Magic - My Little Pony: Friendship is Magic: the Role Playing Game

## My Little Pony: Friendship is Magic: the Role Playing Game

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### Magic

Every unicorn possesses some magical ability. Unicorns use magic to move and carry objects, hold a quill while writing, and do any number of daily chores such as cooking and cleaning. They may know some simple spells to assist with their main talent. However, a unicorn with a talent of magic has the ability to perform a variety of magic tricks, as well as greater feats of magic such as spells and enchantments.

Every day activities like carrying objects or guiding a quill while writing are considered uncontested actions, however unicorns attempting to use magic for a purpose they are not accustomed too may be required to make a magic talent check. For example, carrying a shopping bag is uncontested, but carrying 20 shopping bags at the same time is contested. Using telekinesis to hold a pegasus in place and keep her from flying off would also be contested.

Any type of trick or spell is considered contested, and each individual trick or spell the unicorn knows has to be learned individually. There is no limit to the number of spells or tricks a unicorn with magical talent may know. All unicorns, regardless of magic talent or not, have telekinesis and are considered to know the spell Horn Light at level one as well. Unicorns with no magical talent are limited to a maximum of two other spells, and those spells are limited to maximum level 2.

To cast a spell, a pony has to know the spell. She than has to make a successful roll of the dice against her realization attribute and her magic talent. Each spell has a difficulty rating associated with it, and the storyteller may increase or decrease the difficulty of roll based on circumstances such as trying to cast the spell in a hurry, or while being distracted. A unicorn that knows a spell at level 1 can cast that spell at the stated difficulty level. Each additional level of talent taken with a spell reduces the difficulty by one level. Some spells have additional effects that can only be gained by learning higher levels of the spell. Unlike flying stunts and rodeo events, unicorns that do not have a talent with a specific spell may not cast that spell.

A unicorn taking a talent in magic at the time of character creation begins with a number of spells as described in the character generation section. The spells may be chosen from list of spells and tricks or invented in agreement with the storyteller.

Unicorns will want to learn and create new spells as they gain experience, a unicorn can research or work on a new spell between two scenarios; she just has to inform the Storyteller and spend the appropriate number of pp. If the Storyteller approves of her research she can add the spell to her list.

Fatigue while casting spells

Casting especially difficult spells or casting a number of spells in succession is physically tiring for a unicorn. Each unicorn has a fatigue rating equal to her physique score plus her magic talent level. Each time a unicorn cast a spell, whether or not it succeeds or fails, subtract one from her fatigue tally. Once the fatigue tally reaches 0, the unicorn cannot cast any additional spells until the next sunrise.

Spell Casting During Hoofticuffs

Casting a spell during hoofticuffs counts as an attack, even if it is a defensive spell. Casting a spell takes one full turn, and the spell takes effect the next turn, in the casters initiative order. If the caster takes a hit, or is otherwise distracted during the casting she must make a mental attribute check to maintain her concentration, otherwise the spell will fail, and the unicorn must try again next turn.

Impromptu Spell Casting

Unicorns sometimes try to come up with spells on the spur of the moment. During play, if a pony character attempts to create an effect with her magic that she does not know a specific spell for, the story teller may allow her to attempt it with a base chance equal to her magic talent by itself (she does not add her realization score to the base chance) along with any possible difficulty modifier. If she succeeds, the player may record the spell at level “0” on the character sheet. If she tries casting the same spell again, the base chance will remain equal to her magic talent level until she spends the appropriate number of pony points in practice to develop the effect into a proper spell at level one.

If you’re using the optional hidden talent rule, the same rule applies to impromptu spells. While attempting to cast an impromptu spell for the very first time, if the player rolls a brilliant deed, he may roll the dice again and if a second brilliant deed is rolled, he may record the spell at level one without having to spend any pony points.

Brilliant deeds in magic

If a player rolls a double "1" the unicorn carries out a brilliant deed! Her spell is successful of course, but the spell may also have one or more additional effects. The storyteller may use the brilliant deed result listed with the spell description, or create a brilliant deed result appropriate for the situation, or have the player roll on the chart below.

Roll (1D6) Effect

1-2 Effect is doubled

3-4 Additional Beneficial Effect

5-6 Effect is doubled and additional Effect

Catastrophes in magic

If a player rolls a double "6," it is a catastrophe! The spell not only fails to work, but there are unexpected consequences or the spell may have an effect opposite of what was intended. The storyteller may use the catastrophe result listed with the spell description, invent a result appropriate to the situation, or have the player roll on the chart below.

Roll (1d6) Effect

1-2 Spell fails

3-4 Unexpected Effect

5-6 Opposite effect

Spells and Tricks

For game purposes, all spells and tricks follow a simple template that helps describe the effects of the spell and how difficult or complicated the spell may be.

Spell Template

Name of the spell: (active/passive, difficulty level)

Description of what the spell does

Brilliant Deed: Description of possible additional effects with a brilliant deed

Catastrophe: Description of possible consequences of a catastrophe.

Active spells require the caster to concentrate to keep the spell in effect, and only last as long as the caster continues to do so. A unicorn may not engage in hoofticuffs or any other activity other than the activity the spell is for while concentrating on an active spell.

Passive spells stay in effect after the unicorn completes the casting, and unless otherwise specified a passive spell last as long as needed to achieve the desired effect, or until the unicorn cancels it, or until the next sunset.

Optional Moon Magic Rule: The rule about spells expiring at sunset is based the idea that magic is attuned to Princess Celestia and that magic renews with the sunrise and expires with the sunset. You may want to allow a PC or NPC to have her magic attuned to Princess Luna instead, so that her magic renews at moonrise and expire at sunrise.

Amazing Hat Trick: (active, sort of hard +1)

The pony gains the ability to conjure small, objects like flowers, small toys or rabbits out of an ordinary hat, great for entertaining young audiences. The player must specify what objects the PC wants to reveal to the storyteller. The object pulled must be able to pass through the hole of the hat.

Brilliant Deed: The revealed object is always the one desired, and of the highest quality.

Catastrophe: The Storyteller chooses a different object to appear or no object at all.

Call a Light Breeze Spell (passive, hard +2)

The pony calls forth a light and refreshing breeze. It can be used to help fly a kite, just cool off on a warm day, or to dissipate a fog or to blow out candles.

Brilliant Deed: The caster can increase the force of the breeze to create a forceful gust.

Catastrophe: A strong gale is called that knocks over ponies, furniture and generally makes a mess of things.

Call Animals Spell (active, hard +2)

This charm allows the pony to call a type of animal of her choice, which will come to find her provided that it is not too far away.

Brilliant Deed: Several animals (of the same type) are called.

Catastrophe: The animal refuses to cooperate or is hostile.

Come To Life Spell (passive, very hard +3)

This spell is used to make any type of machine or “come alive” and operate by itself for about 5 minutes. The caster can cancel the spell earlier if she wants.

Brilliant Deed: The machine operates perfectly, and the caster has complete control.

Catastrophe: The machine runs wild, the caster has no control, and the device may break.

Conjuring Trick (active, sort of hard +1)

The caster gains the ability to conjure small objects, such as making a coin appear out of some pony’s ear, or reveal a hoof full of colorful and delicious candies.

Brilliant Deed: Not one but two hooves full of candy are created.

Catastrophe: The candy taste awful, or causes spots.

Create a Rainbow Spell (passive, sort of hard +1)

This charm produces a small rainbow from hooves of the caster. It is approximately one meter long. It disappears in a few minutes.

Brilliant Deed: The rainbow is much larger.

Catastrophe: The rainbow is accompanied by a small cloud that rains on the caster.

Dispel Magic (active, improbable +4)

A spell used to cancel the effects of other spells, specifically another unicorn's spells. Dispel only works if the level of the dispel is the same or higher than the spell being countered.

Brilliant Deed: The dispel works regardless of the level of the opposing magic.

Catastrophe: Not only does the dispel fail, but the caster will be unable to cast any other spells for 1d6 minutes.

Enchantment (passive, improbable +4)

This spell can be used in conjunction with any other spell to create a semi-permanent enchantment on an inanimate object. The caster must succeed at a talent check with both the enchanting spell and the spell being used to enchant the object with. Regardless of talent levels, both talent checks made when enchanting are always at improbable +4. At level 2, 3 and 4 the enchantress can add additional spells to the enchantment, each requiring an additional talent check at improbable +4. Enchantments last until dispelled by the caster, by another unicorn using a dispel, or until the day before nightmare night. Using a dispel to cancel another unicorn’s enchantment requires a successful dispel against each spell used in the enchantment in succession. If one dispel fails, all enchantments remain in effect.

Optional: If you are using the optional moon magic rule, unicorns whose magic is attuned to the moon will have their enchantments expire on the day of the Summer Sun Celebration. Moon magic renews on Nightmare Night.

Fall Like a Feather Spell (active, very hard +3)

The pony cast a charm that allows her (or another pony) to fall like a feather.

Brilliant Deed: Several ponies can be covered by the spell at the same time.

Catastrophe: The target falls even harder, and may receive a wound.

Find Something Spell (active, hard +2)

A spell for finding a specific type of object, such as gems or gold. The unicorn’s horn becomes a divining rod which will lead her in the direction of the nearest object of the type she’s trying to find. The spell has a range of 20 yards per level.

Brilliant Deed: The caster can locate objects up to 100 yards away.

Catastrophe: The caster is misled to an empty area or to some object other than what she’s looking for.

Fix Something Spell (passive, hard +2)

This spell is used to repair broken items, like broom handles or a broken dish. Level one can repair paper tears and cloth, level two can repair wood, level three can repair glass and porcelain and level four can repair metal.

Brilliant Deed: The repair is flawless, just like it never was broken.

Catastrophe: The object will break even worse.

Flight Spell for Wingless Ponies (passive, improbable +4)

This spell creates a pair of temporary, butterfly like wings that allow a wingless pony to fly for three days.

Brilliant Deed: The spell last for 5 days.

Catastrophe: The wings will disappear 2d6 minutes after first appearing.

Foggy Weather Spell (passive, hard +2)

This charm produces a thick natural fog that covers a large area.

Brilliant Deed: the area covered by the fog is doubled.

Catastrophe: The fog covers a much larger area and stays in place for a day.

Four Left Hooves Spell (active, sort of hard +1)

This spell causes the target to become clumsy for a 1d6 minutes. The target will slip, trip, or drop packages. In game terms, the target will have a catastrophe for any action attempted while under the spell.

Brilliant Deed: The effects of the spell will last 2d6 minutes.

Catastrophe: The spell effects the caster instead of the intended target.

Get Everypony’s Attention Spell (active, sort of hard +1)

The caster creates a loud noise such as a trumpet blast, a whistle, or some other noise useful for getting everypony’s attention.

Brilliant Deed: Everypony in range is compelled to pay attention to the caster.

Catastrophe: The noise created is very loud and irritating.

Good Night’s Sleep Spell (passive, hard +2)

This charm allows the pony targeted by the caster to spend one night pleasantly resting. It will not cause the target to fall asleep.

Brilliant Deed: 1d6+1 targets can be affected.

Catastrophe: The target has a restless night, possibly accompanied by nightmares.

Horn Light Spell (passive, average 0)

Know by every unicorn. This charm creates a small sphere of light at the end of her horn, bright enough to light her way in the dark. It disappears whenever the pony decides to dissipate it. At level 2, the horn light can illuminate an entire room bright enough to read by. At level three it can be used as a bright spot light. At level four the pony can create light shows to entertain her friends

Brilliant Deed: The light will illuminate an entire room brightly enough to read by.

Catastrophe: The pony is plunged into darkness.

Horse of a Different Color Spell (passive, hard +2)

The pony can make her coat or main any color of her choice, it can also be used on other ponies. At level three the caster can also create instant capes, dresses or other clothing items out of nearby materials, such as drapes or table cloths.

Brilliant Deed: The pony can change the color of both coat and main, plus several pieces of clothing if desired.

Catastrophe: Ugly colors or splotches may appear, possibly on the caster.

Ice Skate Spell (active, sort of hard +1)

The pony enchants her hooves to behave like a pair of ice skates. An ice skating talent check may be required by the Storyteller if the pony attempts out any special maneuvers.

Brilliant Deed: No talent checks are needed for any skating maneuvers.

Catastrophe: The caster slips/falls/crashes and may receive a minor wound.

Juggling Act Trick (passive, sort of hard +1)

Thanks to this charm, the pony can, for about 5 minutes, juggle up to five objects. The caster can add one additional object for each additional level of the spell.

Brilliant Deed: The pony can juggle for up to half an hour.

Catastrophe: The juggled items will, usually in an embarrassing way.

Keep a Pony Dry Spell (active, hard +2)

This charm creates a magical shield that can protect the caster and up to three other ponies from the rain, even in a blustery storm they will remain perfectly dry. At level three, the spell also protects from the cold.

Brilliant Deed: The charm becomes passive for the duration of the rain or storm

Catastrophe: A rain cloud appears directly over the caster, following her around for 1d6 minutes.

Levitate Spell (active, very hard +3)

Unlike the normal telekinesis unicorns use every day, this spell allows the caster herself to levitate a few feet off the ground. At level two she can move slowly while levitating.

Brilliant Deed: The spell becomes passive and will last up to an hour, unless dispelled by the caster.

Catastrophe: The spell will end abruptly, causing the target to fall roughly.

Lighten the Load Spell (passive, hard +2)

Thanks to this charm, the pony can reduce the weight of an object by 20% for each level of the spell known. Very practical at moving time.

Brilliant Deed: The weight of the targeted object is reduced by 90%...

Catastrophe: The weight of the object doubles, usually after somepony has picked it up.

Lullaby Spell (active, very hard +3)

The caster summons a soft lullaby that causes one specific target to become sleepy and doze off. It may take a couple of minutes for the target to actually fall asleep.

Brilliant Deed: The lullaby can effect up to three targets.

Catastrophe: The target of the lullaby becomes more alert, and possibly angry.

Magic Shield (active, very hard +3)

The caster creates a magical bubble around herself and one other pony. Each additional level allows one additional pony to be protected. The magic bubble acts as a shield that protects all within from all spells or other magic of the same or lower level than the magic shield’s level.

Brilliant Deed: The shield becomes passive and remains in place for 2d6 minutes.

Catastrophe: The shield does not work, that is all.

Moustache Trick (passive, sort of hard +1)

This trick can be cast on up to three targets at once, and causes a moustache to appear on the face of the each target. The moustache stays until dispelled by the caster or the next sunset, whichever occurs first.

Brilliant Deed: The caster can create mustaches on as many ponies as she likes for 1d6 minutes, and can add beards as well.

Catastrophe: The caster sports a bushy mustache that can’t be dispelled. It stays in place until the next day.

Optical Illusion Spell (passive, very hard +3)

The pony creates an illusion of her choice: this illusion is at most the same size as the pony. The illusion has no odor or consistency. Characters who are confronted with it can see through the illusion by making a successful mental die roll at a hard difficulty level. At level two the caster can make the illusion move by maintaining the charm as an active spell. At level 3 the caster can make illusions twice as big, and at level four the chance of seeing through the illusion becomes improbable +4.

Brilliant Deed: The difficulty of the roll to see past the illusion is improbable.

Catastrophe: The illusion is readily seen by everypony, or does not appear as intended.

Pass Through Things Spell (active, improbable +4)

The pony can pass through walls as if they did not exist for 5 minutes. The effect is at will, the caster will not fall trough floors or pass through a wall unless she wants to.

Brilliant Deed: The charm acts until next sunset.

Catastrophe: the pony becomes stuck in the wall and will probably need her friends to help get her free.

Reduction Spell (passive, improbable +4)

The caster can reduce the size of a pony, animal or other object by 25%. Each additional level of the spell allows the target to be reduced by an additional 20 %. The targets weight is reduced proportionally as well. The spell last until the next sunset.

Brilliant Deed: The caster can specify the exact size the target will shrink down to.

Catastrophe: The target may grow to twice original size.

Roller Skate Spell (active, sort of hard +1)

Similar to ice skate, but the pony enchants her hooves to behave like a pair of roller skates instead. A roller skating talent check may be required by the Storyteller if the pony attempts any special maneuvers while skating.

Brilliant Deed: No talent checks are needed for any skating maneuvers.

Catastrophe: The caster slips/falls/crashes and may receive a minor wound.

Send a Message Spell (passive, very hard +3)

The pony whispers a message which is then carried by the wind to a recipient of her choice. The recipient must be in the same town or area as the sender.

Brilliant Deed: The recipient can be anywhere.

Catastrophe: The message may be delivered to the wrong pony.

Spell to walk on clouds (passive, hard +2)

Allows a unicorn or earth pony to walk on clouds like a pegasus for three days.

Brilliant Deed: The spell will last for 5 days.

Catastrophe: The target will sink through the clouds if she doesn’t keep moving.

Stick in the Mud Spell (passive, very hard +3)

The pony targets an area (a room, a corridor, etc.) where the ground becomes extremely sticky; anypony that steps there finds their hooves literally stuck. The trap holds its prisoners for 1d6 minutes. Each additional level of the spell adds an additional 1d6 minutes to the duration.

Brilliant Deed: The trap retains its prisoners for 2d6 minutes.

Catastrophe: The caster finds her own hooves stuck where she stands.

Stitch, Seam and Sew Spell (active, sort of hard +1)

This charm makes it possible for the pony to sew (or undo) a fabric seam of her choice. At level two the caster can “multi-task” and hold, cut, and sew several items at the same time, in effect creating full outfits in just a few short minutes.

Brilliant Deed: The effect may be applied to several fabric seams at the same time.

Catastrophe: The seams will fall apart.

Talk to Animals Spell (passive, sort of hard +1)

This charm makes it possible for the pony to talk with the animal of her choice for one conversation.

Brilliant Deed: a group of animals may be included in the conversation.

Catastrophe: A catastrophe could cause a major misunderstanding among the animals.

Teleport Spell (active, improbable +4)

This spell allows the caster to run and then make a short teleport (about 100 feet) to any area within her line of site. At level two the caster does not need to run, but can teleport from a standing position. At level three the teleport can be used to transport somepony else within line of sight so they appear next to the caster. At level four the caster can teleport to locations that are not within line of sight. Teleporting to locations that are not within sight is always improbable +4, regardless of spell level.

Brilliant Deed: The caster can teleport repeatedly for 1d6 minutes.

Catastrophe: The caster may end up in an unexpected location, or hit an object.

Tidy Up Spell (active, hard +2)

This very practical spell makes it possible to clean and put back in order an area like a cupboard or a book shelf. At level two a whole room can be tidied up. At level three, three whole rooms and at level four, four whole room.

Brilliant Deed: The enchantment affects a whole house (or equivalent).

Catastrophe: Results in a bigger mess.

Unlock Spell (active, hard +2)

This charm makes it possible for the pony to open a lock or latch by touching it with the end of her horn. At level two it can also be used to close a lock or latch.

Brilliant Deed: The pony can choose to open (or close) the lock as well as the door or container it keeps closed.

Catastrophe: The lock remains opened or closed and becomes jammed, the caster must wait for 2d6 minutes before attempting to open the same lock again.

Want It, Need It Spell (passive, improbable +4)

This spell enchants an object so that anypony that sees it will become obsessed with possessing it. The spell last until dispelled by the caster or until the next sunset.

Brilliant Deed: The caster can make the object desirable to specific targets.

Catastrophe: The caster is unable to dispel the enchantment.

Whirlwind Spell (active, very hard +3)

A spell that create a small whirlwind capable of picking up a pony or other objects, twisting them about and dropping them about 20 feet away dizzy and confused.

Brilliant Deed: The whirlwind will carry the target up to three times as far.

Catastrophe: The caster gets caught up in her own whirlwind.

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