--- _tmp/ccsrd.md	2025-06-05 20:57:53.285921268 -0500
+++ _tmp/ccsrd.new.md	2025-06-13 07:32:18.339664588 -0500
@@ -10198,6 +10198,10 @@
 
 Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
 
+App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
+higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
+Enabler.
+
 Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
 as if you are trained in it. Action.
 
@@ -10613,6 +10617,12 @@
 provides you with inherent weaponry. This allows you to fire a blast of energy up to long range that inflicts 5 points
 of damage. There is no cost for you to use this ability. Action.
 
+Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
+Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
+place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
+within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
+fire a bullet and teleport along its path.
+
 Burning Light (3 Intellect points): You send a beam of light at a creature within long range and then tighten the beam
 until it burns, inflicting 5 points of damage. Action.
 
@@ -10696,6 +10706,17 @@
 Captivate With Starshine: For as long as you speak, you keep the attention of all level 2 or lower NPCs who can hear
 you. If you also have the Enthrall ability, you can similarly captivate all level 3 NPCs. Action to initiate.
 
+Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
+as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
+float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
+only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
+added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
+affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
+the car. Enabler.
+
+The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
+magic, or Hollywood special effects.
+
 Car Surfer: You can stand or move about on a moving vehicle (such as on the hood, on the roof, in the open door well,
 etc.) with a reasonable expectation of not falling off. Unless the vehicle veers sharply, stops suddenly, or otherwise
 engages in extreme maneuvers, standing or moving about on a moving vehicle is a routine task for you. If the vehicle
@@ -10894,6 +10915,10 @@
 of online hackers and regular street criminals. These people are not necessarily your friends and might not be
 trustworthy, but they owe you a favor. You and the GM should work out the details of your contacts. Enabler.
 
+Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
+creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
+seamlessly, as part of the same action. Enabler.
+
 Contortionist (2 Speed points): You can wriggle free from bindings or squeeze through a tight spot. You are trained in
 escaping. When you use an action to escape or move through a tight area, you can immediately use another action. You may
 use this action only to move. Enabler.
@@ -10962,6 +10987,10 @@
 usually a matter of the character applying quick thinking in the face of immediate danger. The ability doesn't rely on
 supernatural means, but rather a practical act.)
 
+Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
+curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
+early are eased by two steps until you break free. Enabler.
+
 Countermeasures (4 Intellect points): You immediately end one ongoing effect (such as an effect created by a character
 ability) within immediate range. Alternatively, you can use this as a defense action to cancel any incoming ability
 targeted at you, or you can cancel any device or the effect of any device for 1d6 rounds. You must touch the effect or
@@ -11119,6 +11148,10 @@
 duration for an additional minute. If you have the Scramble Machine or Disable Mechanisms ability (or an ability that
 works similarly), when you apply a level of Effort to any of them, you gain an additional free level of Effort. Action.
 
+Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
+levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
+
 Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage.
 Action to initiate.
 
@@ -11163,6 +11196,9 @@
 
 Deep Water Guide: While underwater, any creature you choose that can see you has an asset on swimming tasks. Enabler.
 
+Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
+levels of Intellect Effort to it. Enabler.
+
 Defend All the Innocent: You protect everyone within immediate range whom you have designated as innocent with your
 Designation ability. Speed defense rolls made by such creatures gain an asset. Enabler.
 
@@ -11523,6 +11559,11 @@
 Echolocation: You are especially sensitive to sound and vibration, so much so that you can sense your environment within
 a short distance regardless of your ability to see. Enabler.
 
+Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
+day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
+becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
+is enclosed in a light-proof container or wrapping. Action.
+
 Effective Skill: Choose one noncombat skill when you gain this ability. You get a minor effect with that skill when you
 roll a natural 14 or higher (the d20 shows "14" or more). You get a major effect with that skill when you roll a natural
 19 or higher (the d20 shows "19" or higher). You can select this ability more than once. Each time you select it, you
@@ -12405,6 +12446,9 @@
 
 Hardiness: You are trained in Might defense tasks. Enabler.
 
+Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
+a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
+
 Have Spacesuit, Will Travel: Somehow or another, you became the legal owner of a fully functional and advanced
 spacesuit. The spacesuit provides +1 Armor and, more important, allows you to survive in the vacuum of space using suit
 reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas
@@ -12454,6 +12498,9 @@
 Heroic Monster Bane: When you inflict damage to creatures more than twice as large or massive as you, you inflict 3
 additional points of damage. Enabler.
 
+Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
+additional points of damage. Enabler.
+
 Hidden Closet: The magic ally from your Bound Magic Creature ability can store items for you within its bound object,
 including extra sets of clothing, tools, food, and so on. The interior of the object is, in effect, a 10-foot (3 m)
 square pocket dimension that normally only the magic ally can access. Enabler.
@@ -12647,6 +12694,9 @@
 points. If you roll a natural 20 and choose to deal damage instead of achieve a special major effect, you deal 5 extra
 points of damage. Enabler.
 
+Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
+additional points of damage. Enabler.
+
 Improvise (3 Intellect points): When you perform a task in which you are not trained, you can improvise to gain an asset
 on the task. The asset might be a tool you cobble together, a sudden insight into overcoming a problem, or a rush of
 dumb luck. Enabler. (Improvise can be used on a task a character has an inability in, but instead of gaining an asset,
@@ -12657,6 +12707,9 @@
 friends would be damaged, you can choose to take up to half the number of points of damage they would otherwise take,
 but only if you're not already impaired or debilitated. Enabler.
 
+Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
+unable to take actions for one round. Action.
+
 Incomparable Pilot: While on a starcraft you own or have a direct connection with, your Might Edge, Speed Edge, and
 Intellect Edge increase by 1. When you make a recovery roll on a starcraft you're familiar with, you recover 5
 additional points. Enabler.
@@ -12835,6 +12888,10 @@
 round, which means that if you use Scratch Existence or Shred Existence, attacking each target along your path is eased
 by two steps. Enabler.
 
+Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
+of Intellect Effort to it. Enabler.
+
 Iron Fist: Your unarmed attacks deal 4 points of damage. Enabler.
 
 Iron Punch (5+ Intellect points): You magnetically pick up a metallic heavy object within short range and hurl it at
@@ -12970,6 +13027,9 @@
 of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
 change, and the character wouldn't gain any of the creature's magical abilities.
 
+Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
+You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
+
 Lethal Damage: Choose one of your existing attacks that inflicts points of damage (depending on your type and focus,
 this might be a specific weapon, a special ability such as a blast of fire, or your unarmed attacks). When you hit with
 that attack, you inflict an additional 5 points of damage. Enabler.
@@ -12991,8 +13051,16 @@
 coercion or intimidation. During rests, you put friends and comrades at ease so much that they gain +1 to their recovery
 rolls. Enabler.
 
+Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
+in research. Enabler.
+
 Life Lessons: Choose any two noncombat skills. You are trained in those skills. Enabler.
 
+Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
+points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
+area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
+eased against targets wearing, carrying, or made of a significant amount of metal. Action.
+
 Like the Back of Your Hand: All tasks directly related to a starcraft that you own or have a direct connection with are
 eased. Tasks include repair, refueling, finding a breach in the hull, finding a stowaway, and so on. The same goes for
 any attack or defense rolls you make within the starcraft against enemy boarders, as well as any attack or defense rolls
@@ -13089,10 +13157,18 @@
 Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can
 attempt to understand and identify its properties. Enabler.
 
+Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
+tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
+had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
+magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
+
 Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
 such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
 cost is 2 Intellect points plus 1 point per level of the device. Action.
 
+Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
+one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
+
 Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
 preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
 hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
@@ -13151,6 +13227,9 @@
 machine to create the bond, but afterward, there is no range limitation. This bond lasts for one week. You can bond with
 only one machine at a time. Action to initiate.
 
+Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
+Enabler.
+
 Master of Unarmed Fighting Style: You are specialized in unarmed attacks. If you are already specialized in unarmed
 attacks, you instead deal 2 additional points of damage with unarmed attacks. Enabler.
 
@@ -13231,6 +13310,9 @@
 addition to the normal options for using Effort, you can choose to use Effort to extend the duration by one hour for
 each level of Effort applied. Action to initiate.
 
+Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
+This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
+
 Mental Projection (6+ Intellect points): Your mind fully leaves your body and manifests anywhere you choose within
 immediate range. Your projected mind can remain apart from your body for up to 24 hours. This effect ends early if your
 Intellect Pool is reduced to 0 or if your projection touches your resting body.
@@ -13350,6 +13432,14 @@
 for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
 fill a long area, or three to fill a very long area). Action.
 
+Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
+gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
+through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
+immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
+explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
+speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
+closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
+
 Mobile Fighter (3 Speed points): As part of your attack, you can leap on or over obstacles, swing from ropes, run along
 narrow surfaces, or otherwise move around the battlefield at your normal speed as if such tasks were routine (difficulty
 0). You can't use this ability if your Speed Effort costs are reduced from wearing armor. Enabler.
@@ -13401,6 +13491,17 @@
 Monster Lore: You are trained in the names, habits, suspected lairs, and related topics regarding the monsters of your
 world. You can make yourself understood in their languages (if they have one). Enabler.
 
+Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
+
+Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
+lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
+
+Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
+is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
+to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
+with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
+targets. Action.
+
 Moon Shape (4+ Intellect points): You change into a monstrous natural beast, such as a wolf, bear, or other terrestrial
 creature, for up to one hour. If you try to change during daylight hours when you are not deep underground (or otherwise
 away from the daylight), you must apply a level of Effort. In your new form, you add 8 points to your Might Pool, gain
@@ -13411,6 +13512,21 @@
 and eat at least one substantial creature while in beast form, the penalty increases to –2 and affects all your rolls
 for the next day. Action to change; action to revert.
 
+Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
+distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
+can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
+damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
+shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
+form is. Action.
+
+Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
+within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
+minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
+a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
+werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
+Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
+(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
+
 Mount: A level 3 creature serves you as a mount and follows your instructions. While you're mounted on it, the creature
 can move and you can attack on your turn, which provides an asset to your attack. You and the GM must work out the
 details of the creature, and you'll probably make rolls for it when it takes noncombat actions. The mount acts on your
@@ -13583,6 +13699,8 @@
 a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome,
 such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained in that task. Enabler.
 
+One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
+
 One With the Wild (6 Intellect points): For the next hour, natural animals and plants within long range will not
 knowingly harm you or those you designate. In addition, your Might Edge, Speed Edge, and Intellect Edge increase by 1,
 and if you make any recovery rolls during this period, you recover twice as many points. Action to initiate.
@@ -13680,6 +13798,13 @@
 Perfect Control: You no longer need to make a roll to use Beast Form or change into your normal form. You can change
 back and forth as your action. When you return to your normal form, you no longer take a penalty to your rolls. Enabler.
 
+Perfect Parking Space (3 Intellect points): You can send your car into a pocket dimension that moves with you and is
+just large enough to hold it. Nobody other than you can perceive or access this space unless they have the ability to
+interact with transdimensional areas. The space is a part of you, so you can't use it to store the car if you and the
+car have more cyphers than your limit, a detonation cypher activated inside the car while it's in the space harms you,
+and so on. Storing or retrieving the car happens over one minute as it slowly (and visibly) vanishes or reappears; you
+can reduce this time to just one round if you succeed at a level 4 Intellect task. Action to initiate.
+
 Perfect Speed Burst (6 Speed points): You can take two separate actions this round. Enabler.
 
 Perfect Stranger (3 Intellect points): You alter your posture and way of speaking and make a small but real alteration
@@ -13698,6 +13823,14 @@
 action, but others must expend exceptional ingenuity to prevent the illusion from regenerating even if it has apparently
 been dispersed. Enabler.
 
+Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
+be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
+track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
+creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
+living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
+target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
+Action.
+
 Phase Detonation (2+ Might points): When you use Phase Sprint or Walk Through Walls, you can choose to significantly
 damage normal matter around you with a blast of transdimensional energy when you first go into or come out of phase
 (your choice). This detonation inflicts 4 points of damage that ignores Armor to all creatures and objects within
@@ -13764,6 +13897,9 @@
 or something just as extreme, you are now immune to poisons, toxins, or any kind of particulate threat. You are not
 immune to viruses, bacteria, or radiation. Enabler.
 
+Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
+of Speed damage (ignores Armor) and are hindered on their next turn. Action.
+
 Post-Apocalyptic Survivor: You are trained in stealth and Might defense tasks. Enabler.
 
 Power Strike (3+ Might points): If you successfully attack a target, you knock it prone in addition to inflicting
@@ -13875,6 +14011,14 @@
 movements, and any sounds you make for the next ten minutes. Anyone present at the location can see and hear you as if
 you were there. However, you do not perceive through your projection. Action to initiate.
 
+Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
+can attack up to five different foes with a single action as long as they are within immediate range of each other. All
+the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
+from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
+for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
+Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
+the number of foes you can attack, with one additional foe per level of Effort. Enabler.
+
 Protective Wall (6+ Might points): When engaging in combat that directly relates to defending a community you are
 associated with, you can attack up to five different foes as a single action as long as they are all within immediate
 range. If you hit an attacker, they are pushed back an immediate distance. All of the attacks have to be the same sort
@@ -14071,6 +14215,16 @@
 Read the Signs (4 Intellect points): You examine an area and learn precise, useful details about the past (if any
 exist). You can ask the GM up to four questions about the immediate area; each requires its own roll. Action.
 
+Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
+and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
+the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
+this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
+performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
+questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
+
+Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
+area to allow you to use Reading Decomposition.
+
 Reading the Room (3 Intellect points): You gain knowledge about an area by speaking with dead spirits or reading
 residual energies from the past. You can ask the GM a single, matter-of-fact question about the location and get an
 answer if you succeed on the Intellect roll. "What killed the cattle in this barn?" is a good example of a simple
@@ -14159,6 +14313,9 @@
 alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
 use Effort to increase the target level that can be affected by 1. Action.
 
+Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
+eased by two steps. Enabler
+
 Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses
 metal. Enabler.
 
@@ -14261,6 +14418,10 @@
 using Effort, you can choose to use Effort to affect more targets; each level of Effort applied affects two additional
 targets. You must touch additional targets to affect them. Action to initiate.
 
+Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
+hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
+return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
+
 Ribbons of Dark Matter (2 Intellect points): For the next minute, dark matter condenses within an area within long range
 that is no bigger than an immediate distance in diameter, manifesting as swirling ribbons. All tasks attempted by
 creatures in the area are hindered, and leaving the area requires a creature's entire action to move. You can dismiss
@@ -14268,6 +14429,9 @@
 
 Rider: You are trained in riding any kind of creature that serves as a mount, such as a noble warhorse. Enabler.
 
+Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
+participants are eased by two steps. Enabler.
+
 Roaming Third Eye (3 Intellect points): When you use your Third Eye ability, you can place the sensor anywhere within
 long range. In addition, until that ability ends, you can use an action to move the sensor anywhere within short range
 of its starting position. Enabler.
@@ -14743,6 +14907,19 @@
 range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time
 required to do so (minimum one action). Action.
 
+Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
+standard bullet for it as part of your attack action with that weapon.
+
+Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
+a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
+the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
+Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
+ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
+damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
+
+You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
+times or the one shot is passing through or ricocheting off each target.
+
 Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
 giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
 or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
@@ -14753,6 +14930,15 @@
 Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
 or a mobile payment service such as Apple Pay, PayPal, or Venmo
 
+Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
+allowing you to mentally give it orders from a long distance away. This control includes any aspect of driving the car
+(such as steering, accelerating, and braking) and any moveable parts on the car (such as opening or closing the doors,
+hood, or trunk). The car takes actions on your turn, and you make rolls for it in combat or when it takes actions. You
+can only control one car at a time with this ability (although you could manually drive one car and magically control
+another car at the same time). If you are driving the car you're controlling with this ability, your driving tasks and
+extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on another
+vehicle, and so on) are eased. Enabler.
+
 Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action
 in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for
 each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or
@@ -14788,6 +14974,11 @@
 creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force,
 keep it at bay.)
 
+Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
+attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
+of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
+Action.
+
 Spot Weakness: If a creature that you can see has a special weakness, such as a vulnerability to fire, a negative
 modification to perception, or so on, you know what it is. (Ask and the GM will tell you.) Enabler.
 
@@ -14999,6 +15190,12 @@
 witnessed in your life that's so over the top yet so convincing that, if you are successful, the foe is dazed for one
 minute, during which time its tasks are hindered. Action.
 
+Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
+you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
+use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
+Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
+roll.) Action to initiate.
+
 Targeting Eye: You are trained in any physical ranged attack that is a character ability or comes from a device. For
 example, you are trained when using an Onslaught force blast because it's a physical attack, but not when using an
 Onslaught mindslice because it's a mental attack. Enabler.
@@ -15253,6 +15450,8 @@
 Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
 hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
 
+Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
+
 Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray
 ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called
 a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the
@@ -15655,6 +15854,13 @@
 solid surface) and can't move from their location until they use an action to break free. The target can still attack
 and defend. Action for touch; enabler for weapon.
 
+Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
+intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
+
+Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
+of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
+yourself understood to them. Enabler.
+
 Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
 benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
 much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
@@ -43304,14 +43510,11 @@
 
 Tier 1:
 
-Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
-one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
+Magical Programmer
 
 Tier 2:
 
-App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
-higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
-Enabler.
+App Tinkerer
 
 Connected
 
@@ -43321,15 +43524,11 @@
 
 Confidence Artist
 
-Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
-Enabler.
+Master Magical Programmer
 
 Tier 4:
 
-Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
-tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
-had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
-magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
+Magical App Hacker
 
 Tier 5:
 
@@ -43377,18 +43576,7 @@
 
 Practiced With Guns
 
-Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
-standard bullet for it as part of your attack action with that weapon.
-
-Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
-a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
-the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
-Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
-ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
-damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
-
-You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
-times or the one shot is passing through or ricocheting off each target.
+Spell Bullet
 
 Tier 2:
 
@@ -43398,36 +43586,27 @@
 
 Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
 
-Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
-of Intellect Effort to it. Enabler.
+Iron Eye
 
-Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
+Trained Guncasting
 
 Tier 4:
 
-Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
-a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
+Hasty Guncasting
 
 Tier 5:
 
-Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
-Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
-place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
-within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
-fire a bullet and teleport along its path.
+Bullet Jaunt
 
 Tier 6:
 
 Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
 
-Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
-levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
+Deadeye
 
 Special Shot
 
 Hunts Witches
 
 You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
 pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
@@ -43465,12 +43644,9 @@
 
 Tier 1:
 
-Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
-intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
+Witch Bane
 
-Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
-of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
-yourself understood to them. Enabler.
+Witch Lore
 
 Tier 2:
 
@@ -43480,16 +43656,13 @@
 
 Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
 
-Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
-additional points of damage. Enabler.
+Improved Witch Bane
 
 Misdirect
 
 Tier 4:
 
-Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
-curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
-early are eased by two steps until you break free. Enabler.
+Countercharm
 
 Tier 5:
 
@@ -43501,10 +43674,9 @@
 
 Hard to Kill
 
-Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
-additional points of damage. Enabler.
+Heroic Witch Bane
 
 Inks Spells on Skin
 
 Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
 is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
@@ -43547,23 +43719,13 @@
 
 Fleet of Foot
 
-Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
-of Speed damage (ignores Armor) and are hindered on their next turn. Action.
+Poison Touch
 
 Tier 2:
 
-Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
-day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
-becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
-is enclosed in a light-proof container or wrapping. Action.
+Eclipse
 
-Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
-gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
-through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
-immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
-explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
-speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
-closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
+Mist Form
 
 Tier 3:
 
@@ -43571,10 +43733,7 @@
 
 Command
 
-Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
-points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
-area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
-eased against targets wearing, carrying, or made of a significant amount of metal. Action.
+Lightning Flash
 
 Outwit
 
@@ -43582,8 +43741,7 @@
 
 Elemental Protection
 
-Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
-unable to take actions for one round. Action.
+Incapacitate
 
 Tier 5:
 
@@ -43597,17 +43755,11 @@
 
 Divide Your Mind
 
-Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
-be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
-track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
-creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
-living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
-target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
-Action.
+Petrify
 
 Summon Demon
 
 Is A Car Wizard
 
 Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
 that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
@@ -43643,18 +43795,9 @@
 
 Tier 2:
 
-One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
-
-Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
-as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
-float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
-only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
-added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
-affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
-the car. Enabler.
+One Hand on the Wheel
 
-The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
-magic, or Hollywood special effects.
+Car Magic
 
 Tier 3:
 
@@ -43662,14 +43805,7 @@
 
 Expert Driver
 
-1Perfect Parking Space (3 Intellect points):
-
-You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
-you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
-a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
-cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
-one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
-at a level 4 Intellect task. Action to initiate.
+Perfect Parking Space
 
 Tier 4:
 
@@ -43677,28 +43813,17 @@
 
 Tier 5:
 
-Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
-levels of Intellect Effort to it. Enabler.
+Deer in the Headlights
 
 Tier 6:
 
 Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability.
 
-Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
-allowing you to mentally give it orders from a long distance away. This control
-
-includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car
-(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in
-combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
-drive one car and magically
-
-control another car at the same time). If you are driving the car you're controlling with this ability, your driving
-tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
-another vehicle, and so on) are eased. Enabler.
+Spells Have No Speed Limit
 
 Trick Driver
 
 Learned From the Classics
 
 Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
 comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
@@ -43726,8 +43851,7 @@
 
 Enhanced Intellect
 
-Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
-in research. Enabler.
+Library Life
 
 Tier 2:
 
@@ -43739,8 +43863,7 @@
 
 Enhanced Intellect Edge
 
-Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
-eased by two steps. Enabler
+Repeated Rituals
 
 Tier 4:
 
@@ -43756,10 +43879,9 @@
 
 Greater Enhanced Intellect
 
-Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
-This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
+Mental Magic
 
 Practices Moon Magic
 
 The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
 makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
@@ -43792,12 +43914,7 @@
 
 Tier 1:
 
-Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
-distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
-can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
-damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
-shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
-form is. Action.
+Moonbeam
 
 Tier 2:
 
@@ -43814,29 +43931,15 @@
 
 Spur Effort
 
-Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
-
-Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
-lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
+Moon Adaptation
 
 Tier 4:
 
-Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
-within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
-minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
-a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
-
-werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
-Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
-(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
+Moonlight Barrage
 
 Tier 5:
 
-Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
-is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
-to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
-with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
-targets. Action.
+Moon Portal
 
 Tier 6:
 
@@ -43894,18 +43997,11 @@
 
 Tier 4:
 
-Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
-participants are eased by two steps. Enabler
+Ritual Guidance
 
 Tier 5:
 
-Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
-can attack up to five different foes with a single action as long as they are within immediate range of each other. All
-the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
-from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
-for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
-Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
-the number of foes you can attack, with one additional foe per level of Effort. Enabler.
+Protective Instincts
 
 Tier 6:
 
@@ -43942,8 +44038,7 @@
 
 Tier 1:
 
-Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
-You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
+Lend a Hand
 
 Tier 2:
 
@@ -43955,11 +44050,7 @@
 
 Buddy System
 
-Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
-you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
-use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
-Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
-roll.) Action to initiate.
+Tap Currents
 
 Tier 4:
 
@@ -43975,13 +44066,11 @@
 
 Explosive Release
 
-Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
-creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
-seamlessly, as part of the same action. Enabler.
+Continuous Transfer
 
 Drain at a Distance
 
 Turns Decay to Growth
 
 You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
 you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
@@ -44012,10 +44101,7 @@
 
 Wilderness Lore
 
-Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
-attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
-of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
-Action.
+Spore Cloud
 
 Tier 2:
 
@@ -44025,15 +44111,7 @@
 
 Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3.
 
-Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
-and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
-the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
-this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
-performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
-questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
-
-Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
-area to allow you to use Reading Decomposition.
+Reading Decomposition
 
 Grasping Foliage
 
@@ -44046,9 +44124,7 @@
 
 Greater Necromancy
 
-Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
-hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
-return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
+Rewind Rot
 
 Tier 5:
 
