Spell list
(a work in progress, I’ll update on they way when I learn new spells
Prices, duration and charges of the gems will come when I’m done calculating it for a town like Ponyville.
~Vent)
Basics: For every spell gem you buy it is necessary that you sign that you’ve read the instructions and are aware of any side effects the (overly) use of those spells might have.
The gems have a set duration or a set amount of charges. Always keep those in mind to not get caught on the wrong hoof when they wear out.
Any gem with a duration can be spread individually. A spell lasting 2 hours when bought can be used for 5 minutes, still having 115 minutes left for later use.
Charges will be spend fully, even when used for a trivial task.
If you’re missing a spell you don’t need to be afraid to ask for it, I’m happy to broaden my spectrum of spells and learn new ones.
Manipulation: This spell allows ponies of every breed to use basically the same telekinetically powers of a unicorn within the proximity of touch. Any thing a pony touches can manipulated as if able of using telekinesis. Tying a ribbon, getting a thread through a needle and many other actions will be much easier to do.
Side effect/Warnings: For those unused to the spell continued usage my cause head aches. Bending robust material takes extra effort and is strenuous. Continued usage of this spell eases the side effects to a non existent point.
Best used: Any work that needs delicate manipulation of tiny things, or usage of delicate tools.
Strength: Doubles to triples the existing physical strength of a pony. It becomes easier to pull, or carry things around.
Side effects/Warnings: Jumping will carry you higher and one might get injured at the landing. It has no effect on running, flying or swim speed. Do not try to hit solid objects! While this spell increase the skeletal structure enough to withstand any extra pressure from added weight it does not protect from broken bones when hitting a rock, or other similar sturdy objects.
Extended (permanent) use of this spell will have a negative impact of ones strength because of less training for the muscles. Does not help for body building.
Best used: Train ponies, or miners to carry heavy wagons of load and any similar work requiring moving heavy luggage without machines.
Iron bones: This spell hardens the bones and make the joints exceptionally sturdy. It prevents injuries from blunt force on the skeleton. Under this spell, combined with the strength spell it is possible to easily destroy rocks and other sturdy materials without using tools.
Side effects/Warnings: This is not an invincibility spell! While falls will not break bones a brain trauma is still very possible and the skin and organs can be damaged. Extended (permanent) use may weaken the bone structure and joints. It is possible to use this spell for clinic purposes for ponies with weak skeletal structure, but not recommended-
Best used: Miners mainly. Discount if used together with a strength spell.
Endurance: This spell negates the effects of fatigue and exhaustion. It is possible to run for hours and hours under this spell without regrets until sleep deprivation and hunger kicks in. It helps keeping up breathing and prevents sore muscles entirely..
Side effects/Warnings: Although this spell is good for building up muscles it does no good for the natural endurance. Extended (permanent) use decrease the natural endurance of a pony.
Best used: For extreme muscle build up (use with caution, not every day), very strenuous jobs and tiresome work. Delivery service that needs to go extra fast or in case of emergencies to work all day (floods, fire…)
Wings: Creates a pair of fully functional Pegasus wings to the bearer. The bearer is able to perform any air manoeuvre like pegasi given training and physical ability (mostly strength and endurance)
Side effects/Warnings: No side effects, inbound in the gem is a feather fall spell that will prevent injuries from a fall even when the spell wears off or the gem get lost. Just make sure not to be above dangerous territory when the spell wears off. It is strongly recommend to make first flying practices with a Pegasus tutor to prevent injuries.
Best used: Thrill of flight for anypony who wants to. Can be of use in regions with low Pegasus population to do several jobs normally performed by pegasi.
Feather fall: Simple spell that kicks in after a free fall of more then 9 feet. It lasts until solid ground is reached. If one have a horizontal motion the impulse will be kept normally until it dies down and the fall becomes straight downwards.
Side effects/warning: While under influence of this spell flying is cripplingly slow in any direction until the bearer meats solid ground again. It activates after a few feet of free fall so it’s not recommend for stunt flying which involves free fall and high speed diving. This spell is a mandatory addition to the wing spell and cannot be excluded! This is spell not meant for paragliding!
Best used: Rookie flyers who have troubles to stay in the air, mountain climbers, builders in skyscrapers and any work or task made in high altitude.
Breathing spell: This spell allows to breath in any kind of situation. More so, the bearer doesn’t even need to breath at all, the lung is filled constantly with a stream of fresh air, making it possible to survive into thick smoke, under water, or even buried in sand. This spell is chained to an updraft spell, see below.
Side effects/warnings: When used for diving the updraft spell will kick in 5 minutes before the breathing spell wears off. The updraft will ignoring any force holding the bearer under water of less than 2000 pounds (excluding the weight of the bearer self). This is an emergency spell and will bring the bearer up very quickly, it may cause rapture of the deep and other injuries coming from raising fast up from the depths. The bearer will be noticed mentally at 10 minutes before the breath spell will wear off.
Best used: Diving, rescue forces, sailors. Discount if used together with the Fin spell.
Fin spell: This spell changes hooves to fins automatically when in water and changes the tail and mane accordingly. It increases the swim speed drastically.
Side effects/warnings: This spell doesn’t increase lung capacity or allows under water breathing. It is recommend to use the breath spell along with this one. Be aware that ponies are not meant for diving deep into the sea and watch out for rapture of the deep and high pressure.
Best used: Diving, rescue forces, guards, sailors.
Wall walking: Allows to walk on any surface that isn’t as smooth as a mirror. Makes working over head much easier and makes the need for ladders obsolete. Comes with an inbound feather fall spell.
Side effects/warnings: Walking on walls or ceilings may make the bearer dizzy and loss of orientation. Puts unused stress to the body and can cause sore muscles because of it.
Don’t jump when walking on a wall or ceiling!
Best used: Painters, builders, climbers, miners, rescue forces.
Temperature insensitiveness: This spell numbs the feeling for heat and colt completely and protects from it between –40°C and +60°C. Regardless where the bearer is, it’s always a (for the bearer) comfortable temperature no matter of blazing hail storms, or searing sun.
Side effects/warnings: Fire still burns and hurts when coming into contact and extreme cold (liquid hydrogen) still freezes and injures the flesh. After to long exposure to this spell the bearer might react for some time more sensitive to changes in temperature.
Best used: Expeditions into ice, or sand deserts, climbers, Pegasi working in extreme weather situations. To some degree rescue forces.
Restricted Spells:
Basics: For any restricted spell ordered there is an addition of formalities to be done. Those spells prove to have more potency to do harm to oneself or others. You must sign that you’ve read and understand the instructions for them. Furthermore since some of them prove to be a threat to public security more than the other spells and can be tracked down I need everypony to show their identity card and leave their name and address.
Emergency Healing: This spell heal most injuries and broken bones, even lethal wounds can be healed if treated immediately, however.
Side effects/warnings: Healing spells drain upon the life force of the pony healed. Doctors use this magic very cautiously and carefully to just assist the healing process and not drain out the patient. However, since this gem don’t have artificial intelligence, it just heals until finished. In best case a healing spell used by a gem leave a pony exhausted and barely able to move when healing a major injury. At worst it can drain some weeks, months or even (not confirmed) years of life depending on the severity of the wound. Please be very aware of that fact and use it wisely!
Best used: For expeditions into dangerous territory, for guards and rescue forces.
Side note: unicorns using this gem can throttle down it’s power while using it to decrease the danger of side effects drastically.
Speed: Doubles to almost triples a ponies land speed (not much of an effect on flying and swimming) increasing reflexes and hoof eye coordination. It allows a pony to move, or work much faster than usual. For the pony under the effect of the spell everything s/he does will be on normal speed and won’t notice the extra tempo at all.
Side effects/Warnings: higher speed means higher effective mass, make sure not to crash into things, the injuries can be lethal! This spell put a very high amount of stress to the body and wears out a pony really quickly. It is recommend to start using it only for an hour or two straight and slowly increasing the amount of continued use. Those side effects can be prevented with the combined use of the endurance spell, but still the energy consumption is very high (more need to eat and drink)
Best used: For piecework or in emergencies for rescue forces.
Shield spell: This spell puts up a continuous force field around a pony. It basically protects of greater outer forces like wind, rain and hail and continuous/channelled spells of unicorns like telekinetic or binding spells. It prevents a pony to be hurt by flames, but don’t protect against heat or cold. It shields against forceful impacts like cave ins and lightning bolts, but this drains 1 hour of the spells duration.
Side effects/Warnings: It’s mainly used for survival in live unfriendly territory and not so much for combat situations. When almost depleted a force effect will go halfway through the shield and discharge it completely. High velocity flying under protection of this spell isn’t possible
Best used: Weather pegasi working in storms, expeditions into life threatening territory, like snowy and stormy mountains or deserts. Combat units expecting a high amount of continued attacks.
Reaction shield: This shield isn’t permanently active it only triggers, when sensing a force strong enough for injuring the bearer, or when it registers a substance that is dangerous in itself, like electricity, fire or acid. The shield gives mainly protection against unexpected threats to body and life, like explosions, falling rocks, or sudden assaults with weapons or lethal spells.
Side effects/warnings: This spell lasts 10 seconds upon activation and has several charges. It does not protect against channelling spells or continued force applied to the bearer.
Best used: Miners and ponies working with instable products or dangerous materials. Guards, officers and rescue forces, celebrities.
Lethal spells:
Basics: Only for guards, officers and expeditions into dangerous territory with governmental acquiescence.
Spell list not openly available. Every spell will be done once ordered, I don’t keep stack of spells like this.