Magician Spells

The Magician talent allows characters to use magical spells they find in books, scrolls, or artifacts during their adventures. This page is meant to be a reference to some of both the common and lesser-known spells that may be found and learned. (Note that this page expands the Magician ability beyond the core rules).

Special Spell Rules: Spells in this list all have a DC. This is the minimum DC for learning the spell using Magician, and it is also the minimum DC for casting the spell without losing stamina. Each time a spell is cast, if the spell roll does not pass the spell DC, the caster loses one stamina. (This requirement does not apply to enchanted objects or magic wands). Some spells may have additional stamina loss as a part of their casting cost. Stamina loss to casting a spell may not be reduced by any armor, resistances, or other stamina reduction. Also note that a spell "target" may not be a group of smaller targets.

Rarity:

Some spellbooks are easier to find than others. The spells on this page have been organized with these in mind, along with a suggested GM difficulty for random encounters:

RarityDifficulty
Common4+
Uncommon8
Rare12
Very Rare15
Legendary18
Mythical20

Common Spells:

Spells that practically everyone knows about.

Longstride's Lesser Locator
DC: 4
Found in: Household Spells
This spell was devised in order to resolve some issues a certain mage had in locating specific objects in his rather cluttered bedroom office. Name a specific object that you wish to find, and if the object is in direct line of sight it will light up and glow. Effect lasts for one minute and follows the caster, permitting them to move around to check other areas.
Nightshade's Night Watch
DC: 3
Allows the target of the spell to see in complete darkness, though still not as clearly as in bright light. Colors cannot be seen properly with Darkvision. Spell duration is one hour, or until the target wishes to cut it off.

Uncommon Spells:

Spells that some ponies might not have heard of.

  1. Cloudwalking
Cloudwalking
DC: 6
Found in: Localized Active Cloud Manipulation and Solidification for Travel and Safety by Twinkletoes The Great
When cast, this spell allows the target to walk on clouds for up to a number of hours equal to the base spell skill level (eg, d4 = 4 hours).
DC:
Found in: The Mammoth Book of Spells

Rare Spells:

Spells that most ponies have not heard of.

Water Breathing
DC: 4
Found in: A Study on Fish Migration by Coral Pearl
Allows the target to breath underwater as easily as breathing air. Also improves your ability to communicate with others in the water. Spell duration is for one hour.
Moonbeam's Mental Messenger
DC: 5
This spell gives the caster the ability to open a mental communication channel with any creature they can see (direct line of sight). There is no additional requirement to "connect" to a willing participant, but if the target is trying to ignore you then the spell roll must beat a Challenge against the target's Mind Trait. Affected creatures may re-try to forcibly disconnect after five minutes. Multiple creatures can be connected to the same link by re-casting on other targets. The effect lasts for one hour or until dispelled by the caster.
Finnigan's Fairy Wings
DC: 7
Found in: Foraying into Featherless Flight, by Finnigan
This is a difficult spell that when cast sucessfully gives the target wings of gossamer and morning dew. The wings can last for up to three days, or sustain light flying for up to six hours, but rapidly deteriorate under high stress, heat, or rain. Casting requires two stamina (three if cast using Magician) and need to beat DC 7 to be sucessful. While active, the target gains Fly with die equal to the caster's Finnigan’s Fairy Wings die level.
Levitation
DC: 5
Found in: Levitation, by Finnigan

Very Rare Spell Books:

If you're not a magical scholar, you probably wouldn't have heard of any of these.

Morph Appearance
DC: 18
Found in: Magical Metamophic Manipulations by Moonbeam Willow
If you roll an 8 or lower, you spend two stamina instead. Gives you access to Morph in appearance only. If you take a flying form, you may fly at d4, but otherwise do not gain any abilities from your target and may not cast magic if your new form does not have a horn. The effect lasts for one hour, or until the drinker wills to return to their normal form.
Wanda's Wild Growth
DC: 6
Found in: Wildflower Wildreness Wanderings by Wanda Willow
When cast on bare earth, this spell causes new plants and fungi to spring to life in a matter of moments. If cast on plantlife, it rejuvenates existing growth and empowers new growth. The amount of growth is roughly equivalent to the table for Green Hoof, but if the target is not a specific plant it will sprout/rejuvinate plants in a radius of effect instead of growth length.
Want It, Need It
DC: 8
The target of this spell must be an inanimate object. On a sucessful cast, the object becomes incredibly desirable to all creatures that see it. Creatures that see it must roll a Mind Challenge against the roll that created the enchantment. If they fail, they feel an overwhelming desire to hold and keep the object to themselves. This Challenge can be attempted again after a short while, usually about five minutes. The enchantment remains active for one hour. Note that as this is a mind-altering spell, it is classified as dark magic and therefore outlawed in most jurisdictions.
Freezefield
DC: 8
Found in: Mooncurve's Guide to Interval Incantations
This spell targets all creatures within 10 feet of the caster other than the cater themselves. All targets must make a Body Challenge against the Freezefield roll or become frozen in place for one minute.
Dispel Magic
DC: 10
Found in: Hayhoof's Intonements
On a successful cast, this causes any latent magic on a target to disperse into the ether and whatever spell or enchantment it was powering to fade away. If the target uses runes for the spell structure, it will return to normal function once given power (runic power sources and methods may vary).
Fox's Cunning
DC: 5
Found in: Houyhnhnm's Guide to Magical Arcana
When cast on a target, the very next Mind roll they make is upgraded / at advantage.
Vitality
DC: 9
When cast on a target within 10 feet of you, this spell restores 2d4 stamina. This spell only works once per day on any given target (although you can cast multiple times if the target is different each time).
Greater Invisibility
DC: 8 (base Difficulty)
Found in: The Art of Invisibility Spells
When cast on a target, it then appears to become completely translucent without reflection, effectively becoming invisible. Any attempts to locate the target using visual means must overcome a Mind Test with DC 10. The effect lasts for one hour. Targets larger than a pony require a higher DC to cast without penalty, eg a house might be DC 12.

Legendary Spells:

If you've heard about these, it's probably because they're mentioned in epic stories.

Mistform
DC: 13
When cast on a creature target, their physical appearance and tactile-ness shift to resemble a creature-shaped cloud of mist. While in this form, they are able to float around and pass through cracks in doors and walls that aren't completely airtight. If you were to take stamina loss from a physical source while in mist form, roll a d10 and reduce the stamina loss by that amount, to a minimum of 0. Additionally, if you attempt to scuffle with another creature, any stamina damage you deal is reduced by d10, before Scuffle Challenge checks. The effect lasts for ten minutes, or until the target wills themself back to physical form.
Time Travel
DC: 18 to learn, specific DC based on intended efffect
This is a very complicated spell that can enable the caster to view or even interact with the past, depending on what the caster put into the spell when casting it. If casting without a specific target, the effects of the spell are determined by the maximum DC that the spell roll allows.
TargetDCEffect
Time Window (lesser)2Brings the caster's concousness back in time to sometime in the last ten minutes, but without the ability to focus on any specific thing (focus determined by GM). Effect lasts for one minute.
Time Window5The caster is able to "see" their surroundings and events as they occurred at a specific point sometime in the last hour. Effect lasts for up to five minutes.
Time Window (greater)8The caster can produce a one-way "window" in space in front of them that shows that specific location on the other end, but the other side of the viewer is a specific point in time up to two days ago. The window may be repositioned by the caster, and the point in time may be also manipulated. This window can be witnessed by observers other than the caster. Effect lasts for ten minutes.
Time Illusion12The area around the caster shows a semi-translucent hologram of this specific location showing the events of up to two weeks ago.
Glimpse Through Time14The caster is able to take Time Window beyond the past hour and view any single point in spacetime which is at least one month ago.
Time Travel (lesser)16The caster is physically transported to a point in space exactly one week ago. (The point in space cannot be directly affected by the caster). After a period of five minutes, the caster is pulled back to their original spacetime. (The scroll with this spell has notes about "fixed timeline theory", whatever that could mean).
Time Travel18The caster and any other creatures within 5 feet of the caster are physically transported through spacetime to a specific point in space and time. After a period of up to one hour, every traveled creature is pulled back to their original spacetime, but in a potentially different timeline. (The scroll containing this spell emphasises multiple times in several different hoofwriting styles the dangers of this spell, including notes about the sanctity of time and how small changes can have devastating effects in your current time).
Maredenkainen's Faithful Hound
DC: 5
Costs one stamina to attempt to cast. When successful, this spell summons a magical dog which is slightly transparent and shimmers with purple magic. The summoned creature dissipates after either one hour has passed, its stamina runs out, or if the caster wills it to disperse.
Maredenkainen's Faithful Hound (Summoned Creature)
Body (d6), Mind (d6), Charm (d6), Stamina: 12
Talents: Truesight (d6)
Quirks: Slow moving, Weakness: Acid (d4)

Mythical Spells:

I'm pretty sure some of these can't be real.. can they?