· 8 years ago · Apr 09, 2018, 09:42 PM
1 Magical Compendium
2 by Starswirl the Bearded
3 Circa 2,222 A.D.
4
5 Table of Contents
6 Forward......................................................1
7 Chapter One: Schools of Magic................................2
8 Chapter Two: Spells and Casting.............................11
9 Section One: Non-Vidit Potestatem...............12
10 Section Two: Subito Motus.......................14
11 Section Three: Mentior Sensus...................16
12 Section Four: Mutare............................20
13 Section Five: Corporis Magicae..................22
14 Section Six: Mortem.............................25
15 Section Seven: Praeteritum et Posterus..........28
16 Section Eight: Adversus Exponentia..............33
17 Section Nine: Sanitatum.........................37
18 Section Ten: Procul Visum.......................41
19 Section Eleven: Distrahunt......................46
20 Section Twelve: Elementum.......................49
21 Section Thirteen: Accersito.....................51
22 Section Fourteen: Augendae......................55
23 Chapter Three: Species and Magic............................59
24 Closing.....................................................70
25
26 Forward:
27
28 There exists, in nearly all species of this planet, magic. From the great Dragons who pull magic from the air to unleash elemental fury on their foes, to the fearsome Centaurs who channel chaotic magic through their horns to change the world around them, magic surrounds us all, although few species are able to wield its powers.
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30 Of the currently discovered sapient species, only four have proved that they are able to manipulate magic through their own free will in nearly any way they see fit. These species are the Dragons, the Unicorns, the Alicorns, and the Centaurs, and the capabilities of each species will be further explained in later chapters of this book.
31
32 Chapter One: Schools of Magic
33
34 There are currently eight primary schools of magic and six subschools of magic, each able to utilize magic in their own, unique way. Some of the schools are banned from practice due to the moral nature in which the magic is used, and others are banned due to the potentially dangerous nature of the magic itself. However, some banned schools are home to many specifically non-banned spells and subschools: for instance, the school of Sanitatum is actually a subschool of the primary school of Mortem. While the school of Mortem is banned from practice, the school of Sanitatum is not.
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36 The currently established schools and subschools of magic are as follows, with a brief description of each. In further chapters, each spell within a school will be explained in detail in addition to giving a basic example of how to cast the spell, provided it is not a banned spell:
37
38 Primary Schools:
39
40 Primary schools are schools of magic whose principles do not require principles of another school or subschool in order to cast spells from its school. As such, spells within a primary school will be unlike those of other primary schools, and teachings gained from one school should never be applied to that of another primary school.
41
42 School of Non-Vidit Potestatem:
43 The school of Non-Vidit Potestatem is a primary school of magic relating to the use of magic as an extension of the casters' body, allowing them to manipulate objects without physically touching them. It is commonly taught as an introduction to magic.
44
45 School of Subito Motus:
46 The school of Subito Motus is a primary school of magic consisting of spells designed to instantly move its caster or objects to another, typically unseen, location. It works in conjuction with its subschool of magic, the school of Procul Visum.
47
48 School of Mentior Sensus:
49 The school of Mentior Sensus is a primary school of magic that deals primarly with spells that affect how one perceives the world around them. Spells within this school directly influence the mind of the victim, sometimes going to such extremes as forcing them to view a threat as something friendly. As such, the majority of spells within this school are banned, although several are not. For example, Mentior Fortitudo, a spell that instills courage within its victim, is not banned, but instead restricted to military use.
50
51 School of Mutare:
52 The school of Mutare is a primary school of magic whose spells allow the caster to change the world around them in ways that are perceived by all, unlike spells present in the school of Mentior Sensus. The majority of spells within this school are purely hypothetical, and would have the ability to change anything, from turning a tree into a rock, to more extreme and dangerous spells such as completely destroying the hypothetical magic web-way, which would essentially render horned creatures unable to use magic. Thankfully, however, what non hypothetical spells exist within this school require nearly godlike understanding of the world and how the laws of nature and magic work. As such, the entire school of Mutare is banned in Equestria, but Centaurs are able to utilize this school on a severely limited level.
53
54 School of Corporis Magicae:
55 The school of Corporis Magicae is a primary school of magic whose spells enable the caster to form physical objects out of pure magic. It is the second most common primary school of magic, and casters are able to create anything they imagine, although the objects disappear once the caster ends the spell, and concentration is key in order to keep the objects from vanishing. Commonly seen spells from this school include magical shields and other temporary barriers. The school of Corporis Magicae is one of the most important schools of magic taught in the United Equestrian Armed Forces.
56
57 School of Mortem:
58 The school of Mortem, commonly referred to as "necromancy", is a primary school of magic that specializes in magic relating to life and death. The school of Mortem is one of the oldest practiced schools of magic, and death magic is banned from practice. Despite its ban, however, several small communities and cults continue to practice.
59
60 School of Praeteritum et Posterus:
61 The school of Praeteritum et Posterus is currently the most advanced primary school of magic known to ponykind, with only three ponies ever able to successfully cast a spell from this school. While its most advanced spell is the ability to travel through time, other spells exist that offer a less dangerous alternative to viewing the past and future, such as Scrying.
62
63 School of Adversus Exponentia:
64 Commonly refered to as "Anti-Magic", the school of Adversus Exponentia is a primary school of magic that specializes in spells that undo active spells. Spells within this school do not have the ability to undo spells, such as changing a tree back into a rock after it has been changed by another spell.
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66 Subschools:
67
68 Subschools are schools of magic whose principles are similar, if not identical, to a primary school of magic's own, but whose spells can differ greatly from their primary school. As such, teachings gained from a primary school of magic can be applied to its subschool, but teachings should never be applied to subschools who do not share a primary school.
69
70 School of Sanitatum:
71 The school of Sanitatum is a subschool of the school of Mortem, and deals primarily with the healing spells that accompany more advanced spells in the school of Mortem. As such, the school of Sanitatum is home to many life-saving spells, such as Signaculum Vulnera and Expurgate Parvus Morbus.
72
73 School of Procul Visum:
74 The school of Procul Visum is a subschool of the school of Subito Motus, and its spells allow the caster to "open a window", so to speak, to an unseen place. This is a difficult school of magic to practice, as many of its spells require that the caster know the exact route to reach these places in order to see them.
75
76 School of Distrahunt:
77 The school of Distrahunt is a subschool of the school of Mentior Sensus, more commonly referred to as "stage magic" and "thief magic". Unlike the spells within its primary school, spells within the subschool do not directly affect their victims mind, and instead rely on misdirection. Although not directly related, spellcasters of this school commonly have basic knowledge from the school of Subito Motus that assists them at times. Spellcasters from this subschool are almost always clever and charismatic.
78
79 School of Elementum:
80 Despite common misconceptions, the school of Elementum is actually a subschool of Mutare, as it casters change the air around them into a different (usually destructive, such as fire) element all together before releasing it on a victim. The school of Elementum earned its place as its own subschool as its spells consist of using prexisting elements as a destructive force, rather than simply changing the immobile world around them into a different immobile world, or changing fundamentals of nature and magic. Spellcasters of this subschool primarily consist of Dragons, who are able to "breathe" numerous elements ranging from common fire and water to more rare and dangerous toxins and even pure diseases. Unlike its primary school, this subschool is not necessarily banned, but it is restricted for military use only.
81
82 School of Accersito:
83 The school of Accersito is a sister to the subschool of Procul Visum, and allows spellcasters to temporarily open a doorway between two points to allow several objects or creatures through, but is entirely dependant on the spellcasters constant concentration in order to maintain the spell. It is not considered a part of the Subito Motus school due to the fact that its spells are not instantaneous and may require several minutes to open a portal. Additionally, spells included in the school almost always require another spellcaster to perform. For instance, when opening a portal, one spellcaster must attempt to create the entrance portal, while the other creates the exit portal. This example does not mean, however, that the created portals are one-way.
84
85 School of Augendae:
86 The school of Augendae is a sister to the subschool of Elementum. Instead of creating elements from air in order to release them in an attack, the school of Augendae focuses more on fixing the elements to objects. Commonly known as "enchanting", the process of binding an element to an object in order to increase the objects effectiveness (typically weapons enchanted in such a way that they burn a target on every strike) is far more difficult than producing them from air and expelling them.
87
88 Chapter Two: Spells and Casting
89
90 Now that you know the different schools of magic, we can begin to understand each individual spell within each school and how it is unique from others, as well as basic instructions on how to cast them. Please note that the following sections should not be considered full-fledged lessons on casting these spells and should not be attempted unless you have already been trained in that specific school, at which point you may consider these instructions a refresher course. For those who are not able to wield magic, or those who have not been taught how to wield magic, please consider this section as an insight on what spellcasters experience every time they cast a spell.
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92 Section One: Non-Vidit Potestatem
93Levate et Movemur: This spell will allow you to manipulate an object or objects using your magic, allowing your hooves to be free for movement and your mouth to be free for speaking. The suggested skill level for this spell ranges from beginner to expert, depending on the weight and motion of the object.
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95 To start, you must have an object that you wish to levitate. For beginning-level spellcasters, it is advised that you keep your eyes on the object in question at all times, and practice with stationary objects. Advanced-level spellcasters may be able to attempt this spell without seeing the object, or with mobile objects, while expert-level spellcasters may be able to move objects that are several yards away.
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97 Next, as a beginning-level spellcaster, focus on blocking out all other noise and movement. Dull your senses so that a gentle breeze will not break your concentration. When you feel confident that you have honed your concentration enough, you may begin by exerting your mental force towards the object. When your mental exertion reaches the necessary force, your magic will begin to affect the object. If you are able to see your magical force as a beginning-level spellcaster, the object you are trying to move is too heavy for your current skill level, and it is advised to find a smaller object to practice with in order to not hurt yourself. If you do not see your own magic and the object begins to move, typically by twitching or slightly shifting at first, you are on the right track: simply keep applying the same amount of mental force while slowly exerting yourself, further, until the object begins to levitate. With enough practice doing this and guiding the object through the air, you will eventually gain an advanced-level understanding of this spell.
98
99 Section Two: Subito Motus
100
101Velox Via: This spell will allow its caster to instantly teleport to another location. The suggested skill level for this spell is advanced to expert.
102
103 If you are an advanced-level spellcaster, it is advised that you pick a nearby, empty location in which to teleport to and from, that you know the area well, and that you only attempt to teleport yourself or objects, never both. For expert-level spellcasters, you may choose locations further away in addition to teleporting other creatures and objects along with you, or by themselves.
104
105 To begin, close your eyes and concentrate, envisioning the location in which you wish to teleport to. Familiarize yourself with every rock and tree, road or structure, until you are certain you were there, yourself. Then, allow your body to relax enough to keep you standing, but also enough to let your muscles relax. When your body is relaxed and you still envision the location in which you wish to teleport, mentally exert yourself as much as you can until your magic activates. If the spell is successful, you will find yourself or the object in the new location. If unsuccessful, you will have not moved at all. If, however, you technically fail casting the spell and appear in another location, remember your geography lessons, and try to get the attention of friendly locals.
106
107 Section Three: Mentior Sensus
108
109 Please note that the majority of spells within this school are banned or restricted. As such, the spell list below does not contain instructions on how to cast these banned or restricted spells.
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111Mentior Fortitudo: This spell is designed to temporarily instill courage in a frightened victim. This is not a spell to calm a victim, and it is not recommened to cast this spell on a frenzied creature. This spell is restricted to military use, and non military personel found to have used this spell are subject to punishment under Equestrian law. The suggested skill level for this spell is advanced.
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113 To begin, of course, have a victim. The victim does not need to be frightened, but they cannot be of brave or foolhardy nature. If your victim has a horn, touching horns with them will help the spell take affect more quickly. If they do not have a horn, simply touching your horn with the victim's head will suffice.
114
115 With your victim chosen, envision brave and successful actions, such as pushing a filly out of the way of a falling tree, or leading a charge against an enemy, but do not, under any circumstances, envision an act that can be considered a brave sacrifice. The vision in question does not need to be of the action you wish for the victim to preform, but it is recommended that the caster envision an act that is undeniably inspiring. With this vision repeating through your mind, touch the victim with your horn and mentally exert yourself, suddenly. If successful, the victim will soon respond in an excited manner. Soldiers will still obey chain of command, but will push themselves far harder than is of required than them, possibly leading to serious injuries. As such, this spell is recommended to be used only in the event of moral degredation.
116
117Mentior Tranquillum: This spell is designed to temporarily calm a frightened or otherwise excited creature. This spell is not a courage spell. The recommended skill level for this spell is beginner.
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119 To begin, of course, have a victim. The victim does not necessarily need to be frightened, but feelings of boredom or idleness cannot be present or the spell will be undetectable. If your victim has a horn, touching horns with them will help the spell take affect more quickly. If they do not have a horn, simply touching your horn with the victim's head will suffice.
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121 With your victim chosen, begin envisioning calming scenery, such as waterfalls, quiet creeks, or the rustling of trees in a light wind. With this vision repeating through your mind, instruct your victim to take deep breaths and touch them with your horn and mentally exert yourself, suddenly. If successful, the victim will immediately relax and appear as though they are in a state of grace; moving slowly with slightly closed eyes and speaking softly. If used on soldiers, they will be far less likely to follow orders, so it is recommended not to use this spell on the battlefield.
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123Mentior Supprimere: This spell is designed to temporarily render a spellcaster mentally unable to cast spells. This is a banned spell.
124
125Mentior Furorem: This spell is designed to temporarily enrage a victim, causing them to act incredibly violent with no regard for their own safety or the safety of others. This is a banned spell.
126
127Mentior Silentium: This spell is designed to temporarily render a victim unable to speak. The victim may still make other noises with their mouths, such as breathing and clicking their tongue, but will be unable to communicate with words. This is a banned spell.
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129Mentior Praeteritum: This spell is designed to permanently make a victim believe they are another living creature, whether sapient or non sapient, going as far as to implant false memories and personalities. This is a banned spell.
130
131Mentior Memoriae: This spell is designed to permanently erase a part of a victims memory, typically used to erase a traumatic experience. Its use is restricted to medical personel and must be voted on before casting.
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133Mentior Amor: This spell is designed to temporarily cause the victim to fall in love with the caster. Depending on the mental exertion used for the spell, the victim can either develop a crush on the caster or become obsessed with them. This is a banned spell.
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135Mentior Decretum: This spell is designed to permanently force the victim to obey any order given to them by the caster. This is a banned spell.
136
137Mentior Paralysis: This spell is designed to temporarily make the victim believe they are completely unable to move. Victims will not breath, blink, or react to physical interractions, and will suffer serious injury if the spell is left to wear out on its own. This is a banned spell.
138
139Mentior Metum: This spell is designed to instill fear within the victim. What the victim is afraid of is completely up to the caster. This is a banned spell.
140
141 Section Four: Mutare
142
143 Please note that the majority of spells within this school are banned or hypothetical. As such, the spell list below does not contain instructions on how to cast these banned spells, and attempting to prove any hypothetical spells can result in legal action or death.
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145Mutare Forma: This spell is designed to change a minor or major aspect of a creatures' physical being. Due to the dangerous potential of this spell, it is currently banned until such a time where individual, safe, spells can be developed.
146
147Mutare Mineralium: This spell is designed to change the composition of an object into a mineral. Due to the potential economic and industrial damage of this spell, it is currently banned until such a time where individual spells can be developed.
148
149Mutare Pondus: This spell is designed to place an invisible, non physical weight on a creature. This spell is part of the Mutare school of magic and not the Mentior Sensus due to the fact that victims of this spell have been shown to weigh far more than they should when affected by this spell, with no physical change. This is a banned spell.
150
151Mutare Respiratus: This is a hypothetical spell theorized to be able to change what a creature breathes without changing the physical composition of their lungs. Applications would see promise when exchanged for water, but the spell cannot be attempted until it is certain only the intended victim will be affected, and only when a way to undo the spell is proposed.
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153Mutare Terra: This spell is designed to change the physical composition of land into non land, and vice versa. Due to the potential ecological damage, this spell is banned.
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155Mutare Veritas: This is a hypothetical concept that would encompass an innumerable amount of spells able to change several aspects of reality, such as destroying the hypothetical magic web-way.
156
157 Section Five: Corporis Magicae
158
159 Please note that the majority of these spells are restricted to military use. Non military personel found using these restricted spells will be subject to Equestrian law.
160
161Magicae Scutum: This spell is designed to create a shield impervious to physical damage, which only dissapates if the spellcasters' concentration is broken. Shields can take many forms, from encompassing bubbles to large walls, and mobility of the shield is dependant on the spellcasters' concentration. The recommended skill level for this spell is advanced to expert.
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163 As an advanced-level spellcaster, it is recommended you only attempt to create shields only slightly larger than your own body in order to effectively move the shield without straining your concentration. As an expert-level spellcaster, you may be able to create larger shields capable of encompassing an entire city and shields that remain stationary, but do not require constant conventration.
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165 To begin, first decide if you will need to be able to move the shield, regardless of its shape and size. If mobility is necessary, make sure your shield will not collide with objects such as other creatures or walls upon being cast, and that you have enough room to move the shield after being cast. To begin casting, envision a non-magical version of your shield, such as a brick wall, and imagine your shield repelling attacks without taking damage. When you are confident in your imagined shields ability, exert your mind to form your shield.
166
167 If attempting to form a movable shield, make sure you continue exerting your mind during the entirety of the spell and that your magic is clearly visible from your horn to your shield. If attempting to form a stationary shield, exert your mind as normal and then stop immediately after casting the spell, making sure that your shield is active and that there is no link between your shield and your horn. A shield that is cast as stationary can be moved with the Levate et Movemur spell, but the strength of the shield will diminish far faster than if it were cast as a moveable shield. A shield that is cast as moveable cannot be made stationary, as ceasing to concentrate on the shield will cause it to shatter.
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169 In the event that a shield must be created immediately, it is advised to simply envision a large brick wall and create a stationary shield. Magical shields are not affected by gravity, and can be safely left floating in the air if stationary.
170
171Magicae Arma: This spell is designed to create a melee weapon dependant on the caster's concentration. This spell is restricted to military use.
172
173Magicae Imbrem: This spell is designed to create several thousand shards to be directed downwards onto an enemy force. This spell is restricted to military use.
174
175Magicae Pecus: This spell is designed to create a caster-controlled, non sentient creature typically much larger than the caster themselves in order to fight or terrorize an enemy. This spell is restricted to military use.
176
177Magicae Nubes: This spell is designed to create several vision-obscuring objects, used to conceal troops, short term. This spell is restricted to military use.
178
179 Section Six: Mortem
180
181 The entire collection of spells under the school of Mortem, but not the school of Sanitatum, are banned. Practicing these spells can be punished by death under Equestrian law.
182
183Mortem Surgere: This spell is designed to raise a corpse or corpses. Raised corpses do not retain memories nor personality traits from their previous lives, and are not sentient. Casting spells from the school of Mortem can be punished by death under Equestrian law.
184
185Anima Invocare: This spell is designed to call forth the soul of a deceased creature, typically to converse with it or to trap it within a container for storage or later resurrection. Casting spells from the school of Mortem can be punished by death under Equestrian law.
186
187Mortem Restituere: This spell is designed to resurrect a dead creature, typically recently deceased. If their soul has not been recalled, the spell fails and a corpse is raised, instead. Casting spells from the school of Mortem can be punished by death under Equestrian law.
188
189Velox Putrescat: This spell is designed to cause flesh, but not bones or organs, to quickly decay from a recently deceased creature. Bones and organs are useful to Necromancers in rituals and can be sold for high prices. Casting spells from the school of Mortem can be punished by death under Equestrian law.
190
191Mortem Fascinare: This spell is designed to allow a Necromancer to puppet a corpse as though they themselves were the corpse. Casting spells from the school of Mortem can be punished by death under Equestrian law.
192
193Anima Furantur: This spell is designed to separate a soul from a living body, providing a soul and a corpse to practicing Necromancers. Casting spells from the school of Mortem can be punished by death under Equestrian law.
194
195Anima Depositum: This spell is designed to trap a soul within a corpse, giving it sapience after being resurrected. Casting spells from the school of Mortem can be punished by death under Equestrian law.
196
197Magicae Furantur: This spell is designed to steal magical energy from another spellcaster, not necessarily preventing the victim from ever casting spells, again, but rather requiring that they rest in order to recharge their magic levels. Casting spells from the school of Mortem can be punished by death under Equestrian law.
198
199 Section Seven: Praeteritum et Posterus
200
201 The spells included in this section are for expert-level spellcasters who are approved to cast these spells by Princess Celestia, Princess Luna, AND the Archmage ONLY! Due to the potentially catastrophic nature and potentially maddening knowledge of these spells, they should never be attempted without prior authorization, and approved castings of these spells will always be monitored.
202
203Praeteritum Observa: This spell is designed to "open a window" between current and past events, allowing the caster and observers to see and hear past events without being able to directly influence them. This spell must be cast in the location in which an event wishes to be viewed.
204
205Posterus Observa: This spell is designed to "open a window" between current and future events, allowing the caster and observers to see and hear future events without being able to directly influence them. This spell must be cast in the location in which an event wishes to be viewed.
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207 Additionally, the ability to view future events does not necessarily imply an absence of free will, as all attempts to view further than a few minutes have revealed nothing, perhaps implying that the future events recorded during this spell are a result of current thoughts an actions.
208
209 For instance, Princess Celestia cast the spell while Princess Luna walked across the hall and I recorded time and actions. Princess Luna's future impression walked several steps ahead of her current self, but stopped suddenly at a wall. Upon reaching her future impression's location, Princess Luna turned left and continued walking, and her future impression instantly appeared several feet ahead of her as if nothing had happened.
210
211Scry: Typically refered to as "scrying", this spell allows the caster to use an object, rather than a location, in order to view past events. As such, the "window" follows the perspective of the item.
212
213Praeteritum Via: This spell is designed to open a doorway into the past, allowing the caster to see and hear past events while additionally being able to directly influence them. Due to the potential to rewrite history, this spell was only attempted once in order to prove its magic.
214
215 Do not fear, little ponies: Princess Celestia tested this spell simply by going back in time one year and leaving a deep gash in a tree, and the inner workings of this spell are a closely guarded secret.
216
217 Section Eight: Adversus Exponentia
218
219 The spells within the school of Adversus Exponentia specialize in ending active spells, and are unable to undo spells that have already finished casting. This is a particularly dangerous school of magic for the spellcaster, as forcing another spell to end can lead to disasterous results.
220
221Revelabit Magicae: This spell is designed to reveal magic residue that is left by every spellcaster after casting a spell. It can be useful for determining who exactly cast a spell, especially as it shows the color of each spellcaster's magic. This spell is recommended for advanced-level spellcasters.
222
223 To begin, first be certain that a spell has recently been cast in the area. When you are certain, begin envisioning the environment you're in (accuracy such as that required in the Subito Motus and Procul Visum schools is not required), and envision your magic expanding like a bubble to fill every nook and crany, or envision your magic tightly covering a specific section you wish to investigate, depending on the situation.
224
225 Once you have done so, mentally exert yourself to form your magic, and continue pouring energy into the spell until it covers the room or section, before ending the spell. Any magical residue trapped under the spell will begin to glow.
226
227Deprehendere Magicae: This spell is designed to detect active spells, whether they are actively being cast or have been left to pull energy from the surrounding area in order to keep the spell active. It is most commonly used to determine the spellcaster of an ongoing spell in which their magic is not strong enough to be visibly seen or in which the caster is not seen, or to detect an invisibility spell. The recommended skill level for this spell is advanced.
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229 To begin, be sure a spell is being cast or that an active spell has been cast. Once you are certain either is true, keep your eyes open as you focus on forming a magic bubble similar to one used in a Revelabit Magicae spell.
230
231 Upon forming and growing to a suitable size for detection efforts, begin slowly guiding it along the area you wish to investigate. If the spell is one being actively cast, the bubble will reveal strands of the caster's magic leading from their horn to their spell once the bubble and their magic collide. If the spell is one that has been left to itself, the bubble will begin to shimmer when near the spell's area, and will fizzle and create magical static when colliding with the active spell.
232
233Adicias Magicae: This spell is designed to end another spell after being detected. If the spell is actively being cast, a clear line of sight to the spellcaster must be formed. If the spell is one that has been left to itself, the general area of the spell must be clearly visible. The recommended skill level for this spell is beginner.
234
235 In the event that a spellcaster is close enough to physically touch, it is advised to simply break the concentration of the spellcaster rather than casting this spell. Assuming the spell has a active spellcaster who is not close enough to break the concentration of, keep the spellcaster within your line of sight and aim at their horn. If the spellcaster is too far away to aim at their horn, ignore this spell and cast a Magicae Scutum spell anywhere between the spellcaster and the end of their spell. This will interrupt the current spell, but the spellcaster may begin immediately casting the spell in a different direction or location.
236
237 Assuming that the spellcaster is close enough to accurately aim for their horn, begin casting this spell by mentally exerting yourself enough to charge your horn without releasing your magic. When you determine that your magic is adequately charged enough to interrupt the spellcaster, let your magic fly out towards the spellcaster's horn. Upon impact, your magic will enter the spellcaster's own horn and shock them enough to break their concentration, effectively ending their spell.
238
239 If the spell you wish to end does not have an active spellcaster, follow the above instructions and aim at the center of the self-active spell. It is usually here that an excess amount of magic is stored that is used to keep the spell active and where the spell draws in magic from the surrounding area to keep itself active. Upon impact, your magic and the spells' magic will react violently with one another, destabilizing the spell until it effectively ends.
240
241 Section Nine: Sanitatum
242
243 Please note that the majority of these spells are restricted for use by trained medical personel only. Attempting to cast restricted spells from this school without proper medical training may result in serious injury or death of the victim.
244
245Signaculum Vulnera: This spell is designed to close an open wound, either through injury or surgery. This spell should never be cast unless the wound has been cleaned, in order to prevent infection. This is a restricted spell.
246
247Expurgate Parvus Morbus: This spell is designed to purge an ailment from an affected creature, such as toxins and minor diseases. This is a restricted spell.
248
249Emundabit Vulnera: This spell is designed to clean a wound of dirt and other natural factors that could to an infection if the wound is closed. This is a restricted spell.
250
251Hebetes Dolor: This spell is designed to numb an area or the entire victim of pain in order to temporarily ease suffering or to preform surgery. This is a restricted spell.
252
253Expurgate Magna Morbus: This spell is designed to purge immediate life threatening diseases from an affected creature. Some diseases require this spell for many treatments before being cured, while some diseases cannot be eradicated by this spell, and are instead temporarily halted. This is a restricted spell.
254
255Dare Parvus Morbus: This spell is designed to give a victim a minor disease or affliction, such as hay fever or a cold, and is not a banned spell due to its potential to help teach the treatment of lesser ailments. This is a restricted spell.
256
257Dare Magna Morbus: This spell is designed to give a victim a life threatening disease. This is a banned spell.
258
259Magicae Donum: This spell is designed to willingly remove the spellcaster's own magical energy from themselves, requiring that they rest in order to recharge their own magical energy. In order to prevent the spell from accidentally being cast, the details of preforming this spell will only be taught by a licensed teacher of this school of magic, or instructed by medical personel for use in magicae donations.
260
261 Section Ten: Procul Visum
262
263 The school of Procul Visum is the subschool of Subito Motus. Rather than travelling to and from places, the spells within Procul Visum are designed to "open a window" between two points and are not as difficult to cast as spells from Subito Motus due to this.
264
265Prope Visum: This spell is designed to "open a window" between two points that are close together. For instance, say your friend is stuck on one side of a busy street, and you on the other. You would use this spell to communicate with them, rather than attempting to shout over the crowd. The skill level for this spell is beginning.
266
267 To begin, close your eyes and concentrate, envisioning the location in which you wish to view. Familiarize yourself with every rock and tree, road or structure, until you are certain you were there, yourself. Then, open your eyes while maintaining focus, and guide your magic into a circle or square while mentally exerting yourself, as well as keeping the vision of the location in your mind. If successful, the center of your magic shape will shimmer before gaining focus, and you will see the area you envisioned.
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269 If you wish to move your window around, simply use a Levate et Movemur spell and move slowly with your window. Moving too quickly can result in your window collapsing. Please keep in mind that, although there will be two windows (one created at the caster, and the other at the location), only the caster's window can move freely, and the window at the location will only pivot unless moved by another caster using a Levate et Movemur spell.
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271 If the spell fails, you have either envisioned the location wrong, or it is too far away for your magic to reach.
272
273Procul Visum: This spell is designed to "open a window" between two points that are far apart. For instance, say you would like to speak with your Gryphon friend in the North, but you are in Canterlot. You would use this spell to communicate with them. The skill level for this spell is advanced to expert.
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275 As an expert-level spellcaster, you may be able to move your window quickly and view locations that are much further away than that of an advanced-level spellcasters.
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277 To begin, close your eyes and concentrate, envisioning the location in which you wish to view. Familiarize yourself with every rock and tree, road or structure, until you are certain you were there, yourself. Then, open your eyes while maintaining focus, and guide your magic into a circle or square while mentally exerting yourself, as well as keeping the vision of the location in your mind. If successful, the center of your magic shape will shimmer before gaining focus, and you will see the area you envisioned.
278
279 If you wish to move your window around, simply use a Levate et Movemur spell and move slowly with your window. Moving too quickly can result in your window collapsing. Please keep in mind that, although there will be two windows (one created at the caster, and the other at the location), only the caster's window can move freely, and the window at the location will only pivot unless moved by another caster using a Levate et Movemur spell.
280
281 Section Eleven: Distrahunt
282
283 The spells within this school are of little practical use, and are primarily designed to bedazzle and distract creatures who view them. While these spells once saw use in frightening dangerous creatures, they have now evolved into what is commonly referred to as "stage magic" and "thief magic". There exists, within this school, more spells than any of the other schools, combined, and the process for casting these spells is too similar to note each process. As such, this section will only note the names and purpose of the most common spells from this school. The skill level for nearly all spells within this school is beginner.
284
285Ducit Distrahunt: This spell is designed to allow the caster to create a guidable, snake-like string of sparkling magic.
286
287Telarum Distrahunt: This spell is designed to create a stationary, sparkling pinwheel.
288
289Sursum Explosivae Distrahunt: This spell is designed to create a magical firework, with more magic being put into the spell leading to a larger and brighter explosion.
290
291Generare Lux: This spell is designed to create a small ball of light, either fixed to the caster's horn, or as a movable object with a Levate et Movemur spell.
292
293Invisibilitatem: This spell is designed to conceal the caster or an object from visual stimuli. This is one of the few spells within this school that relies on the spellcaster's magical ability in order to succeed, with beginner-level spellcasters being able to temporarily conceal a creature or object, advanced-level spellcasters able to permanently conceal a creature or object (unless the spell is cancelled with an Adicias Magicae spell), and expert-level spellcasters able to conceal a creature or object from multiple stimuli and even make it appear as though other objects take the concealed objects place, such as an entire forest.
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295 If you are concealing yourself, begin by closing your eyes and letting your muscles relax while remaining standing. Take deep breaths as you feel your heart beat, and trace your body with your mind. When you are familiar with every curve and muscle, begin casting the spell by mentally exerting yourself and guiding your magic around your form, tightly.
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297 When completely encompassed, begin envisioning yourself not as invisible, but instead as a motionless body of water. You will begin to feel cold as the spell takes affect, but do not let it break your concentration. When the feelings of cold fade away, you may stop casting the spell to regain visibility at any time, or may continue casting and open your eyes to remain invisible while moving about.
298
299 If you are concealing an object, begin by maintaining a direct line of sight with the object. If you are unable to see the entire object due to its size, it is recommended that you explore the objects' sides completely before continuing this spell. When you are certain you know the object's dimensions, you may begin casting the spell by mentally exerting yourself until your magic encompasses the object in question, and you begin to envision the object as a body of motionless water. It is advised to keep a line of sight with the object until the spell is finished in order to avoid accidentally ending the spell early.
300
301 If you are trying to create a self-powering invisibility spell around an object, gauge the level of magic used to encompass and conceal the object in the first place and, once the spell is completed, without ending the spell, change the current spell into a Magicae Donum spell, and deposit your magical essence within the center of the spell. The amount of magic required to keep the spell self-powered depends on a mathematical formula, based on the amount of magic expended casting the initial spell times the size of the object to be concealed, which equals the amount of magical essence in pints necessary to keep the spell self-powered for double its lifespan.
302
303 Concealing creatures other than yourself is not recommended.
304
305 Section Twelve: Elementum
306 The school of Elementum deals with spells that allow the caster to create a prexisting, usually destructive, element from the air around them. Dragons are born with this ability. Please note that the spells within this school are incredibly dangerous and their aftereffects can be incredibly unpredictable. As such, almost every spell presented below is restricted to military or emergency use. Non military or emergency personel found to be using or to have used these restricted spells are subject to punishment under Equestrian law.
307
308Iacta Ignis: This spell allows the spellcaster to conjur a fireball at the tip of their horn, which can then be directed towards an enemy and is the most commonly cast spell of this school. This spell is restricted to military use.
309
310Iacta Glacies: This spell allows the caster to conjur an icicle at the tip of their horn, which can then be directed towards and enemy. Unlike its sister spell, Iacta Ignis, Iacta Glacies is used sparingly, as the icicle tends to melt before reaching its target. This spell is restricted to military use.
311
312Iacta Venenum: This spell allows the caster to conjur a small cloud of toxins over an area, poisoning anything that breathes. Some variations of this spell only affect certain creatures, and other variations only affect plants. This spell is restricted to military use.
313
314Iacta Aqua: This spell allows the caster to expel vast amounts of water from their horn with incredible force. This spell is restricted to emergency personel use.
315
316Iacta Fulgur: This spell allows the caster to expel lightning from their horn. Although capable of paralysing or igniting a target, it is unpredictable once immediately expelled. This spell is restricted to military use.
317
318Iacta Magicae: This spell is designed to allow the caster to expel pure magic from their horn. Unlike spells within the school of Corporis Magicae, the magic expelled from the caster's horn during this spell is a liquid, rather than a solid, and acts as magma - sticking to anything it touches and continuously burning through the target no matter its composition. This spell is restricted to military use.
319
320 Section Thirteen: Accersito
321 Unlike the school of Subito Motus, the school of Accersito deals with lengthy long-range, mass teleportations, rather than instantaneous short-range teleportations which only allow a few creatures to be teleported at once. Due to this vast difference between the two schools, the spells from this school require an expert-level spellcaster to cast.
322
323Collabor Inter Locis: This spell is designed to collapse the distances between two points via tunneling. This spell requires two expert-level spellcasters to cast: one at the entrance portal, and the other at the exit portal. This does not mean, however, that the resulting tunnel is one-way.
324
325 Unfortunately, documenting the teachings of this spell has been incredibly difficult, as it requires two casters to be expert-level spellcasters, a level which few spellcasters ever reach. Additionally, it requires each spellcaster to be precisely in tune with the other in order to properly cast the spell, or else the resulting tunnel will be physically impassable. Due to the vast distances in which this spell was designed to operate, it is nearly impossible for the second requirement to be met.
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327 History has shown, however, that it is possible to cast this spell. For instance, in 2,372 A.D., Major Stalwart Hide of the 36th Magical Support Division, in unison with 2nd Lieutenant Silver Shield of the 8th Medical Division, was able to successfully create a tunnel between the battlefield and a field hospital, allowing the remainder of the 36th to retreat to safety.
328
329 Section Fourteen: Augendae
330 The school of Augendae requires more patience for its spells than any other school of magic, and its spellcasters may take nearly a year before successfully enchanting their first object. In addition to this, it is a highly profitable school of magic, so there will be no explanation of how to preform the spells within this school.
331
332Magicae Simul Ignis: This spell is designed to enchant an object with the nature of fire, typically meaning that whatever the object touches, or vice versa, is burned or ingites, depending on its flammability.
333
334Magicae Simul Glacies: This spell is designed to enchant an object with the nature of ice, typically meaning that whatever the object touches, or vice versa, freezes solid or becomes very cold. When used on creatures, the area that immediately comes into contact with the enchanted object experiences instant frostbite.
335
336Magicae Simul Venenum: This spell is designed to enchant an object with the nature of a specific poison, usually decided upon by the caster or whoever purchased the enchantment. Typically, objects enchanted with this spell utilize a poison that causes paralysis or, in the case of weapons, hemophilia.
337
338Magicae Simul Fulgur: This spell is designed to enchant an object with the nature of lightning, typically meaning that whatever the object touches, or vice versa, receives a painful shock, and in more powerful enchantments, paralyzation.
339
340Magicae Simul Ferrum: This spell was designed to enchant an object, typically weapons and armor, with properties of iron, granting much better protection or sturdiness. This spell was abandoned upon the discovery of steelworking.
341
342Magicae Simul Melior Ferrum: This spell is designed to enchant an object, typically weapons and armor, with properties of steel, granting much better protection or sturdiness, especially over its predecessor spell.
343
344 Chapter Three: Species and Magic
345 As I have said at the beginning of this book, there exist four know species that can wield magic. They are the Dragons, the Unicorns, the Alicorns, and the Centaurs. While, technically, the Earth Ponies and Pegasi have some grasp of magic, their magic is more in tune with nature, and cannot be changed in ways that Unicorns can wield their magic.
346
347 Now that you have some knowledge of just a handful of spells available, we can begin to explore what we know about the four magic-wielding species and how exactly they use their own magic.
348
349 Section One: Unicorns
350
351 Although they evolved as a horned species, Unicorns were not born with an innate ability for magic. Instead, as their species grew, each individual member slowly learned to cast incredibly basic spells that likely only produced sparks or slightly shifted objects until the discovery of fire in 239 B.D., at which point Unicorns almost unanimously agreed to expand their experiments with their magic.
352
353 In the modern day, Unicorns have evolved far from their magically-primitive selves, learning to cast more advanced spells and even theorizing entire schools of magic. It is doubtful that Unicorns will ever cease their experiments with magic, and as the future grows closer with each passing day, it is without a doubt that several new schools of magic will be formed. Even more exciting, however, is the theory that there are endless possibilities to magic, meaning that Unicorns could very well continue experimenting and creating new spells and magic until the end of time!
354
355 Section Two: Dragons
356
357 Dragons exist as magical creatures unlike any other. While all other magical creatures require horns to cast magic, Dragons are born with the ability to cast spells from the school of Elementum, making them incredibly dangerous beings to trifle with.
358
359 Determining exactly why Dragons are magical creatures while most do not possess horns has been incredibly difficult, as Dragons are territorial creatures with deep respect for their dead - to disturb what the Dragons call "Endless Rest" is one of the greatest offenses and could potentially lead to a war.
360
361 As such, we have only theories as to what makes Dragons magical: the most prevalent theory being that a Dragons' teeth are not made of enamel as with other creatures, but instead it is made of keratin - the same material of which horns are made of. This would explain why Dragons are only ever seen casting spells from the school of Elementum, but is still just a theory.
362
363 Section Three: Centaurs
364
365 Even more territorial than Dragons are the Centaurs: dual-horned creatures from an inhospitable land West of Equestria who are locked in a seemingly endless war with the Gargoyles of the same land.
366
367 With what little contact Equestria has had with the Centaurs, it was learned that Centaurs use both horns in channeling magic, perhaps putting their magical abilities on par with Alicorns, but definitely above the common Unicorn.
368
369 As such, the eyes of many magical communities are on the Centaurs and their land, watching for new magics and ways to counter them should the Centaurs ever win their war.
370
371 Section Four: Alicorns
372
373 Although it pains me to write it, the entire world may never learn of the Alicorns' true ability with magic or even magics they might have discovered themselves. Princess Celestia and Luna have been incredibly helpful in their attempts to explain what little they remember of their ancient civilization, but the fact of the matter is that they were very young (roughly 2,000 and 3,000 years old, respectfully) at the time of their civilizations collapse and learned the majority of their magic from Unicorns.
374
375 There are theories, of course, that Alicorns may be the most magically powerful creatures on the planet, as Princess Celestia and Princess Luna are the only creatures to have obviously magical hair - a result of being unable to properly vent the excess magic coursing through their very veins through Unicorn magic.
376
377 While this is only a theory, if proven true, it would only further the belief that Alicorns were absolute masters of magic, undoubtedly having created countless schools and spells. But, sadly, we may never truly know what the Alicorns learned of magic, and the duty falls to the Unicorns to continue expanding the world's understanding of magic and all its mysteries.
378
379 Closing:
380 If you have read this far into my book, I commend you for your focus. Whether magically adept or not, you have taken the first step to understanding the world we live in and what its future may hold for all species and creatures in terms of magic.
381
382 Please be aware that the current edition of this book is as up-to-date as can be on the subject of existing schools and spells but, in the years that follow, many more schools and spells will be established, perhaps even replacing existing schools and spells or causing them to become obsolete.
383
384 I hope you enjoyed learning about the world of magic as much as I did, and who knows? Perhaps you might establish your own school of magic, create several spells, or even become the next Archmage...