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1 | Spell Name | Rank | Strain | Strain | Duration | Description
2 | Illusion spells
3 | Amplify |  |  |  |  | This spell exaggerates a source of sensory stimuli. A light can become blindingly bright, a sound can become deafeningly loud, a smell can become nauseatingly overpowering, etc. Using this spell to augment a speaker’s voice adds a bonus of (Potency * 5) to the speaker’s Speech check for intimidation.
4 |  | Basic | 8 |  |  | Duration of one turn. Debilitating effects only last for the duration of the spell. Targets may make an Endurance check at a +1 bonus to avoid any debilitating effects.
5 |  | Advance | 12 |  |  | Duration of (Potency) turns. Debilitating effects last for the duration of the spell plus (Potency / 2) turns. Targets may make an Endurance check at a -1 penalty to avoid any debilitating effects.
6 |  | Expert | 16 |  |  | Duration of (Potency) minutes. Debilitating effects last for the duration of the spell plus (Potency) turns. Targets may make an Endurance check at a -3 penalty to avoid any debilitating effects.

7

Compulsion

Compulsion allows you to magically command a behavior within a creature. While the caster is not required to speak, the player must iterate the command in 5 + (caster’s Versatility) words or less. This is a very tricky spell, as unnatural compulsions often result in unexpected behavior. Additionally, each turn the compulsion would affect an intelligent target's actions, that target may make an Intelligence roll to fight off the effect of the spell. This roll normally has a penalty equal to the caster's (Potency / 2) to shake off the effect; however, if the action would bring direct harm to the target or one of the target's loved ones, this check is made without that penalty. If the induced behavior would result in obviously lethal harm, this check gains an additional +3 bonus. This spell has no effect on robots or other machines.

8 |  | Basic | 20 |  |  | Duration of (Potency) turns. Target’s a single creature within (Potency * 10) feet. Effects only unintelligent biological creatures.
9 |  | Advance | 35 |  |  | Duration of (Potency) minutes. Targets unintelligent biological creatures within a (Potency * 10) yard cone extending out from the caster’s line of sight, or targets a single intelligent biological creature within (Potency * 10) feet.
10 |  | Expert | 50 |  |  | Duration of (Potency * 10) minutes. Targets unintelligent biological creatures within a (Potency * 100) yard radius centered on the caster, or targets intelligent biological creatures within a (Potency * 10) yard cone extending out from the caster’s line of sight.

11

Illusion

This spell must be taken separately for sight, hearing, smell & taste (combined), or touch. The spell creates an illusion effecting the relevant sense (or senses). The illusion may be static, or the caster may manipulate the illusion (such as having an illusionary pony walk around, or an illusionary voice speak) as a 30 AP action with a successful Science skill check. This spell cannot cause direct harm or impairment.

12 |  | Basic | 15 |  |  | Duration of (Potency) turns.
13 |  | Advance | 25 |  |  | Duration of (Potency) minutes.
14 |  | Expert | 35 |  |  | Duration of (Potency * 10) minutes.
15 | Sensory Foil |  |  |  |  | This spell must be taken separately for sight, hearing, smell & taste (combined), or touch. The spell’s exact effects may vary according to the caster’s personal taste -- one caster with visual Sensory Foil may cause the target to become blurred, while another might create a camouflage effect. Alternate names for the different versions of this spell are common
16 |  | Basic | 15 |  |  | Duration of (Potency) turns. This spell is cast on a single target and impedes all attempts to perceive that target with the appropriate sense or senses. The target gains a bonus of (Potency * 5) to Sneak rolls against the impeded sense(s).

17

Advance

25

Duration of (Potency) minutes. Can be cast as an Area of Effect spell with a fixed center and a maximum radius of (Potency * 5) yards. The affected area can be shaped with a Skill Roll of Science + (Versatility * 5) into any shape that fits within the maximum radius. This spell affects all who are within the area or who attempt to perceive into that area with the impeded sense(s) (including the caster).

18 |  | Expert | 40 |  |  | Duration of (Potency * 10) minutes. Attempts to perceive the target or within the targeted area with the impeded sense(s) automatically fail
19 | Soft Light |  |  |  |  | This spell subtly blends the illusionary and behavior-affecting aspects of Illusion magic, causing the caster to appear in the best possible light. The caster’s appealing and positive traits seem more pronounced, while the character that are less pleasant qualities seem to be more trivial.
20 |  | Basic | 15 |  |  | Duration of (Potency) minutes. Adds a bonus equal to (5 + [Potency * 2]) to Barter and Speech checks, and improves NPC disposition by one step. At the basic level, the caster may only cast this spell on herself.
21 |  | Advance | 30 |  |  | Duration of (Potency * 10) minutes. Bonus increases to (10 + [Potency * 3)] and the spell gains a range of touch.
22 |  | Expert | 45 |  |  | Duration of (Potency) hours. Adds a bonus equal to (20 + [Potency * 4]) to Barter and Speech checks, and improves NPC disposition by two steps.

23

Target

This spell creates an illusion only the caster can see which illuminates targets and assists in attacks. The duration of this spell is (Versatility) minutes or until the AP duration is depleted, whichever is sooner. Movement actions that consume AP are not counted against this depletion.

24 |  | Basic | 8 |  |  | Duration of (Potency * 15) AP. Negates 10 points of penalties to attack rolls.
25 |  | Advance | 12 |  |  | Duration of (Potency * 30) AP. Negates 20 points of penalties to attack rolls.
26 |  | Expert | 16 |  |  | Duration of (Potency * 45) AP. Negates 30 points of penalties to attack rolls.
27 | Discord |  |  |  |  | Targets up to (Versatility / 2) biological creatures, shifting each target’s mood and attitude towards the other targets in a negative direction. Targets which were loving become indifferent. Targets which were indifferent become quarrelsome . Targets which were quarrelsome become outright hostile. Currently friendly or indifferent targets whose underlying relationship is quarrelsome or hostile will automatically shift to match that underlying state. This spell may only be cast on a particular target once per day. When the duration ends, the targets’ do not revert to their previous dispositions automatically, but may do so naturally over a short time. The caster may include herself as one of the targets.
28 |  | Advance | 30 |  |  | Targets up to (Versatility / 2) biological creatures, shifting each target’s mood and attitude towards the other targets in a negative direction. Targets which were loving become indifferent. Targets which were indifferent become quarrelsome . Targets which were quarrelsome become outright hostile. Currently friendly or indifferent targets whose underlying relationship is quarrelsome or hostile will automatically shift to match that underlying state. This spell may only be cast on a particular target once per day. When the duration ends, the targets’ do not revert to their previous dispositions automatically, but may do so naturally over a short time. The caster may include herself as one of the targets.
29 |  | Expert | 45 |  |  | Duration of (Potency) minutes. Affected targets may attempt to shake off the effects with an Endurance roll at a penalty equal to the caster’s (Potency) (minimum 1).

30

Grand Illusion

Can create an illusion spanning (Versatility / 2, rounded up) sense categories -- sight, hearing, smell & taste (combined), and touch -- over an area of (Potency * Versatility) yards radius. The illusion may be static, or the caster may manipulate the illusion as a 25 AP action with a successful Science skill check. Each turn the caster succeeds in manipulating the illusion, she may choose to use the illusion to cause impairment or illusionary damage to up to (Versatility) targets within the area of the spell’s effect.

31 |  | Advance | 35 |  |  | Duration of (Potency) minutes
32 |  | Expert | 50 |  |  | Duration of (Potency * 10) minutes. Adds +1 to the caster’s Potency and Versatility for determining the effects of this spell.

33

Harmony

Targets up to (Versatility / 2) biological creatures, shifting each target’s mood and attitude towards the other targets in a positive direction. Targets which were hostile become indifferent. Targets which were indifferent become friendly. Targets which were friendly become loving. Currently hostile or indifferent targets whose underlying relationship is friendly or loving will automatically shift to match that underlying state. This spell may only be cast on a particular target once per day. When the duration ends, the targets do not revert to their previous dispositions automatically, but may do so naturally over a short time. The caster may include herself as one of the targets. Speech and Barter checks made between the targets gain a (Potency * 3) bonus.

34 |  | Advance | 25 |  |  | Duration of (Potency) turns. Affected targets may attempt to shake off the effects with an Endurance roll at a penalty equal to the caster’s (Potency / 2) (minimum 1).
35 |  | Expert | 40 |  |  | Duration of (Potency) minutes. Affected targets may attempt to shake off the effects with an Endurance roll at a penalty equal to the caster’s (Potency) (minimum 1).
36 | Hidden Aura | Expert |  | cost 30 + special |  | Duration of concentration. You hide the glow from your horn and the aura of magic that surrounds objects you manipulate with your magic. This spell adds 5 Strain to the cost of every spell cast during its duration.

37

Simulacrum

This spell creates an illusion that is not only perfect to all senses, but that can be functionally interacted with. (For example: a caster could conjure a simulacrum of a door in the middle of a field just so she could shut it in somepony’s face. That somepony could then open the door.) The simulacrum naturally interacts as if it is real within the limitations of the spell. The simulacrum is not actually real, however, and thus cannot hold weight or stop a moving object. Using a simulacrum requires skill checks as if it was the actual item. If the simulacrum is used to cause harm (such as striking an opponent with a simulacrum of a sword) then it deals damage as if it was the actual item up to a maximum amount of cumulative damage dealt equal to the caster’s (Potency * 20). If the simulacrum deals more damage than this, any additional damage is negated and the simulacrum vanishes on the next turn. This damage is not real -- it ignores DT, can only knock a target unconscious, and will heal immediately once the spell ends.

38 |  | Expert |  | cost 30 + 5 per turn |  | Maximum area of the spell is equal to (Potency) feet on its largest dimension. Short range

39

Want It, Need It

All intelligent creatures (except the caster) who observe the targeted object grow an insatiable desire to possess it. They will resort to any non-lethal means available to acquire it and hold onto it. This spell has a range of touch. Affected targets may attempt to shake off the effects with an Endurance roll at a penalty equal to the caster’s Versatility (with a minimum effective Endurance of 0). This spell may be dispelled prematurely by the caster with a successful Science skill roll so long as the caster is touching the targeted object.

40 |  | Expert | 50 |  |  | Duration of (Potency) hours or until dispelled.
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