and often bizarre effect upon a critical hit. On a critical failure, the wielder of the weapon is affected as if he or she was the target.
29 |  | Note: Below are ten example random effects. GMs may come up with their own random effects, or may chose to roll one from the list below.
30 |  |
31 |  | 1. Gender swapped for one hour.
32 |  | 2. Gain the “Small Frame” trait for 30 minutes.
33 |  | 3. Catch fire, as a Spirit of Rage with same (SA).
34 |  | 4. A glowing arcane sign appears on their back, reading “Kick Me.” -10 to Sneak.
35 |  | 5. Suffers a reduction (SA*2) to AP.
36 |  | 6. Target gains “Large Frame” trait for one hour.
37 |  | 7. Randomly shuffles the target’s mane and coat colors to other combinations, but always to something tasteful.
38 |  | 8. Target’s critical failure chance doubles for 30 minutes. This stacks with the “Jinxed” trait.
39 |  | 9. Target gains the body odor of an unwashed Buffalo’s rear end. -20 to all Speech and Barter checks for one hour. This effect can be ended early by taking a bath.
40 |  | 10. Derp eyes. Target gains +1 to Perception and takes a -1 to Agility, and a -20 penalty to all attack rolls.
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42 | Spirit of Emptiness [Antimagic] | Basic | Armor provides (SA*2) bonus DT against Spells and other magical effects [but not against magical energy weapons].
43 | Basic | Cloak grants (SA*3) bonus to Speech checks made to destroy morale, or to drive ponies into despair.
44 | Advanced | Weapon destroys Shield spells if (Damage Dealt / 10) is greater than the caster’s Potency. You must target the shield itself to use this effect.
45 | Expert | Weapon destroys Shields as Advanced. In addition, the weapon deals (SA*2) bonus damage, and drains (SA/2) d10 of the target’s Strain, if any.
46 | Expert | Weapon destroys Shields as Advanced. In addition, target must make a (CHA-SA/3) check, or they no longer count as allies or friends to anyone for the purpose of spells, spirits, perks, or any other effects. This effect lasts for (SA) hours.
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48 | Spirit of Fear | Basic | Cloak grants (SA*3) bonus to Speech checks made to inspire fear.
49 | Advanced | Totem, Icon or Standard gives off an aura of fear measured in (SA) radius yards. Enemies within this radius take a (SA/3) penalty to Charisma checks against fear-type effects.
50 | Advanced | Cloak: As Basic, and grants the wearer a terrifying aura that forces hostile targets within (SA) yards to make a Charisma check, or flee combat for 1 minute. This is an attack on the soul.
51 | Expert | Cloak: As Advanced, but enemy Charisma checks are made at (SA/2) penalty.
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53 | Spirit of Friendship [Magic] | Basic | Cloak grants (SA*3) bonus to Speech checks made to raise reputation, or make friends and allies.
54 | Basic | Cloak grants wearer (SA) additional Strain regeneration every hour.
55 | Advanced | Weapon gains the Magic special quality (i.e. deals Magical Energy damage, and increases critical multiplier to x2).
56 | Expert | Cloak: As Basic, and ends Burnout condition when the Unicorn has recovered 75% of their maximum strain (rounded up).
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58 | Spirit of Generosity | Basic | Cloak grants (SA*2) bonus to Barter checks.
59 | Advanced | Armor allows you to take on all penalties suffered by of one of your allies in their stead. This can include penalties from poison, spells, crippled limbs, etc.
60 | Expert | Armor: As Advanced, and wearer gains the ability to share beneficial effects with a number of allies up to the wearer’s Charisma.
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62 | Spirit of Hate [Cold] | Basic | Weapon damage causes all target’s actions in the next round to cost an additional (SA/2) AP.
63 | Basic | Armor provides (SA*2) bonus Cold Resistance, and protects against severe cold environments.
64 | Basic | Cloak grants (SA*3) bonus to Speech for lowering Reputation of a Factions to targets of the Speech check. [Example: turning allies against one another, convincing a populace to fight against their leader, etc.]
65 | Advanced | Weapon: As Basic, but deals an additional (SA*2) cold damage, and target’s actions in the next round to cost (SA) additional AP.
66 | Expert | Weapon: As Advanced, and deals (SA) d10 bonus cold damage on critical hits (this damage does not multiply). In addition, the additional AP cost for all actions lasts 3 rounds. This effect overlaps, but does not stack, with itself. [I.E. shooting the target again the next round does not increase the duration to five rounds, but rather resets it to three.]
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68 | Spirit of Hope [Light] | Basic | Object radiates (SA^2) feet of bright light.
69 | Basic | Armor or clothing provides (SA*3) bonus to Speech checks made to inspire hope.
70 | Advanced | Weapons gain (10+SA) as a bonus to hit, and a (20+SA) penalty to the wielder's Stealth checks, as the weapon glows brightly.
71 | Advanced | Cloaks or blankets enchanted can protect sleeping individuals from nightmares and other similar effects.
72 | Expert | Cloaks or amulets imbued provide protection from attacks against the soul, such as Necromantic attacks or ‘Discord’ effects, granting a bonus of SA/3 on all CHA checks to oppose such effects. In addition, it halves the time required to recover from such attacks.
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74 | Spirit of Honesty | Basic | Cloak grants (SA*3) bonus to Speech checks made to convince a target to be truthful.
75 | Advanced | When bound to a room, occupants take a (SA*3) penalty to Barter and Speech checks made to lie.
76 | Advanced | Armor or Clothing allows the wearer to reduce crafting time by one hour when working solo, but may not reduce it to less than half an hour. When working in a group, the wearer counts as having Raise This Barn perk, so long as an Earth Pony with the Raise This Barn perk is leading the project.
77 | Expert | Armor provides a (SA/2) bonus to Endurance checks to resist exhaustion, and cuts time needed to sleep in half.
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79 | Spirit of Jealousy [Darkness] | Basic | Armor provides (SA*2) bonus of on using sneak for the thief perk
80 | Basic | Cloak grants SA*3 bonus to Speech checks to convince others to covet items, places or people.
81 | Basic | Helmets, goggles, or other eyewear grant Night Vision: +1 perception in the dark, and halves darkness penalties.
82 | Advanced | Cloak dims artificial light sources such as candles, torches, flashlights, lamps, and the like, that the wearer enters. This lowers light-based penalties, and increases bonuses, to stealth checks, by (SA*2), maximum 30 in pitch-black darkness.
83 | Advanced | Helmets, goggles, etc: as Basic, but +2 perception in the dark, and removes 100% of penalties for low light.
84 | Advanced | Weapon: Weapon’s visible effects, such as muzzle flash, rocket flare, or laser glare, are dampened. In addition, target must make a CHA check when struck, or be blinded for (SA) rounds, or (SA) minutes on a critical hit.
85 | Expert | Weapon: as advanced but: on critical hit the target makes a CHA check as a minus SA/2 or has an boosting effects on themselves [beneficial spells, drugs etc] stolen and applied to the weapons waelder.
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87 | Spirit of Kindness | Basic | Cloak grants (SA*2) bonus to Speech checks made to calm others or prevent violence.
88 | Advanced | Cloak or Armor provides (SA*2) bonus to Medicine checks. In addition, all healing spells and potions heal (SA/3) additional d10, rounded up.
89 | Advanced | Weapon gains Stun quality.
90 | Expert | When bound to a room, occupants must pass a CHA test in order to take any violent actions.
91 | Expert | As Advanced, and in addition, target must make a CHA check. Failure forces the target to leave combat to the best of their ability. This effect lasts (SA) minutes, and any damage to the target afterward breaks this effect prematurely.
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93 | Spirit of Laughter | Basic | Cloak grants (SA*2) bonus to Speech checks made to amuse or to be funny.
94 | Advanced | Armor provides immunity to fear-based effects, such as roars and howls.
95 | Advanced | Cloak reduces the AP cost of the React action by (SA) [I.E., (SA 5) reduces the AP cost of the React action by 5]
96 | Expert | Armor: As Advanced, and the wearer may make a CHA check to dispel illusions, opposed by the caster’s science roll.
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98 | Spirit of Life | Basic | Cloak grants (SA) bonus to healing/hour gained from resting.
99 | Advanced | Canteen: All healing potions drunk from the canteen/bottle/container gain additional healing equal to (SA/2) per d10 of healing.
100 | Advanced | Placing a talisman over a door increases healing for all individuals resting inside the room by (SA) per hour.
101 | Advanced | Armor provides (SA/2) bonus to checks made to resist necromancy spells and effects.
102 | Expert | Cloak grants (SA) in natural healing every hour.
103 | Expert | Armor provides (SA*5) additional HP.
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105 | Spirit of Loyalty | Basic | Armor provides allies participating in combat (SA) bonus DT.
106 | Basic | Cloak grants (SA*3) bonus to Speech checks made to keep ponies from desertion, or to give speeches to boost morale.
107 | Advanced | Armor: As Basic, and allies gain (SA*3) Resistance (All).
108 | Advanced | Weapon deals (SA*2) bonus damage against any and all targets that have wounded an ally during that combat.
109 | Expert | Armor: As Advanced, and allies gain effective +1 to END and CHA checks made to resist magic.
110 | Note: Allies should be defined as other player’s characters (so long as the relationship between the characters is not antagonistic) and NPCs important to the character. The maximum number of allies affected is equal to the wearer’s Charisma.
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112 | Spirit of Machines | Basic | Cloak grants (SA*2) bonus to Mechanics checks made to reduce crafting time.
113 | Basic | Item imbued never drops below Used quality unless it is destroyed.
114 | Advanced | Item imbued never drops below Good quality unless it is destroyed.
115 | Advanced | Cloak: As Basic, and increases the healing rate of Cyberpony wearers by (SA/3), rounded down.
116 | Expert | Item imbued never drops below Perfect quality unless it is destroyed.
117 | Expert | Weapon, Ranged gain Light Anti-Matrix quality, and Melee gain Anti-matrix.
118 | Expert | Cloak: As Advanced, but increases the healing rate by (SA/2), rounded up.
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120 | Spirit of Memories | Basic | A Shaman can fill an existing empty memory orb with memories from a willing subject.
121 | Advanced | Creates a memory orb by using a Gem approved by the GM, and allows use of it.
122 | Advanced | Shaman can fashion a Zebra Recollector.
123 | Expert | Shaman can fashion memory orbs that do not require Recollectors to access.
124 | Expert | Melee weapon can steal thoughts from target struck, dealing (SA) bonus damage. IN addition, target must make a CHA check or suffer -1 to INT, CHA, and PER. Memories stolen in this fashion can be viewed like a memory orb, without need of a Recollector. Wielder must test LCK to determine if the stolen memories stolen are of any value to the wielder.
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126 | Spirit of Nature | Basic | Armor or Cloak grants (SA*2) bonus to Survival checks.
127 | Basic | Headgear provide (SA*3) on Speech checks against animals, and allows the shaman to communicate with them empathically.
128 | Advanced | Armor provides (SA/2) bonus to all opposed STR or AGI SPECIAL checks.
129 | Expert | Headgear grants (SA*4) bonus to Speech checks against wildlife, and shaman gains the ability to speak to and understand animals.
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131 | Spirit of Poison [Nature] | Basic | Weapon allows applied poison to be used for SA hits instead of once.
132 | Advanced | Weapon: as Basic, and gains the Poison quality on critical hits, dealing (SA/3) poison damage to STR, AGI, END, or PER score (rounded down). The type of SPECIAL damage done must be chosen on enchanting, and reduces poison resistance by (SA*3)%
133 | Expert | Weapon: As Advanced, but damage to SPECIAL stat is equal to (SA/2).
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135 | Spirit of Rage [Flame] | Basic | Weapon sets target on fire, dealing (SA/2) d10 fire damage per turn for 3 turns.
136 | Basic | Armor provides (SA*2) bonus to Fire Resistance.
137 | Basic | Cloak grants (SA*3) bonus to Speech checks made to incite rage.
138 | Advanced | Weapon: As Basic, but add (2+SA*2) Fire damage to each attack made with the weapon.
139 | Expert | Weapon: As Advanced, but adds SA d10 additional Fire damage on a critical hit.
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141 | Spirit of Riddles | Basic | Imbued into something that presents a riddle or puzzle, such as a lock or a locked terminal, this spirit lowers or raises difficulty of the test by (SA), Shaman’s choice.
142 |  | As Basic, but with a difficulty change of SA*2, unless a password is used.
143 | Advanced | Imbue tool grants a bonus of SA*2 on Lockpick, Explosives, or Science tests made using that too. Shaman must choose the type of bonus upon imbuing.
144 | Expert | Jams locks or locks terminals unless the password is known, or unjams or unlocks locks or terminals for SA attempts to pick or hack.
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146 | Spirit of Storms [Lightning] | Basic | Armor provides (SA*2) bonus to Lightning Resistance against electrical damage, such as from the Elemental Strike: Lightning spell, bucked thunderbolts, or exposed wires.
147 | Basic | Cloak protects wearer from most penalties inflicted by naturally-occurring storms.
148 | Basic | Weapon, on a critical hit, deals an additional +1d10 damage per (SA/3, rounded up), and lowers target’s maximum AP by the electrical damage dealt, for the next (SA/2) rounds. This effect only affects biological targets with a nervous system.
149 | Advanced | Weapon: As Basic, and all attacks do (SA*2) bonus electrical damage. In addition, the AP drain now affects non living non biological targets as well.
150 | Expert | Weapon deals (SA*2) electrical damage, critical hits deal (SA/2+1)d10 additional damage on a critical hit, and lowers the target’s maximum AP by the total electrical damage for SA rounds. The AP reductions by multiple hits do not stack: instead, target takes the penalty equal to the largest single amount of electrical damage dealt that round.
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152 | Spirit of Waves [Water] | Basic | Chosen container fills itself with (SA) gallons of clean water per day.
153 | Advanced | Chosen container fills itself with (SA) gallons of water every 4 hours
154 | Expert | Chosen container fills itself with (SA*2) gallons of clean water every hour.
155 | Regardless of level, containers do not fill to overflowing. If the container is placed in a manner that the water will pour out, the container will pour water as it refills.
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157 | Spirit of Whispers | Basic | One-handed weapons gain the Silent quality. Weapons fired in Burst or Full Auto mode do not gain this bonus.
158 | Basic | Cloak allows hushed whispers from the wearer to be heard by his or her allies as if they were normal speech. [Example: Whispering across the table in a bar would be difficult to eavesdrop on, but easily heard between allies.]
159 | Basic | Armor provides (SA+10) bonus to Stealth checks.
160 | Advanced | Automatics, Rifles, and powered Melee/Unarmed weapons gain the Silent quality.
161 | Expert | Mines, Grenades, and Heavy Weapons gain the Silent quality. Exploding ammunition, however, still makes plenty of noise (unless the ammunition is enchanted separately with another Spirit of Whispers).
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163 | Spirit of Wind [air] | Basic | Cloak protects against all Wind-related penalties.
164 | Basic | Masks provide (SA/2) hours worth of fresh air per day when in an airless environment. This does not protect wearer from toxic gases or other airborne effects.
165 | Basic | Melee Weapon gains the Agile quality.
166 | Advanced | Ranged Weapons with a Rate of Fire increase ROF by (SA/2) for purposes of the Full Auto attack or Suppression action, granting additional attacks.
167 | Advanced | Cloak grants the wearer (SA*3) bonus AP per turn, to be spent only on movement or dodging. In addition, AP spent to dodge becomes an effective one-to-one ratio.
168 | Expert | Cloak: As Advanced, and wearer may dodge at any range.