This is a partial listing of spells in the Essence20 system. These spells have been chosen as being the best options for a Power Rangers RPG, however any spell from the My Little Pony magic system can be used with GM approval and tweaking to fit the PR universe.
-KingOfWolves
| Elementary Spell List | ||||
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| Spell Name | Circle of Magic | Cost | Duration | Range |
| Adapt | Enchantment | ↓3 | 1 Day | 30ft |
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You cover a creature’s basic needs to live in a different place. Target creature gains a feature that allows them to survive in an environment they normally couldn’t. This could be cloud walking in Cloudsdale, gills to breathe underwater, heat resistance in a dragon lava tube home, night vision in a cave, or even a space suit in space. |
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| Automate | Utility | ↓1 | 1 Scene | 30ft |
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You bring tools to life. An object you target performs the task it was designed for. A broom sweeps, a candle lights, a whisk whisks, for the duration of the spell. As long as you supervise the object, you can issue it directions that relate to the object’s function. For example, if you automate a hammer, when it’s done hammering one nail, you can direct it to the next. If you cast this spell multiple times, you take ↓1 Spellcasting per additional object that you automate. |
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| Barreling Beam | Beam | ↓3 | Instant | 60ft |
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Your beam is wide and strong enough to move creatures. Make a Spellcasting Attack Test against a target within range. On a success, you move your target up to 15ft away. If you are moving them into harm’s way, such as over a cliff or into an electrified waterfall, you only push them up to the edge of the hazard unless your Spellcasting roll was a Critical Success. If you aren’t pushing them into danger, then your target is knocked Prone on a Critical Success. |
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| Brilliant Sight | Aid | ↓1 | 1 Scene | 30ft |
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The eyes of a creature shine with the power to pierce through darkness. The target of this spell can see perfectly well in darkness, even magical darkness. By adding ↓1 to the casting cost, you can empower the spell even further, granting the target the ability to see through fog and light obstructions in addition to darkness. |
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| Frost | Beam | ↓1 | Instant | 10ft |
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Brrrr! Give someone the cold shoulder… but in a good way. You dramatically decrease the temperature of a target within range by sending an icy glimmer of light from your hand. With this spell, you can reduce a creature’s fever, making them feel a lot better. Need to cross that pond? Create an icy walkway over it. Save your friend’s ice cream shop after the freezer breaks! In the heat of summer, you can also chill a pitcher of lemonade to perfection with a wave of your hand. Cool! The spell isn’t powerful enough to actually cause harm, but anyone under its influence for too long begins to suffer from the same effects as a cold environment. |
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| Cloud Art | Utility | ↓3 | 1 Scene | Line of Sight |
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Make the sky your canvas and the clouds your paint. With a simple flourish of your hand, you can change the shape and size of the clouds in the skies. You can use this to draw something in the sky, or even write out a message. Once you’ve cast the spell, you can keep changing the clouds for the entire duration, but once the duration expires, the clouds slowly disperse back to their original state. You cannot use this spell to create clouds from nothing, so it must be at least a slightly cloudy day for you to cast this spell. The clouds do not need to be naturally formed clouds, so if they’re created by another spell, a magical item, or some manner of technology, they will do. |
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| Common Ground | Enchantment | ↓2 | 1 Scene | Line of Sight |
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You and a creature learn to communicate. You and another creature can talk to one another. If you do not share a language, you each become fluent in the other’s first language. If the creature is too set in their ways to listen, you open their mind to your way of thinking. This does not guarantee the creature will agree with you, but they will understand you. |
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| Disguise | Aid | ↓1 | 1 Scene | 20ft |
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Magically disguise yourself as someone else. You change your appearance and gain Edge on Infiltration and Deception skill tests when pretending to be someone or something else. You are limited to disguising yourself as something that is roughly the same size and shape as yourself. Example: Jack casts disguise self and changes his appearance to look like a Z-Putty so he can infiltrate the Lunar Palace. |
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| Enchant | Enchantment | ↓1 | 3 Rounds | Line of Sight |
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A creature better understands how to perform a task. The target creature gains ↑1 in a Skill of your choice. If cast multiple times on a target, the up shift does not stack. A different skill must be chosen or the current skill's enchanted duration can be increased. Example: Jack sees that Ricky is struggling to hit the Putties with his Blade Blaster's blade mode. He casts Enchant on him, giving him a boost to his Might skill. |
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| Energy Beam | Beam | ↓1 | Instant | 30ft |
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You unleash a beam of colorful energy. Make a Spellcasting Attack Test against a target within range. On a success, you deal 1 Energy damage. |
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| Fly | Aid | ↓2 | 1 Scene | Line of Sight |
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You gift grounded creatures with beautiful wings. The target creature grows wings like a butterfly, gaining 15ft Aerial movement. |
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| Fly | Aid | ↓2 | 1 Scene | Line of Sight |
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You gift grounded creatures with beautiful wings. The target creature grows wings like a butterfly, gaining 15ft Aerial movement. |
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| Fool's Carrot | Enchantment | ↓1 | 1 Scene | 60ft |
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Your heart’s desire floats in front of you, mesmerizing you with the promise of all your dreams coming true! The target of this spell becomes enamored with a spectral object that is continually out of their reach yet remains the focus of their attention. The spectral object takes the illusionary form of something they really want. The target suffers ↓3 to all Skill Tests that don’t involve trying to claim it, due to their constant distraction. However, whatever they do, it is impossible to ever catch the object. If, after a round, the target has reason to believe the illusion isn’t real, they can attempt a DIF 10 Alertness Skill Test. If successful they see the illusion for what it is and can ignore it. |
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| Light | Aid | ↓1 | Instant | 20ft Radius |
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A light to lead the way. Casting this spell makes an object in your hand light up and glow with the equivalent light of a lantern (light for about 20ft all around). The spell lasts as long as you want it to, and you can extinguish it at will with a free action. Once extinguished, the spell must be cast again. While active, anyone trying to spot you gains Edge, especially at night. |
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| Slippery | Enchantment | ↓1 | 1 Scene | Line of Sight |
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This spell makes the target creature slippery to the touch and unable to be held or restrained. If already restrained or grappled, the creature gains Edge for any Skill Tests used to escape during the scene. All Speed-related Skill Tests to go fast are ↑1 for the duration, but all attempts to stop suffer a Snag. |
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| Healing Touch | Aid | ↓3 | Instant | Reach |
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Your touch is able to heal wounds. The target creature Heals 2 damage. |
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| Illusory Clone | Utility | ↓2 | 1 Scene | 15ft |
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You call forth a magical helper. An illusory clone of yourself that seeks to help appears anywhere within the range of the spell. This clone is mostly intangible and immune to anything but magical damage. It uses the same statistics as the caster if required and disappears before the duration if ‘killed’. The clone can do nothing except Lend Assistance, which it can do once each round to anyone within 15 feet of the caster that the caster indicates for as long as the duration. |
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| Grasping Hand | Enchantment | ↓1 | Instant | Line of Sight |
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You are able to throw a spectral hand that magically grips onto an object and retrieves it. The hand can only lift objects up to 10 pounds in weight and must be able to be moved. You must make a DIF 12 Targeting or Spellcasting Skill Test to successfully hit the target, and the DIF increases by 2 for each 30 feet away the object is. |
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| Prestidigitation | Aid | ↓2 | Instant | 60ft |
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You can instantly freshen yourself or another creature, including personal effects. You or a target creature is instantly groomed, washed, or otherwise cleaned. This is a particularly helpful spell when you need to look presentable after spending the day in muddy caverns, heavy downpours, or swimming through brackish water. You or the target look as if you just stepped out of a bath and any personal effects that you wear or carry, such as clothing, are also freshly cleaned and presentable. As an elementary spell, prestidigitation does have its limitations. It cannot heal, so if you are suffering from a wound when you cast it on yourself, that wound remains and, if unbandaged, may bleed onto the now-refreshed clothing. Also, this spell cannot repair tears or replace any missing parts, such as buttons or ties (although such items can be repaired or replaced normally). Thus, if you or the target creature has been doing something that can potentially cause more damage than getting dirty, you’ll need to check with the Game Master to determine the extent of the damage and what this spell will or won’t fix. This spell can be cast backwards to make the target horribly messy and dirty, but nothing a bath wouldn’t fix. It is a mean prank, but it might make a useful disguise. |
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| Lancing Beam | Beam | ↓2 | Instant | 60ft |
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You fire a long range beam of concentrated energy. Make a Spellcasting Attack Test against a target within range. On a success, you deal 1 Energy damage. |
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| Heavy Burden | Beam | ↓2 | 3 Rounds | 60ft |
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Remind an opponent of the heavy burden they bear. Aren’t they worn out already? The target of this spell suddenly feels overladen and encumbered. The caster makes a Spellcasting Attack Test against a target within range. On a success, the target suffers ↓2 to all Strength and Speed Skill Tests for the duration of the spell. |
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| Quick Fix | Utility | ↓1 | Instant | Reach |
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Repair minor damage to objects, equipment or clothing. As long as you have all of the components of an object, you can make repairs to it. If the object has been shattered, like a wooden door or glass window, it cannot be repaired. A successful DIFF 12 Spellcasting skill test will allow you to repair the object so that it is functional again. |
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| Magical Lasso | Utility | ↓1 | Instant | 20ft |
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Casting this spell creates a magical lasso in the hands of the caster, which they can use like a normal rope to grab and entangle things. However, as it is magical, they can use their current Spellcasting skill to do so instead of a physical one. A successful attack with the lasso will Immobilize a target. |
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| Summon Shield | Aid | ↓1 | 2 Rounds | 30ft |
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You raise a defensive barrier between a creature and any incoming attack. The target creature within range gets a +2 bonus to Toughness and Evasion for the duration of the spell. |
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| Teleport | Utility | ↓3 | Instant | Line of Sight |
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You disappear in a flash of light, reappearing somewhere nearby a split second later. You arrive in any space within range as long as there isn’t a creature or object there. If the space is occupied you appear as close as possible to your target in an unoccupied area. |
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| Toasty Temps | Beam | ↓1 | Instant | 10ft |
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The reverse of Frost. You dramatically increase the temperature of a target within range by emitting a heated ray of light from your hands. On a chilly day, you can warm up a cold friend and help them avoid hypothermia. Melt the ice on a door that’s frozen shut. Make that icy bridge a lot less dangerous. Start a cozy campfire to roast some marshmallows. You can even heat up a frosty toilet seat before using it if you want to! As the reverse of Frost (Chilly Filly), this spell isn’t powerful enough to actually cause harm, but anyone under its influence for too long begins to suffer from the same effects as a hot environment. |
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| Superior Spell List | ||||
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| Spell Name | Circle of Magic | Cost | Duration | Range |
| Basic Shape-shifting | Enchantment | ↓2 | 3 Rounds | Self |
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Not as powerful as Polymorph, this shape-changing spell still creates the impression that you are someone, or something else. You change your appearance enough to pass as another type of creature. The creature you turn into is the same mass as you are. You gain benefits the creature has naturally, such as a fly speed if it has wings or natural weapons if the creature has them (like fangs or claws). You gain Edge on Deception and Infiltration Skill Tests to maintain your deception and gain any of the special movement types of the creature. Example: Jack wants to get to a high ledge. There's no climbable path to it, so he casts Basic Shape-shifting and turns himself into a hawk. Though his appearance and abilities are now the same as a hawk, he is not the same size as the average hawk. |
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| Bestow Expertise | Enchantment | ↓2 | 1 Scene | Line of Sight |
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You fill a creature’s mind with wisdom and experience. The target creature gains a Specialization of your choice for any Skill for the duration of the spell.Restriction: Cannot be used to give a Spellcasting specialization. |
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| Danger Sense | Aid | ↓3 | 4 Hours | 120ft |
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Your spell warns you of upcoming danger. When you cast this spell, an invisible magical chime appears and follows you. As soon as a hostile creature or trap comes within 120ft of you, the bell rings. It rings once for a trap, twice for a hostile creature, three times for both! If the player character is asleep, the ringing instantly magically awakens them, and they have full knowledge of how many rings there were. No one else can hear the chime. |
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| Invisible | Enchantment | ↓3 | 1 Scene | 30ft |
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You make a creature hard to detect. The target of this spell (who must be in range) becomes silent and invisible. They gain Edge on Infiltration Skill Tests related to not being seen, and creatures looking for them suffer Snag on Awareness Skill Tests to notice them. This spell stops working if the target of the spell harms another creature, or if the target is affected by even stronger magic (as defined by the GM). |
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| Explosive Beam | Beam | ↓3 | Instant | 60ft |
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You aim your beam at an area instead of a creature, affecting all creatures in that area. Pick a space within range. Make a Spellcasting Attack Test against each target in a 15ft diameter circle of the chosen space. You deal 1 Energy damage to each target successfully attacked. |
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| Fireball | Beam | ↓3 | Instant | 30ft |
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BURN EVERYTHING with a ball made of fire. It’s a classic for a reason Make a Spellcasting Attack Test against a target within range. On a success, you launch a ball of fire from your hands and deal 2 Fire damage to the target. Okay, yes, this is obviously good in combat. However, it also has other applications where burning things to the ground is necessary. Start a bonfire. Turn that giant thicket of thorns in your way into ash. Help demolish that condemned building. Get rid of evidence… |
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| Flower Power | Enchantment | ↓3 | 1 Scene | Line of Sight |
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With a sweet aroma and stunning flowers, this instant garden of blossoms hides dangerous prickles. A beautiful plant with layers and layers of big, bright blooms sprouts from the ground and takes over a 5-foot by 5-foot by 5-foot cube area that the spellcaster chooses. Small, sharp thorns, hidden by lush, green leaves and cheerful, colorful flowers, cover the stems. Each time a creature brushes up against this plant, or for each round they are in the area it suddenly grows, they suffer 1 Sharp damage. Anyone in the area of effect must also make a DIF 12 Acrobatics Skill Test to get out of the way or be trapped inside the briars. Trapped characters can be cut out by allies or make a DIF 10 Brawn Skill Test each round to climb out, taking another 1 Sharp damage for each attempt they make. At the end of the spell’s duration the plant withers away. This deceptively charming shrub works well for blocking the way, decorating for an event, or gumming up a machine that needs to be stopped. Just be careful when using it as decor. |
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| Glowing Aura | Utility | ↓2 | 1 Scene | Reach |
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With a snap of your fingers, you can create a glowing aura of brilliantly swirling colors. With each movement, sparkles fall to the ground creating a glowing path for others to follow that also illuminates your surroundings. This spell creates a glowing aura around you, leaving a trail of bright sparkles wherever you go! The sparkles can illuminate the area around you and also be a marker showing where you went. Trying to cover up or hide the sparkles is difficult and any attempt to do so is at ↓2 to the test. The area around you during the spell duration is lit up like daylight for 15ft around you. The light is so bright and sparkly, it makes you a little hard to look at and all attempts to target you with spells, ranged attacks or melee weapons suffer ↓1. |
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| Hitch a Ride | Utility | ↓3 | 1 Day | 20ft |
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When you have to get somewhere, you ride in style. You summon a magical vehicle that appears in an unoccupied space within the spell’s range. It is large enough for you and 9 other Common sized creatures to travel comfortably. This vehicle drives itself, has a d10 Driving skill, is Specialized in Driving itself, and has a Ground and Aerial movement of 60ft. The design of the vehicle is up to the caster. Common designs include wagons, hot air balloons and barges, but you can also create something wild and magical like a flying dolphin, a dragon or a bus in the shape of a cat. |
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| Illusion Confusion | Enchantment | ↓2 | 1 Scene | 60ft |
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This upgraded version of Fool’s Carrot draws your target away from their current location and sends them on a wild goose chase for 15 minutes. Illusion Confusion creates an intriguing specter that flits just out of the corner of the target’s eye and makes curious sounds to lure the target after it. It tends to appear as something vague that the target desires. If, after a round, the target has reason to believe the illusion isn’t real, they can attempt a DIF 15 Alertness Skill Test. If successful, they see the illusion for what it is and can ignore it. Otherwise they follow it at a brisk walking speed for 15 minutes. If the caster wants to affect multiple targets, they can do so as long as they are within 10ft of each other. Doing so means the caster suffers an additional ↓1 to their Spellcasting skill for each extra target. This spell works really well for getting a guard away from their post or for making sure a surprise birthday party doesn’t get discovered by the guest of honor before it’s time. |
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| Pollution Solution | Utility | ↓3 | Instant | 20ft Radius |
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Say goodbye to gross, and go from muddy mess to a pristine pond or fume-filled fog to crystal clear currents of air. Remove impurities, poison, or pollution from the air or water 20 feet around the caster. This makes water drinkable and air breathable. Any creature that needs the air or water to survive can now live there happily. Pollution Solution works on anything up to the size of a small pond or large room (up to the GM’s discretion). This spell is excellent for adventurers who need water but can only find a muddy hole, or for the heroes that need to defend against the attacks of monsters like Polluticorn. |
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| Blinding Beam | Beam | ↓2 | 3 Rounds | 60ft |
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Black out watchful eyes when you need a quick distraction. You cloud a creature’s vision, temporarily giving them the Blinded Condition. |
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| The Stare | Beam | ↓3 | 3 Rounds | 60ft |
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Make a Spellcasting Attack Test against a target within range. On a success, the target gains the Frightened condition (↓2 on Smarts and Social Skill Tests when in sight of you and cannot move closer to you). |
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| Summon Armor | Aid | ↓2 | 1 Scene | 30ft |
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You encase an unmorphed creature in a magical form fitting, protective shell. If the creature morphs or otherwise activates a transformation that makes a change to their Toughness or Evasion stat, the magical armor is dispelled. Target creature gains a +2 bonus to Toughness and Evasion for the duration of the spell. |
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| Teleporting Beam | Beam | ↓2 | Instant | 60ft |
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Your beam magically relocates whatever it hits. Make a Spellcasting Attack Test against a target creature or object within range. On a success, you move your target instantly to any space within range of your Beam without a creature or object in it. |
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| Together Bind | Enchantment | ↓2 | 1 Scene | Line of Sight |
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Bind two creatures together mystically, establishing a bond of telepathy and awareness. Two willing creatures within line of sight become mentally linked. For the duration of the spell, they know exactly where the other is located, and can communicate with each other telepathically. Once the spell is cast, you do not need to remain within line of sight of either creature, nor do they need to remain within line of sight of each other. Alternatively, one creature can be unwilling as long as you are the other creature. You must make a Spellcasting Attack Test against the unwilling creature. Establishing the link does not give any sort of control over the actions of the other creature, it just makes you aware of each other’s location at all times and gives you the ability to communicate telepathically. |
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| True Sight | Utility | ↓2 | 3 Rounds | 80ft |
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You can see the unseen and the truth of your surroundings. While the spell is active, you can make Alertness Skill Tests to notice things that are invisible or magically hidden. You might also notice secret doors and hidden items concealed by magic. You may also see the true nature of things, such as the true form of a shapeshifted being. |
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| Silence | Enchantment | ↓1 | 1 Scene | Line of Sight |
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The target this spell is cast on finds themselves unable to talk for the duration of the spell, although the caster can end the spell at any time. If the target is unwilling (and who wouldn’t be?) the spell costs an additional ↓2 to cast. |
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