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Spell NameRankStrainStrainDurationDescription
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Manipulation spells
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Arcane MarkThis spell can be used to either leave a magical mark on a selected surface or activate an existing one. Magical marks can be of any design, can be either visible or invisible to the naked eye, permanent or temporary. The casting of the Arcane Mark spell upon the surface where the mark is hidden will also reveal hidden marks.
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Basic5 Leaves a mark on selected place. The mark may be either up to (Versatility) feet with small details or up to (Versatility inches) with complex details
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Advance15 The arcane mark may be up to (Versatility) yards with complex details. The arcane mark may be designed to remain invisible until a triggering triggering phrase is spoken or a triggering action is taken
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Expert35 As advanced, except the arcane mark may be designed to be visible or invisible to a general class of creatures . (For example: “all unicorns” or “not zebras”.)
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CloudwalkBasic15 Duration of (Potency) hours. Allows the target to interact with clouds.
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Come to LifeAnimates an inanimate object. Animated objects will move under the guidance of the caster with a successful Science skill check. However, if the caster fails this check, the animated object will take on a life of its own until the spell duration ends. The caster may need to make skill rolls to make proper use of items which she has brought to life (for example, she would need to make a Firearms skill check to properly guide an animated rifle). Such rolls are made with a +20 bonus. Duration of (Potency + Versatility) minutes.
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Basic15 May animate a single small object up to (Potency * 10) inches in its largest dimension. Animated objects will be only capable of basic movement. Caster gains a +10 bonus to the Science skill check.
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Advance30 May animate a single large object up to (Potency * 10) feet in its largest dimension or (Versatility) small objects. Animated objects will be capable of fluid and complex movement. Caster’s Science skill check gains no bonus.
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Expert40 May animate a single huge object up to (Potency * 10) yards in its largest dimension, or (Versatility) large objects, or (Versatility * 3) small objects. The objects affected by Expert-level Come to Life will change in appearance, seeming to become actual living creatures. Caster’s Science skill check is made at a -10 penalty.
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GrowthCauses seeds to sprout and eggs to hatch, speeds pregnancy, or causes a living plant or creature to physically mature rapidly over a period of (Potency) turns. Requires a successful Science skill check. Unwilling targets may resist with a successful Endurance or Luck check at a +3 bonus. This spell cannot induce growth beyond the natural “adult” stage of a plant or creature’s physical development.
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Basic25: Will cause (Potency) days worth of growth. Short range. Can affect (Versatility * 10) seeds, (Versatility) plants, one unborn/unhatched living creature or one non-intelligent living creature
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Advance35 Will cause (Potency) weeks worth of growth. Medium range. Can affect (Versatility * 100) seeds, (Versatility * 10) plants, (Versatility) unborn/unhatched non-intelligent living creatures, (Versatility) non-intelligent living creatures, one unborn/unhatched intelligent living creature or one intelligent living creature.
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Expert50 As advanced, but will cause (Potency) months worth of growth.
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OrganizeThis spell automatically sorts your inventory, maximizing space in your saddlebags or other containers, putting the object you desire on the top for easy access. The spell will continue to reorganize your inventory, putting the desired objects in easy access, for the duration of the spell. Accessing items in an Organized pack costs 10 less AP than normal.
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Basic5Duration (Versatility) hours
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Advance10 Duration (Versatility) days.
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Expert20Duration (Versatility) weeks.
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Phase

This spell is cast upon a solid, mundane object to make the object or a section of the object of the object intangible for (Potency) turns. Phase cannot be cast on magically-enhanced objects or magical shields. The affected area glows dimly with the color of the caster’s magical aura. Casting Phase on an item worn or carried by another character requires a successful Science skill check (with any appropriate called shot or target size penalties). Worn items which are phased will remain on the wearer, but will provide no DT (although other bonuses remain intact). Items that have been phased cannot be used or equipped. If two items occupy the same space when Phase ends, the foreign item is ejected. Ejected beings suffer (Potency * 5) damage on a failed Luck check. Items ejected suffer one level of condition degradation. The duration of Phase may be ended early with a successful Science skill check at a penalty equal to -5 * (remaining turns).
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Basic20The object or area of an object affected may not exceed the caster’s (Versatility * 3) inches in its largest dimension or have a DT greater than 10.
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Advance35The object or area of an object affected may not exceed the caster’s (Versatility) feet in its largest dimension or have a DT greater than 20.
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Expert50The object or area of an object affected may not exceed the caster’s (Versatility) yards in its largest dimension or have a DT greater than 30.
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Sculpt

This spell allows you to reshape matter. It may be used on any non-magical, non-aware, simple substance. Sculpting an object with a DT rating (such as barding or a safe) requires a successful Science skill check with a penalty equal to 10 + (Object’s DT * 2). Sculpting a substance that is in motion requires a successful Science skill check at a -30 penalty. Sculptures created through this spell are usually simple, but the caster may make the sculpture refined and detailed with a successful Perception check and an additional 10 strain.
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Basic20 Range of touch. Effects last (Potency) hours. Area of effect is up to (Versatility) feet in its largest dimension.
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Advance35Short range. Effects last (Potency) days. Area of effect is up to (Versatility * 2) feet in its largest dimension.
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Expert50 Medium range. Effects are permanent. Area of effect is up to (Versatility * 4) feet in its largest dimension.
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Spell ClosetThis spell allows you to pre-cast one or more other spells and “hang” their effects, triggering them at a later time. As well as paying the cost for Spell Closet, you pay half of the cost (rounded up) of any spells you are hanging now, and the other half when the spell is triggered. Triggering a hung spell is a 15 AP action. The caster may trigger one hung spell a turn.
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Basic20The caster may hang one spell. The spell must be triggered within (Potency * 10) minutes or it will be lost.
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Advance30 The caster may hang (Versatility / 2) spells. The spells must be triggered within (Potency) hours or it will be lost.
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Expert40 The caster may hang (Versatility) spells. The spells must be triggered within (Potency) days or it will be lost. The caster may trigger up to two hung spells a turn.
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Summon ObjectThis spell allows the caster to summon one or more pre-defined objects. To define an object as summonable by this spell, the caster must touch her horn to the object and spend 5 strain. Summoning takes a full turn. An object about to be summoned will glow in a magic aura throughout the turn, teleporting to the caster at the start of her next action. A summoning can be interrupted by someone moving the object before it departs. This spell cannot be used on items that are integral parts of other items (such as the clip out of a gun or the hinges off of a door), nor on living or undead creatures.
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Basic10Summons a chosen, pre-defined object to the caster. The object cannot be something larger than the caster. The caster may have (Versatility) pre-defined objects. Range is (Potency * 100) yards.
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Advance25 Summons up to (Versatility / 2, rounded up) pre-defined objects to the caster. The objects cannot be something larger than yourself. The caster may have (Versatility * 2) pre-defined objects. Range is (Potency) miles.
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Expert40 Summons up to (Versatility) pre-defined objects to the caster. At the cost of +20 strain, this may be used on items which are integral parts of other items. Range is (Potency * 100) miles.
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TeleportBasic20Teleport yourself instantly a short distance within line of sight (far enough to cross most buildings). You can teleport a single willing targets along with you at a cost of an additional +20 Strain.
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Advance30 Teleport yourself instantly a moderately long distance (far enough to easily cross a large town). You no longer need to have line of sight to the destination, as long as it’s a familiar place. You can teleport up to (Versatility / 2, rounded up) willing targets along with you at a cost of an additional +15 Strain each.
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Expert40 Teleport yourself instantly a very long distance, reaching substantially across the wasteland. Teleporting into an area that is not familiar adds +20 Strain and requires a successful Survival check at -20 to avoid mishap. You can teleport up to (Versatility) willing targets along with you at a cost of an additional +10 Strain each. You may also teleport up to (Versatility / 2, rounded up) targets a short distance within line of sight without teleporting yourself at the cost of 30 + (15 per target after the first). Targets may resist with an Endurance roll a +2 bonus.
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FailsafeFailsafe dispels all magic and magical effects up to a given intensity and within a given area. Failsafe always targets all magic within its area of effect, affecting any magic whose intensity is not beyond the spell’s scope. Affected spells or magical effects with a finite duration are instantly eliminated. Affected permanent spell effects, as well as magical items and places, have their magical abilities suppressed for a short duration. Affected naturally magical creatures do not lose innate, ongoing magical abilities (such as a pegasus’ ability to stand on clouds) but are rendered unable to actively invoke spells or similar effects (such as a young dragon’s breath at advanced or a young adult dragon’s breath at expert.)
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Advance30Dispels all weak magic and magical effects, including those created by Basic-level spells. Area of effect is a (Potency * 10) yard radius around the caster. Magic not dispelled remains suppressed for (Potency) turns. Affected targets may attempt to shake off the effects with an Endurance roll at a penalty equal to the caster’s (Potency) (minimum 1)
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Expert50Dispels all moderate magic and magical effects, including those created by Advanced-level spells. Area of effect is a (Potency * 100) yard radius around the caster. Magic not dispelled remains suppressed for (Potency) minutes. Affected targets may attempt to shake off the effects with an Endurance roll at a penalty equal to the caster’s (Potency) (minimum 0).
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Memory ImplantThis spell causes a target to experience a memory. The memory may be either one of the caster’s, one of the target’s, or a memory obtained through the Memory Extraction spell. The target must be either unresisting or restrained, and the caster must hold her horn to the target’s horn or forehead for the duration. The memory is perfectly real, affecting all senses. Implanted memories do not carry any of the thoughts or emotions from the individual that the memory is from. However, causing a target to relive their own memories will cause the target to also relive the emotions and thoughts she had during the original experience. Reliving a memory takes the same amount of time as the events originally took, and the target is rendered helpless and unable to act while the memory is being experienced. Once the target has relived the memory, it becomes a permanent part of her own memories. The spell may be used to give the target a temporary bonus to a skill related to the memory. This bonus lasts for (caster’s Potency) hours.
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Advance30 The target remembers the memories clearly, but is able to easily distinguish them from her own if they are not. Can give a +10 temporary bonus to a skill.
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Expert50 The caster can cause the target to relive the memory over the course of (11 - Potency) minutes, minimum one minute, regardless of length of the memory. The target remembers the memories as if they were her own (although the target will realize something is wrong with the memories if they are from someone with different physiology or abilities than herself). Can give a +20 temporary bonus to a skill.

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TransformationThis spell allows the caster to change one object into another object. When the caster learns this spell, she must choose a narrow classification of “target” objects she can transform and a narrow classification of “result” objects she can transform them into. The caster may choose (Versatility / 2, rounded up) classifications for each. These classifications are up to GM approval. (For example, a caster may choose “unicorns” and “small animals” as target objects, and “horses” and “potted plants” as “result” objects. The caster could then turn a couple of mice into horses or potted cacti.) The caster may affect up to (Potency / 2, rounded up) targets within the same target classification at once. Living creatures may only be transformed into living creatures; non-living objects may only be transformed into non-living objects. This spell may be learned multiple times, taking different classifications each time. Casting this spell requires a successful Science check.
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Advance30Range is short. Duration is a set time of day designated by the caster. (For example, the caster may transform a pumpkin into a carriage with the spell set to expire “at midnight”.) If the caster does not set a time of day for the spell to end, the spell ends in (Potency) hours. Transformed targets bear obvious characteristics of their original form, and can be identified with a successful roll, usually Science or Perception. (For example, a pumpkin transformed into a carriage resembling a giant pumpkin.) Living targets may avoid transformation with a successful Endurance check at a penalty of -1 per degree of success on the caster’s Science check (minimum -3). For non-living objects, each affected object cannot be more than (Potency * 10) inches in its largest dimension.
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Expert50 Range is short. Duration is a set until a specific condition is met, and that condition must be spoken by the caster during casting. If the caster does not set a condition for the spell to end, the spell ends in (Potency) days. This condition is written into the spell in such a way that the spoken words are revealed when Arcane Mark is cast upon the target. Targets transformed by the Expert level of this spell cannot be identified as transformed objects. Living targets do not get a roll to resist. For non-living objects, each affected object cannot be more than (Potency * 10) in its largest dimension.
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BypassThis spell causes the target item or spell to completely ignore a particular class of objects or spells. A bypass spell must be cast onto an object when that object is forged, crafted or assembled. A bypass must integrated into a spell as the spell is cast via a spell matrix (see the Advanced Matrix Caster perk). When cast upon an object, the spell affects all the object’s component parts and immediate effects, even if those component parts should change. (For example, a bypass spell cast on a firearm would affect the bullets in that firearm, even if the clip was changed. Likewise, bypass on a shield spell which causes the spell to ignore an individual would continue to do so even if the individual gained up to three levels of taint.) When casting Bypass, the caster must designate what class of object is being ignored. The classification may be broad (example: all ponies), narrow (example: unicorns) or tight (example: one particular unicorn). The tighter the classification, however, the more imprecise the Bypass becomes. (For example: a bypass spell designated to cause a shield spell to ignore a specific individual will also allow members of that individual’s bloodline through.)
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Expert50Range is short. Duration is permanent (or at least as long as the item or spell that the Bypass is being cast upon lasts).
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Memory ExtractionThis spell extracts a memory from a target. The target must be either unresisting or restrained, and the caster must hold her horn to the target’s horn or forehead for the duration. Finding the desired memory requires a successful Intelligence or Luck test. This test may be performed once an hour until successful. The extracted memory is perfectly real and perfectly accurate, unaffected by personal beliefs, nostalgia or the normal deterioration of memory caused by the passage of time. (The memory may be affected, however, by altered psychological or chemical states.) The memory includes information from all the target’s senses, including any special ones, but does not include any of the target’s thoughts or emotions. Duration is permanent.
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Expert40 The caster may choose to either create a copy of the memory or to remove the memory from the target completely.
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RemakeRemake uses temporal magic to revert an item to its original condition. Casting Remake requires at least 75% of the target object, and requires a Mechanics skill roll. This roll has a bonus equal to the caster’s (Potency * 5) and a penalty based on the target item’s level of disrepair or damage. Success immediately removes all damage done to the object -- missing pieces re-appear, broken parts mend back together, worn and stressed materials become whole. Objects healed in this way aren’t so much repaired as they are unbroken, returned to their state before they were damaged.
Penalty Condition Example
-10 Relatively new but broken
-20 A lot of wear and a few bullet holes
-30 Severely battle damaged
-40 Rusted into a solid, barely recognizable hunk
-50 Turned to ash

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Expert20The condition of the object adds strain equal to the (positive) amount of the penalty. (For example, an object with a -20 condition penalty would cost 40 strain to remake.) Duration is (Potency) hours, after which the target item(s) will quickly degrade back to their original level of damage (plus any additional damage accrued). Remake may be used to affect either (Versatility) objects of the same type at once where the items’ largest dimension does not exceed (Versatility *3) inches, or one object whose largest dimension does not exceed (Versatility) yards in its largest dimension.
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Time JauntThis spell allows you to teleport back in time for a very short duration. The caster is able to interact with the past, but nothing the caster does will alter the future -- the actions the caster takes are the actions the caster has always taken at that point in time, forming a stable time loop. The caster may choose to travel to any point in time she can clearly envision (whether it be from her own lifetime, or thanks to photographs or accurate text).
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Expert50 Duration (Potency) turns.
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WingsThe subject gains fragile wings and Flight 2. (Treat the subject as a pegasus for hit locations. Wings made from this spell have half the normal health of a limb, rounded down, and are destroyed if crippled.)
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Expert50 Duration of (Potency) hours
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