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Spell NameRankStrainStrainDurationDescription
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Defense spells
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Alicorn ShieldBasic15 + 1/round15 + 1/round Duration for concentration or until depletion. Creates a thin, transparent, spherical shield around the caster. The shield has a DT of (10 + Potency * 2) and 50 + (Potency *10) HP. Attacks which strike the shield and deal more than the shield’s DT in damage deal half that damage to the shield’s HP before applying damage to any target behind the shield. When the shield is reduced to 0 HP the spell ends. Attacks originating from within the shield also suffer this reduction, however magical spells which can be manifest at range may be manifest on the other side of the shield. Shields get double their DT rating against Stun damage. An alicorn may only have one alicorn shield manifested.
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Advanced20 As per the basic version of the spell, but with no maintenance cost, and 75+ (Potency * 10) HP. Perception checks through the shield are at -1.
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Expert30As per the advanced version of the spell, but with 100 + (Potency * 10) HP, and all damage dealt over the shield’s DT is applied to the shield’s HP until the shield is depleted. Perception checks through the shield are at -2.
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Bonds of FriendshipThis spell can only be cast on the caster and individuals towards whom the caster feels a strong friendship. This friendship must be reciprocal and the effects end if the friendships are broken. This circle of close friends is always considered to be adjacent to be “touching” each other for the purposes of casting spells, so long as they are conscious and willing. In addition, the caster may cast spells from the Defense, Medical and Perception spell sets friends within this circle that normally can only be cast on herself. Duration is permanent or until the friendship is broken.

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Basic10 The maximum number of friends that can benefit from the Bonds of Friendship is equal to the caster’s (Charisma / 2) plus the caster.
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Advanced20As basic, but the maximum number of friends affected increases by +2
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Expert30 As advanced, but the maximum number of friends affected increases by +2.

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Cloak of the ElementsBasic10This spell grants the caster protection from elemental damage.
Duration equal to (Potency) turns. Protects the caster from one elemental damage type (Fire, Lightning or Cold) of the caster’s choice, increasing that elemental resistance by 10 + (Potency).

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Advanced15 Duration equal to (Potency * 10) turns. Protects the caster from two elemental damage type (Fire, Lightning or Cold) of the caster’s choice, increasing that elemental resistance by 20 + (Potency * 2).
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Expert20Duration equal to (Potency) minutes. Protects the caster from all three elemental damage types, increasing all elemental resistances by 30 + (Potency * 3)
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Equestria’s LoveThis spell grants the caster protection from mundane environmental elements. It will not protect against damage from attacks or spells, nor from the effects of supernatural hazards like radiation, taint or Pink Cloud.

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Basic10 Duration equal to (Potency * 10) minutes. Protects the caster from normal weather and environmental conditions. The caster will not get wet in the rain, will not suffer frostbite or heatstroke in severely cold or hot environments, etc. The character will be comfortable in such environments and take no penalties from them
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Advanced40 or 10Duration equal to (Potency) hours. Protects the caster from normally fatal mundane environmental elements. The character will not suffer the effects of natural poisons or drowning, and may even swim in magma with the dragons. Such environments will not be comfortable -- the character’s maximum AP will be reduced by half and all the character’s actions will suffer a -20 penalty. The caster may also now cast the Basic version of this spell on others for a cost of 10 strain.
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Expert40 The caster may cast the Advanced version of this spell on others for a cost of 40 strain.

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Mental BulwarkBasic10 Duration equal to (Potency) minutes. Adds a +1 bonus to all Endurance checks against spells from the Detection and Illusion spell sets, as well as an effective +6 DT against attacks that deal illusionary damage
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Advanced15Duration equal to (Potency * 10) minutes. Effects increase to a +2 bonus and effective +12 DT.
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Expert20Duration equal to (Potency) hours. Effects increase to a +3 bonus and effective +18 DT.
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Rad-GuardThis spell grants the caster’s target a degree of protection against the necromancy-laced magical radiation that pervades Equestria in the aftermath of the apocalypse. The spell has a range of touch.
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Basic10 Duration equal to (Potency) minutes. Adds (Potency * 5) percent resistance against radiation. May only be cast on a single target
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Advanced30 Duration equal to (Potency * 10) minutes. Adds (Potency * 10) percent resistance against radiation. May be cast on up to (Versatility / 2) targets by touching each over the course of a single turn.
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Expert50As the Advanced version, but may be cast on up to (Versatility) targets. In addition, the expert version of this spell grants (Potency * 5) percent resistance against the effects of Pink Cloud for a duration of (Potency) minutes.
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ResilienceBasic5: Duration equal to (Potency) months. Protects an item from normal wear and tear, weathering, soiling and similar natural decay. Effects only a simple item (such as a dress, a wall or a coffee cup)
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Advanced15Duration equal to (Potency) years. As basic, but can effect a complex item (such as a building, a machine or a computer).
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Expert30Duration is permanent.
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ShieldBasic10 + 2/round Duration for concentration or until depletion. Creates a basic moldable energy shield colored appropriately to the user’s magic. The shield is thin, transparent, and can be wrapped around any target area, covering a maximum of (Versatility * 5) feet in its largest dimension. The caster chooses if position of the shield is fixed or consistent in relation to the caster. (For example: the caster may choose for the shield to be consistently in front of her and it will turn and travel as she does.) The shield has a DT of (Potency * 2) and 30 + (Potency *10) HP. Attacks which strike the shield and deal more than the shield’s DT in damage deal half that damage to the shield’s HP before applying damage to any target behind the shield. When the shield is reduced to 0 HP the spell ends. Attacks originating from within the shield also suffer this reduction, however magical spells which can be manifest at range may be manifest on the other side of the shield. Requires a Skill Roll of Science + (Versatility * 5) to change shield shape without recasting. Shields get double their DT rating against Stun damage. A caster can only manifest one shield at a time.
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Advanced15 As per the basic version of the spell, but with no maintenance cost, a maximum largest dimension of (Versatility * 10) feet , and 50 + (Potency * 10) HP
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Toughen HideThis spell grants the target toughened skin, resulting in a bonus to DT at the cost of a penalty to Agility and to Perception for tests based on touch. This bonus stacks with worn armor.
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Basic10 Duration of (Potency) rounds. The target gains (Potency) DT at a penalty of -2 to Agility and touch-based Perception checks.
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Advanced15 Duration of (Potency) minutes. The penalty is reduced to -1
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Expert20 Duration of (Potency * 10) minutes. The penalty is removed altogether.
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Bulwark of FriendshipThis spell allows a circle of close friends to bolster each other’s physical and mental defenses against a variety of attacks and effects. The number of friends that can be affected by the spell is equal to the caster’s (Charisma / 2). If the caster also has Bonds of Friendship then Bulwark of Friendship will affect that number of friends instead. This spell can only be cast on the caster and individuals towards whom the caster feels a strong friendship.
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Basic15Duration is (Potency) days. The friends gains a +1 to all Charisma and Endurance checks made to resist spells and other undesirable effects for every two friends in circle (rounded up).
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Advanced30Duration is (Potency) weeks. As Advanced, but the caster may also choose either Charisma or Endurance. The friends under the effects of this spell may all make rolls for the chosen SPECIAL using the value of the friend with the highest score in that SPECIAL. (This spell may not be cast twice for both effects.)
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Disintegration WardAdvance5 Duration of one hour. Protects a group of up to (Versatility) allies from energy weapons’ disintegration effects (negates crit extra damage). One charge, shared among the group.
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Expert15Duration equal to (Potency) hours. As advanced, but with (Potency) charges, shared among the group.
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Power of FriendshipThis spell affects a close circle of friends, allowing a Defense or Medical spell cast upon one member of the circle to also grant full benefits to the target’s friends as well. The number of friends that can be affected by the spell is equal to the caster’s (Charisma / 2). If the caster also has Bonds of Friendship, then Power of Friendship will affect that number of friends instead. This spell can only be cast on the caster and individuals towards whom the caster feels a strong friendship. A targeted friend may refuse the spell.
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Expert30 Duration is (Potency) hours or until the next Defense or Medical spell is cast on one of the friends in the circle
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