| A | B | C | D | E | F
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1 | Spell Name | Rank | Strain | Strain | Duration | Description
2 | Offense spells
3 | Arcane Blast |  |  |  |  | Arcane Blast is the most basic of offensive spells. The caster fires one or more bolts of magical energy, making a Science skill roll to successfully hit. The bolts from an arcane blast may be used to target multiple opponents, and the caster may choose whether to do lethal damage or stunning damage. Stunning damage reduces HP as normal, but the target merely passes out when they reach 0 HP, and Stunning damage recovers fully after an hour of rest.
4 |  | Basic | 10 |  |  | Short range. Spell fires a single blast that does 10 + (Potency * 3) + 1d10 damage.
5 |  | Advance | 15 |  |  | Medium range. Spell gains a Rate of Fire of (Versatility / 2, rounded up), using normal RoF rules. Each bolt deals 20 + (Potency * 3) + 2d10 damage.
6 |  | Expert | 25 |  |  | Medium range. Spell gains a Rate of Fire of (Versatility) and a Burst attack of (Versatility / 2), using normal RoF rules. Each bolt deals 30 + (Potency * 3) + 3d10 damage.
7 | Eldritch Knives |  |  |  |  | Conjures a swarm of magical energy knives around the caster which are then mystically directed to attack a single target. The knives strike with a single attack roll dealing (Potency /2, rounded down) +13 magical energy damage per knife. The target applies only half of his armor’s DT (rounded down) against the total damage. Eldritch knives ignore shields. This spell takes two casting actions to cast. If the caster takes damage while casting, the spell is disrupted and the strain is lost.
8 |  | Basic | 10 |  |  | Short range. Creates (Versatility + 3) knives.
9 |  | Advance | 15 |  |  | Medium range. Creates (Versatility + 5) knives.
10 |  | Expert | 20 |  |  | Long range. Creates (Versatility + 7) knives.
11 | Energy Strike |  |  |  |  | This spell must be purchased separately for each following energy types: fire, lightning, cold, light and plasma. The caster must roll to hit the target (using the Science skill). The attack manifests several inches in front of the caster’s horn and moves away from the caster.
12 |  | Basic | 10 |  |  | Short range, damage equal to 15 + (Potency * 4) + 1d10, adds basic energy effect. Does not count as magical energy damage for purposes of healing.
13 |  | Advance | 15 |  |  | Medium range, damage equal to 30 + (Potency * 4) + 2d10, adds advanced energy effect and counts as magical energy damage for purposes of healing
14 |  | Expert | 25 |  |  | Long range, damage equal to 45 + (Potency * 4) + 4d10, adds expert energy effect.

15

Fire

Base damage reduced by 5, but deals fire damage, ignoring DT and reduced by Fire Resistance. A critical hit causes the target to catch fire. Target burns for an additional 1d10 fire damage per turn until they pass a Luck check or put themselves out.
Base damage reduced by 10, but deals fire damage, ignoring DT and reduced by Fire Resistance. Can attack an individual target or cast as an Area of Effect with a radius of (Potency) feet. Creatures hit by the spell catch on fire, burning for an additional 1d10 fire damage per turn until they pass a Luck check or put themselves out.
Base damage reduced by 15, but deals fire damage, ignoring DT and reduced by Fire Resistance. Area of Effect increased to (Potency * 2) feet. Flames are magical, dealing an additional 2d10 fire damage per turn and cannot be extinguished for the first (Potency) turns.

16

Lightning

Base damage reduced by 5, but deals electrical damage, ignoring DT and reduced by Lightning Resistance. Range is medium. A critical hit will disrupt a machine for (Potency / 2, round up) turns or drain 2d10 AP from a living opponent.
Base damage reduced by 5, but deals electrical damage, ignoring DT and reduced by Lightning Resistance. Range is long. A critical hit will shut down a machine or arcanotech device completely or paralyze a living opponent for one turn.
Base damage reduced by 5, but deals electrical damage, ignoring DT and reduced by Lightning Resistance. Range is extreme. Will shut down a machine or arcanotech device completely or paralyze a living target for one turn unless the target makes a successful Luck roll.

17

Cold

Base damage reduced by 5, but deals cold damage, ignoring DT and reduced by Cold Resistance. A critical hit causes a biological target (living or undead) to slow down, making all the target’s actions cost an additional +10 AP to perform for 2 turns.
Base damage reduced by 5, but deals cold damage, ignoring DT and reduced by Cold Resistance. Can attack an individual target or cast as an Area of Effect with a radius of (Potency) feet. Biological targets hit by the spell are slowed down by the extreme cold -- all actions cost an additional +10 AP to perform for 2 turns.
Base damage reduced by 5, but deals cold damage, ignoring DT and reduced by Cold Resistance. Area of Effect increased to (Potency * 2) feet. Affected biological targets are slowed down by the extreme cold -- all actions cost an additional +10 AP to perform for (Potency) turns.

18

Light

Precise attack adds +10 to Science skill roll to hit the target.
Color spray -- three beams. May attack two separate targets, but no target may be attacked with more than two beams. Roll attack rolls separately for each.
Rainbow spray -- seven beams. May attack up to four separate targets, but no target may be attacked with more than two beams. Roll attack rolls separately for each.

19

Plasma

Critical strike multiplier as per Magical Energy Weapons.
Range is short. Critical strike multiplier as per basic plus critical strikes lower the DT of the target’s armor by 4 (after damage) unless the target makes a successful Luck check. This effect is cumulative and the armor is destroyed when DT reaches 0. This effect may be used to destroy cover as well.
Range is medium. Critical strike multiplier as per basic and will liquify a target reduced to 0 HP. Any successful hit lowers the DT of the target’s armor by 4 (after damage) unless the target makes a successful Luck check. This effect is cumulative and the armor is destroyed when DT reaches 0. This effect may be used to destroy cover as well.

20 | Rainbow Tornado |  |  |  |  | Caster can seize control of a rainbow and turn it into an ensnaring weapon. The caster and target make opposed Versatility and Agility rolls respectively, with the caster gaining a +2 bonus. If the caster succeeds, the target is ensnared in the rainbow for the spell’s duration. With a successful Science check, the caster may move the rainbow along with its trapped target anywhere within range. An ensnared target can take no actions except attempting to break free of the snare. Doing so requires a successful Agility roll at a penalty equal to the caster’s (Versatility / 2, rounded up), to a minimum of 1.
21 |  | Basic | 15 |  |  | Duration of (Potency / 2, rounded up) turns. Range is short.
22 |  | Advance | 25 |  |  | Duration of (Potency) turns. As basic version, but the spell creates the rainbow, and the caster’s bonus on her Versatility roll increases to +3.
23 |  | Expert | 35 |  |  | Duration of (Potency * 2) turns. As advanced version, but the caster’s bonus on her Versatility roll increases to +4, and the rainbow may be Imbued with spells from the Imbuing school or utilized as a magical conduit for the delivery of a spell at range that would otherwise have a range of touch. Range is medium.
24 | Storm Cloud |  |  |  |  | This spell conjures a small storm cloud overhead capable of unleashing directed lightning attacks. Starting the round after casting the spell, the caster may direct a single lightning strike against a target each turn for 15 AP with a successful Science skill check. This spell may only be cast outdoors. Damage from this spell is electrical damage which ignores DT and reduced by Lightning Resistance. This damage does not count as magical energy damage for purposes of healing.
25 |  | Basic | 20 |  |  | Duration of (Versatility / 2) lightning strikes. Medium range. Each strike deals (Potency * 4) + 15 + 4d10 damage. Cloud size is (Potency) feet in radius.
26 |  | Advance | 25 |  |  | Duration of (Versatility) lightning strikes. Long range. Each strike deals (Potency * 4) + 30 + 6d10 damage. Cloud size is (Potency * 2) feet in radius.
27 |  | Expert | 35 |  |  | Duration of (Versatility * 2) lightning strikes. Extreme range. Each strike deals (Potency * 4) + 45 + 8d10 damage. Cloud size is (Potency * 10) feet in radius.
28 | Petrify |  |  |  |  | Petrify will turn the caster’s target to stone, including all equipment. Petrify is an unusually difficult spell to cast effectively. The spell requires two turns of casting (costing spellcasting AP each turn). On the first turn, the caster must make a successfully cast the spell with a Science skill check. On the second, the caster must then beat the target in a contest of wills -- an opposed Endurance test -- in order for the spell to take hold. Once the spell has taken hold, it takes a third full turn for the target to become petrified. During that turn, the doomed target’s maximum AP is reduced by -50. A stoned target has a DT of 40 and ignores all environmental hazards. The stone statue will not erode or otherwise deteriorate over time.
29 |  | Advance | 40 |  |  | Duration of (Potency) hours. Range of Touch.
30 |  | Expert | 50 |  |  | Duration is effectively permanent. However, there is always a flaw to this permanency -- a circumstance or set of conditions which will allow the petrified character to break free -- that is unknown to the caster. Short range
31 | Telekinetic Grasp |  |  |  |  | This spell creates a telekinetic field with real force behind it. It can be used to cause damage directly, grapple or apply force against a resisting target. Targets held by the spell may attempt to break free as per Telekinesis. Attacks with Telekinetic Grasp require a successful Science skill check and cost 15 AP each, doing damage as per bare hooves. The spell’s range is short. Telekinetic Grasp, is extremely clumsy and unsubtle; it cannot be used for wielding weapons or any sort of fine manipulation.
32 |  | Advance |  | 15 + 5 per turn after the first |  | Effective strength of (Potency * 2).
33 |  | Expert |  | 30 + 5 per turn after the first |  | Effective strength of (Potency * 4)
34 | Heart Attack |  |  |  |  | This spell induces a heart attack in a living, biological target with recognizable, life-supporting organs. (This spell has no effect on plants, robots or the undead.) Heart Attack is almost always fatal if the target cannot find a way to disrupt the spell. Casting the spell requires a successful Medicine skill check to cast and an additional successful Medicine skill check each round to maintain.
35 |  | Expert |  | 45 + 10 per turn |  | Short range and the target must remain within line of sight. Heart Attack drains one point of the target’s Endurance each turn. If the target reaches 0 Endurance, the target dies. While under the effects of Heart Attack, the target’s maximum AP is reduced by 50.
36 | Telekinetic Bullet |  |  |  |  | This spell creates a single, focused telekinetic strike. This attack requires a successful Science skill check, and manifests a few inches in front of the caster and moves towards the target.
37 |  | Expert | 50 |  |  | This spell creates a single, focused telekinetic strike. This attack requires a successful Science skill check, and manifests a few inches in front of the caster and moves towards the target.
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48 | Experimental
49 | Weapon of the Guard |  |  |  | POT Minutes or until cancelled by the unicorn. | Choose 1 of three options: Armor Spikes, Helmet, or Shoes. This spell creates a field of force that resembles armor spikes, a helmet with a large blade fitted to your horn, or four shoes. These attacks deal the following damage and benefit from any perks that increase your unarmed damage, and the option you choose replaces any equipped weapon(s) you have in that slot. Attacks using these weapons cost 15 AP. These conjured weapons have no additional qualities:
50 |  | Basic |  | 10 Strain +2 per turn. |  | 2xSTR+POT+1d10
51 |  | Advance | 15 |  |  | 3xSTR+2xPOT+1d10
52 |  | Expert | 20 |  |  | 4xSTR+3xPOT+1d10
53 |  |  |  |  |  | All created equipment is considered to be in Good Condition, but does not give you bonus luck for critting.

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In addition, each item has the following special ability, should you have at least a 50 in unarmed:
Armor Spikes:
Shatter Armor (20 AP): Gain armor piercing (light). At advanced, gain armor piercing. At expert, gain armor piercing (heavy).
Helmet:
Helm of Kings: Any charge attack you make applies the benefits of any jousting perks you have taken. In addition, it increases the benefits provided by your Endurance and you may also use Potent/Majestic Strike while making an attack with this option.
Shoes:
Royal Guard Strike (35 AP): Deal 15 extra damage. This attack has a 25% chance to cause all your opponents attacks to take a -10 penalty to hit for 2 turns.

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