| A | B | C | D | E | F
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1 | Spell Name | Rank | Strain | Strain | Duration | Description
2 | Imbuing spells
3 | Spirit of Flame | Basic | 10 |  |  | Duration lasts (Potency) minutes. Melee weapons or projectiles imbued with Spirit of Flame deal an extra (Potency * 2) fire damage to biological opponents and will ignite the target on a critical hit, burning for an additional 2d10 damage each turn until they pass a Luck test or spend a turn putting themselves out. (This spell can also be used on unarmed weapons, but will damage the wearer as well as the target, so it is generally not advised.)
4 |  | Advance | 25 |  |  | Duration lasts (Potency * 10) in minutes. Damage increases to (Potency * 3). Critical hit effect increases to 3d10 damage
5 |  | Expert | 45 |  |  | Duration lasts (Potency) hours. Damage increases to (Potency * 4). Critical hit effect increases to 4d10 damage.
6 | Spirit of Diamond | Basic | 15 |  |  | Duration lasts (Potency) minutes. Weapons imbued with Spirit of Diamond gain 2 + (Potency / 2), rounded up Armor Penetration. Armor, clothing and other objects imbued with Spirit of Diamond gain 2 + (Potency / 2, rounded up) DT, to a maximum total DT of 25
7 |  | Advance | 30 |  |  | Duration lasts (Potency * 10) minutes. Weapons imbued with Spirit of Diamond gain 4 + (Potency) AP. Armor, clothing and other objects imbued with Spirit of Diamond gain 4 + (Potency) DT, to a maximum total DT of 30.

8

Expert

50

Duration lasts (Potency) hours. Weapons imbued with Spirit of Diamond halve the value of opponent’s armor (rounded up), or by (Potency * 2), whichever is greater. Armor, clothing and other objects imbued with Spirit of Diamond gain 6 + (Potency * 2) DT to a maximum total DT of 35.

9

Spirit of Light

Basic

10

Duration lasts (Potency) minutes. Objects imbued with Spirit of Light glow brightly, casting illumination equal to (Potency * 3) candles. Weapons or projectiles gain a bonus to hit equal to 10 + (Potency). Anyone carrying or wearing an item affected by Spirit of Light suffers a penalty of -(10 + [Potency * 2]) to Sneak checks. Range is medium.

10 |  | Advance | 25 |  |  | Duration lasts (Potency * 10) in minutes. Bonus increases to 20 + (Potency) and the penalty for sneaking increases to -(15 + [Potency * 3]) Range is long.
11 |  | Expert | 45 |  |  | Duration lasts (Potency) hours. Bonus increases to 30 + (Potency) and the penalty for sneaking increases to -(20 + [Potency * 4]) Range is extreme.
12 | Spirit of Lightning | Basic | 15 |  |  | Duration lasts (Potency) minutes. Melee weapons or projectiles imbued with Spirit of Lightning deal an extra (Potency * 2) electrical damage to living biological opponents and machines. Spirit of Lightning will disrupt the machine for potency/2 turns on a critical hit. Against living biological opponents, weapons imbued with Spirit of Lightning drain 2d10 AP on a critical hit. This spell has no effect against unliving biological opponents. (This spell can also be used on unarmed weapons, but will damage the wearer as well as the target, so it is generally not advised.)
13 |  | Advance | 30 |  |  | Duration lasts (Potency * 10) minutes. Damage increases to (Potency * 3). Critical hit effect increases to 10 + 2d10 AP.
14 |  | Expert | 50 |  |  | Duration lasts (Potency) hours. Damage increases to (Potency * 4). Critical hit effect increases to 20 + 2d10 AP.
15 | Spirit of Poisons | Basic | 15 |  |  | Duration lasts (Potency) minutes. Melee weapons or projectiles imbued with Spirit of Poisons deal an extra (Potency * 2) poison damage to living, biological opponents. On a critical hit, a living, biological target will lose (Potency / 2, rounded up) points of Endurance or Agility (caster’s choice), to a minimum of one. SPECIALs reduced this way recover at the rate of one point per hour of rest. (This spell can also be used on unarmed weapons, but will damage the wearer as well as the target, so it is generally not advised.)
16 |  | Advance | 30 |  |  | Duration lasts (Potency * 10) minutes. Duration equal to the unicorn’s potency in hours. Damage increases to (Potency * 3).
17 |  | Expert | 50 |  |  | Duration lasts (Potency) hours. Duration equal to the unicorn’s potency in hours. Damage increases to (Potency * 4). Critical hit effect is equal to (Potency).
18 | Spirit of Wind | Basic | 15 |  |  | Duration lasts (Potency) minutes. Weapons imbued with Spirit of Wind reduce their AP cost to use by (Potency) to a minimum AP cost of 10 and a maximum AP savings per turn of (Potency + 15). Characters wearing clothing imbued with Spirit of Wind may make an extra move action during their turn for free, as can vehicles and robots imbued with this spell.
19 |  | Advance | 30 |  |  | When cast on weapons, the maximum AP savings becomes (Potency +20). In addition to the benefits of the basic version of this spell, Characters wearing clothing or operating vehicles imbued with Spirit of Wind gain one-for-one benefits for spending remaining AP on dodging at the end of their turn, as can robots imbued with this spell. Duration lasts (Potency * 10) minutes
20 |  | Expert | 50 |  |  | Weapons imbued with Spirit of Wind reduce their AP cost to use by (Potency + 5) to a minimum AP cost of 10 and a maximum AP savings per turn of (Potency + 25). In addition to the benefits of the advanced version of this spell, characters wearing clothing imbued with Spirit of Wind may make an additional extra move action (for a total of two) during their turn for free, as can vehicles and robots imbued with this spell. Duration lasts (Potency) hours.
21 | Spirit of Friendship |  |  |  |  | This spell affects all intelligent characters or creatures who perceive the character possessing an item imbued with this spell. Spirit of Friendship ceases to affect any character or creature towards whom the individual with the imbued item becomes hostile
22 |  | Advance | 15 |  |  | Duration lasts (Potency * 10) minutes. Weapons imbued with this spell will not cause alarm when worn. Characters wearing clothing imbued with Spirit of Friendship gain a bonus equal to (15 + [Potency * 2]) for Speech tests.
23 |  | Expert | 30 |  |  | Duration lasts (Potency) hours. Weapons imbued with Spirit of Friendship will not cause alarm when drawn or carried. Characters wearing clothing imbued with Spirit of Friendship gain a bonus equal to (25 + [Potency * 4]) for Speech tests.
24 | Spirit of Machines |  |  |  |  | While this spell affects an entire object, the core of the magic resides in a single component (considered the “heart of the machine”) chosen by the caster. If that component is removed, the spell automatically ends, even if cast at Expert level.
25 |  | Advance | 25 |  |  | Duration lasts (Potency) hours. Items imbued with Spirit of Machines require half the normal time to repair or modify. Tools imbued with this spell grant this bonus for all items they are used to repair or modify. All applicable Mechanics skill tests gain a (10 + [Potency * 2]) bonus.
26 |  | Expert | 50 |  |  | Duration lasts (Potency) months. As above, except that when cast on an item, tools are no longer required as the item will assemble itself according to the caster’s intent so long as the caster remains focused completely on the spell. (Appropriate parts and materials are skill needed, however.) All applicable Mechanics skill tests gain a (15 + [Potency * 4]) bonus.
27 | Spirit of Nature |  |  |  |  | This spell is most useful when cast on cauldrons, stoves, chemistry sets and similar equipment
28 |  | Advance | 25 |  |  | Duration lasts (Potency) hours. All equipment imbued with this spell greatly increase the natural potency of ingredients used in cooking, brewing or chem-making with them. Any recipe which requires multiple of a single component (for example: three green herbs) now requires only half that many (rounded up). All Survival skill tests gain a (10 + [Potency * 2]) bonus.
29 |  | Expert | 50 |  |  | Duration lasts (Potency) months. As above, except that any recipe which requires multiple of a single component now requires only one. (Appropriate parts and materials are skill needed, however.) All Survival skill tests gain a (15 + [Potency * 4]) bonus.
30 | Spirit of Riddles |  |  |  |  | When this spell is cast on items that present a puzzle, that puzzle becomes either harder or easier to solve -- locks become harder or easier to pick, complex explosives become harder or easier to disarm, and terminals become harder or easier to hack.
31 |  | Advance | 15 |  |  | Duration lasts (Potency * 10) minutes. Items imbued with Spirit of Riddles grant either a bonus or a penalty equal to (15 + [Potency * 2]) for applicable Explosives, Lockpick or Science tests.
32 |  | Expert | 30 |  |  | Duration lasts (Potency) hours. Items imbued with Spirit of Riddles grant either a bonus or a penalty equal to (25 + [Potency * 4]) for applicable Explosives, Lockpick or Science tests
33 | Spirit of Whispers | Advance | 15 |  |  | Duration lasts (Potency * 10) minutes. Weapons imbued with Spirit of Whispers become silenced, making only the faintest of sounds. Characters wearing clothing imbued with Spirit of Whispers gain a bonus equal to (15 + [Potency * 2]) for Sneak tests.
34 |  | Expert | 30 |  |  | Duration lasts (Potency) hours. Weapons imbued with Spirit of Whispers become completely silent. Characters wearing clothing imbued with Spirit of Whispers gain a bonus equal to (25 + [Potency * 4]) for Sneak tests.
35 | Spirit of Life | Expert | 35 |  |  | Duration lasts (Potency) hours. Characters wearing clothing imbued with the Spirit of Life regenerate one HP each minute for the duration of the spell.
36 | Spirit of Memories | Expert | 50 |  |  | Duration lasts (Potency) years. An item imbued with Spirit of Memories becomes a receptacle for Memory Implant. The memory can be triggered through any directed magical connection.
37 | Spirit of Waves | Expert | 35 |  |  | : Duration lasts (Potency) hours. Items imbued with Spirit of Waves will produce one gallon of purest water every turn until the duration runs out or a condition set by the caster is met (such as filling a container), whichever is sooner
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