--- _tmp/ccsrd.md	2025-05-29 10:51:30.789648516 -0500
+++ _tmp/ccsrd.new.md	2025-05-29 14:20:00.517884876 -0500
@@ -9983,6 +9983,16 @@
 Effort affects one additional target. You must speak to additional targets to accelerate them, one target per round.
 Action per target to initiate.
 
+Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
+can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
+streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
+across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
+The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
+ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
+
+Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
+Intellect-based attack roll against the network's level (typically level 4) to watch them.
+
 Acrobatic Attack (1+ Speed points): You leap into the attack, twisting or flipping through the air. If you roll a
 natural 17 or 18, you can choose to have a minor effect rather than deal extra damage. If you apply Effort to the
 attack, you get a free level of Effort on the task. You can't use this ability if your Speed Effort costs are reduced
@@ -10166,6 +10176,13 @@
 Animal Senses and Sensibilities: You are trained in listening and spotting things. In addition, most of the time, the GM
 should alert you if you're about to walk into an ambush or a trap that is lower than level 5. Enabler.
 
+Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
+within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
+if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
+or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
+television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
+higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
+
 Answering Attack (3 Speed points): If you are struck in melee, you can make an immediate melee attack against that
 attacker once per round. The attack is hindered, and you can still take your normal action during the round. Enabler.
 
@@ -10194,6 +10211,17 @@
 rapid-fire weapon, such as a crank crossbow), you can fire your weapon at up to three targets (all next to one another)
 at once. Make a separate attack roll against each target. Each attack is hindered. Action.
 
+Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
+lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
+works as if you were carrying your device with you and using it directly (meaning the network notes your current
+location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
+ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
+to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
+to initiate.
+
+In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
+probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
+
 Arcane Flare (1 Intellect point): You enhance the damage of another attack spell with an extra charge of energy so that
 it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw
 magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack.
@@ -10263,6 +10291,11 @@
 to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be
 mistaken for a native speaker after just a few hours of speaking the new language. Enabler.
 
+Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
+room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
+songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
+increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
+
 Balance: You are trained in balancing. Enabler.
 
 Band of Desperados: Your reputation draws a band of six level 2 desperado NPC followers who are completely devoted to
@@ -10366,6 +10399,11 @@
 body generates) and focus it on a living creature within short range. The target gains a free and immediate one-action
 recovery roll. You can't use this ability again on that creature until after its next ten-hour rest. Action.
 
+Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
+electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
+still work. Any standby generator connected in this area functions normally, activating emergency power within a few
+rounds. The blackout otherwise lasts for one minute. Action.
+
 Blameless: You are trained in one of the following: deception, stealth, or disguise. Enabler.
 
 Blend In (4 Intellect points): When you blend in, creatures still see you, but they attach no importance to your
@@ -10435,6 +10473,10 @@
 Blood Fever: When you have no points in one or two Pools, you gain an asset to attacks or defense rolls (your choice).
 Enabler.
 
+Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
+magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
+Edge instead of your Intellect Edge. Enabler.
+
 Bloodlust (3 Might points): If you take down a foe, you can move a short distance, but only if you move toward another
 foe. You don't need to spend the points until you know that the first foe is down. Enabler.
 
@@ -10504,6 +10546,22 @@
 If you lose the bound object, you retain a sense of the direction in which it lies. Action to manifest the magic
 creature.
 
+Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
+or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
+use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
+homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
+is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
+for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
+next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
+within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
+of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
+attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
+can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
+dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
+familiar.
+
+Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
+
 Brainwashing (6+ Intellect points): You use trickery, well-spoken lies, and mind-affecting chemicals (or other means,
 like magic or high technology) to make others temporarily do what you want them to do. You control the actions of
 another creature you touch. This effect lasts for one minute. The target must be level 3 or lower. You can allow it to
@@ -10689,6 +10747,21 @@
 percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near
 you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate.
 
+Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
+where they are. The individual creatures must be willing and able to communicate. You immediately know their current
+status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
+a short sentence or a few words.
+
+These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
+they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
+mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
+
+You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
+people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
+
+If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
+above that, you can check on an additional ten creatures. Action.
+
 Cloak of Opportunity (5 Intellect points): You set small objects from the environment (rocks, broken items, clumps of
 dirt, and so on) swirling about you for up to ten minutes, which grants you +2 Armor. Action to initiate.
 
@@ -10726,6 +10799,15 @@
 Combat Prowess: You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon
 attacks. Enabler.
 
+Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
+exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
+know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
+gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
+tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
+situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
+you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
+up to one minute to complete.
+
 Command (3 Intellect points): Through sheer force of will, you can issue a simple imperative command to a single living
 creature, who then attempts to carry out your command as its next action. The creature must be within short range and
 able to understand you. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't
@@ -10907,6 +10989,15 @@
 damage. Its movement is based on its creature type (avian, swimmer, and so on). If your critter companion dies, you can
 search an urban or wild environment for 1d6 days to find a new one. Enabler.
 
+Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
+immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
+must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
+without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
+as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
+most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
+example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
+wild bird that got inside your house. Action.
+
 Crowd Control (6+ Intellect points): You control the actions of up to five creatures in short range. This effect lasts
 for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like "Stop,"
 "Run away," "Follow that guard," "Look over there," or "Get out of my way." All affected creatures respond to the
@@ -11155,6 +11246,13 @@
 are trained in all tasks involving finding, healing, interacting with, and protecting that character. You can have only
 one ward at a time. Action to initiate.
 
+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
+electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
+malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
+the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
+alien, high-technology, or other mysterious devices. Action.
+
 Diamagnetism: You magnetize any nonmetallic object within short range so that it can be affected by your other magnetic
 powers. Thus, with Move Metal, you can move any object. With Repel Metal, you are trained in all Speed defense tasks,
 regardless of whether the incoming attack uses metal. And so on. Enabler.
@@ -11229,6 +11327,11 @@
 Disincentivize (1 Intellect point): You hinder all actions attempted by any number of targets within short range who can
 understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler.
 
+Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
+succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
+object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
+apply Effort to increase the level of the effect that can potentially be dispelled. Action.
+
 Disrupting Touch (1+ Might points): You can turn your Phase Sprint into a melee attack by purposefully grazing another
 creature as you run. When you do, the touch releases a violent blast of energy that inflicts 2 points of damage to the
 target (ignores Armor). Whether you hit or miss, your movement (and turn) ends immediately, which puts you within
@@ -11455,6 +11558,18 @@
 attacks and effects that rely on light can affect you, and sudden bursts of light can potentially make you lose your
 next turn. Action to initiate.
 
+Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
+such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
+short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
+and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
+four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
+time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
+animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
+addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
+apply to this ability. Action.
+
+Adorable Animal: level 1, positive social interactions as level 3
+
 Enable Others: You can use the helping rules to provide a benefit to another character attempting a physical task.
 Unlike the normal helping rules, this doesn't require you to use your action helping the other character with the task.
 This requires no action on your part. Enabler.
@@ -11523,6 +11638,11 @@
 example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. You can
 select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler.
 
+Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
+tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
+level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
+task. Once this free level of Effort is used, the magic ends. Action.
+
 Enhance Strength (3 Intellect points): For the next ten minutes, you gain an asset on tasks that depend on brute force,
 such as moving a heavy object, smashing down a door, or hitting someone with a melee weapon. Action to initiate.
 
@@ -11702,6 +11822,12 @@
 tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a
 human morphing into a humanoid alien). Action.
 
+Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
+move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
+When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
+object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
+until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
+
 Familiarize: You can familiarize yourself with a new area if you spend at least one hour studying a region up to a long
 distance across that you are able to directly access and move about in. Once you've familiarized yourself with an area,
 all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an
@@ -12053,6 +12179,21 @@
 move through solid barriers (but not energy barriers) at a rate of 1 foot (30 cm) per round, and you can perceive while
 phased within a barrier or object, which allows you to peek through walls. Action to initiate.
 
+Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
+of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
+ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
+vanishes. Action.
+
+Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
+within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
+their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
+know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
+minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
+asset on one task of their choosing within one hour.
+
+In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
+affects one additional creature. Action per target to initiate.
+
 Go Defensive (1 Intellect point): When you wish, while in combat, you can enter a state of heightened awareness of
 threat. While in this state, you can't use points from your Intellect Pool, but you gain +1 to your Speed Edge and gain
 two assets to Speed defense tasks. This effect lasts as long as you wish or until you attack a foe or no combat is
@@ -12191,6 +12332,13 @@
 Guild Training: Your type abilities that have durations last twice as long. Your type abilities that have short ranges
 reach to long range instead. Your type abilities that inflict damage deal 1 additional point of damage. Enabler.
 
+Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
+weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
+attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
+more firearms; each level of Effort affects one additional target. Action or enabler.
+
 Gunner: You inflict 1 additional point of damage with guns. Enabler.
 
 ### Abilities --- H
@@ -12315,6 +12463,13 @@
 Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful
 of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action.
 
+Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
+such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
+within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
+In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
+increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
+Action.
+
 ### Abilities --- I
 
 Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you
@@ -12740,6 +12895,14 @@
 and modifiers, except this time you have an asset on the task. If this retry fails, you can't use this ability to retry
 it again. Enabler.
 
+Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
+typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
+does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
+range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
+drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
+temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
+each level of Effort affects two additional batches. Action to initiate; one minute to complete.
+
 Lead by Inquiry: You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who
 care to join in. After spending 24 hours with you, your allies are treated as if trained in tasks related to perception.
 This benefit is ongoing while you remain in your allies' company. It ends if you leave, but it resumes if you return to
@@ -12885,11 +13048,20 @@
 Machine Vulnerabilities: You inflict 3 additional points of damage against robots and animate machines of all kinds.
 Enabler.
 
+Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
+of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
+time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
+morning). Action.
+
 Magic Shield (1 Intellect point): You gain +1 to Armor for an hour. Action to initiate.
 
 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 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 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
@@ -12906,6 +13078,12 @@
 projectile attacks (such as arrows, bullets, a thrown metal knife, and so on) to the ground. You are immune to such
 attacks for one round. You must be aware of an attack to foil it. Enabler.
 
+Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
+of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
+can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
+perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
+another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
+
 Magnificent Moment: If you make an attack or attempt a task with the immediate action you gain by using Seize the
 Moment, the attack or task is eased. Enabler.
 
@@ -13284,6 +13462,14 @@
 either the decision goes your way or, if someone else effectively argues a competing point, any associated persuasion or
 deception task is eased by two steps. Action to initiate, one or more rounds to complete.
 
+Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
+AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
+out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
+Action.
+
+Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
+through a Network Dead Zone spell.
+
 Network Tap (4 Intellect points): You can ask the GM one question and get a very short answer if you succeed on an
 Intellect roll against a difficulty assigned by the GM. The more obscure the answer, the more difficult the task. On a
 failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on
@@ -13446,6 +13632,10 @@
 
 ### Abilities --- P
 
+Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
+of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
+target by 1. Action.
+
 Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this ability, for the next ten
 rounds you ease all Speed defense rolls. Enabler.
 
@@ -13723,6 +13913,16 @@
 tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a
 time. Action to initiate.
 
+Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
+two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
+phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
+still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
+an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
+your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
+learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
+of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
+ability, you can reach an additional week further into the past. Action.
+
 Question the Spirits (2 Intellect points): You can call a spirit to you and petition it to answer a few questions
 (usually no more than three before the spirit fades).
 
@@ -13870,6 +14070,13 @@
 you roll a total of three successes before rolling a total of two failures. However, all such tasks are hindered by at
 least two steps due to hardened spacecraft electronic security.)
 
+Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
+slap a creature. The target must be actively using a device making use of this connection, such as being on the other
+end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
+closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
+creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
+Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
+
 Remote Viewing (6 Intellect points): Distance is an illusion, as all space is one space. With great concentration, you
 can see another place. This ability can be used in one of two ways:
 
@@ -13889,6 +14096,13 @@
 the damage track (for example, a debilitated PC becomes impaired, and an impaired one becomes hale). Alternatively, if
 you use this ability on a PC during a rest, you grant them a +2 bonus to their recovery roll. Action.
 
+Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
+restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
+on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
+electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
+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.
+
 Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses
 metal. Enabler.
 
@@ -14054,6 +14268,9 @@
 
 Safe Fall: You reduce the damage from a fall by 5 points. Enabler.
 
+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
+transmitting an STI. This protection lasts for ten hours. Action.
+
 Sailor: You are trained in tasks related to sailing and trained in the geography of islands and coastlines. Enabler.
 
 Salvage and Comfort (2 Intellect points): You're familiar with open space. If you spend an hour using your spacecraft's
@@ -14195,6 +14412,12 @@
 Share Defense: If your training in a defense task is greater than that of an ally within short range, your advice and
 insight allow them to substitute your training for that defense task. Enabler.
 
+Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
+the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
+courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
+target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
+memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
+
 Share the Power: When you use Drain Creature or Drain Machine to drain energy, you can transfer it to another creature,
 restoring points to their Might or Speed Pools (or health for an NPC) instead of yourself. You can spend points from
 your Siphon Pool (from the Store Energy ability) in the same way. You must touch the creature you want to heal, unless
@@ -14367,6 +14590,45 @@
 deception is at work, you should know whether you can affect a creature before you attempt to use this ability on it.
 Aliens, extradimensional entities, very intelligent creatures, and robots never count. Action.
 
+Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
+interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
+for you like the best combination of a pet and a close friend.
+
+The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
+rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
+skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
+them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
+(avian, swimmer, and so on).
+
+You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
+this range, you can only sense each other's general level of well-being.
+
+Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
+activate or maintain.
+
+If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
+your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
+within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
+you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
+
+Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
+touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
+attacks and defenses against you are eased.
+
+If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
+instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
+damage track. If you die, your familiar instantly dies.
+
+You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
+1d6 days.
+
+Enabler.
+
+Soul familiar: level 2, Speed defense as level 4 due to size
+
+A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
+anything other than what they appear to be.
+
 Soul Interrogation (5 Intellect points): You determine the weaknesses, vulnerabilities, qualities, and mannerisms of a
 single creature within long range. The GM should reveal the creature's level, basic abilities, and obvious weaknesses
 (if any). All actions you attempt that affect that creature—attack, defense, interaction, and so on—are eased for a few
@@ -14404,6 +14666,12 @@
 
 Specialized Throwing: You are specialized in attacks with all weapons that you throw. Enabler.
 
+Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
+vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
+automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
+or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
+disappearing. Action.
+
 Speed Burst (4 Speed points): You can take two separate actions in this round. In the following round, all actions are
 hindered. You cannot use this ability two rounds in a row. Enabler.
 
@@ -14411,6 +14679,16 @@
 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.
 
+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
+someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
+\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
+ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
+
+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
+
 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
@@ -14459,6 +14737,12 @@
 Spring Away (5 Speed points): Whenever you succeed on a Speed defense roll, you can immediately move up to a short
 distance. You cannot use this ability more than once in a given round. Enabler.
 
+Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
+apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
+mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
+to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
+Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
+
 Sprint and Grab (2 Speed points): You can run a short distance and make a melee attack to grab a foe of your size or
 smaller. A successful attack means you grab the foe and bring it to a halt if it was moving (this can be treated as a
 tackle, if appropriate). Action.
@@ -14480,6 +14764,12 @@
 moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
 range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
 
+Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
+period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
+don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
+forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
+the stasis effect immediately ends. Action.
+
 Stay the Course (5 Intellect points): When your companions are flagging, you can help inspire them with a well-timed
 word or two. Any ally (except you) within immediate range can make a recovery roll that is not an action and does not
 count toward their daily limit. Action.
@@ -15022,6 +15312,11 @@
 you can use it only on a willing or helpless creature. If the creature takes enough damage to knock it unconscious or
 kill it, it crumbles into ash, dust, or some other inert material. Action to initiate.
 
+Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
+steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
+normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
+twenty-four hours. Action.
+
 Untouchable (6 Intellect points): You change your phase state for the next minute so that you can't affect or be
 affected by normal matter or energy. Only mental attacks and special transdimensional energies, devices, or abilities
 can affect you, but likewise you can't attack, touch, or otherwise affect anything. Action to initiate.
@@ -40446,10 +40741,7 @@
 
 Tier 1:
 
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
+Background Music
 
 Fast Talk
 
@@ -40514,64 +40806,19 @@
 
 Advice From A Friend
 
-Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
-where they are. The individual creatures must be willing and able to communicate. You immediately know their current
-status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
-a short sentence or a few words.
-
-These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
-they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
-mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
-
-You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
-people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
-
-If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
-above that, you can check on an additional ten creatures. Action.
-
-Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
-exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
-know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
-gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
-tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
-situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
-you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
-up to one minute to complete.
+Check Status
 
-Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
-within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
-their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
-know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
-minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
-asset on one task of their choosing within one hour.
+Comfort and Encouragement
 
-In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
-affects one additional creature. Action per target to initiate.
+Gift of Appeasment
 
 Tier 2:
 
-Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
-such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
-short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
-and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
-four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
-time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
-animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
-addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
-apply to this ability. Action.
-
-Adorable Animal: level 1, positive social interactions as level 3
-
 Fetch
 
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
-transmitting an STI. This protection lasts for ten hours. Action.
+Safe Sex
 
-Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
-vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
-automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
-or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
-disappearing. Action.
+Spectral Servant
 
 Telepathic
 
@@ -40579,19 +40826,9 @@
 
 Informer
 
-Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
-typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
-does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
-range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
-drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
-temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
-each level of Effort affects two additional batches. Action to initiate; one minute to complete.
+Laundry Day
 
-Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
-apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
-mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
-to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
-Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
+Spring Cleaning
 
 Tier 4:
 
@@ -40630,12 +40867,7 @@
 
 Tier 2:
 
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
-alien, high-technology, or other mysterious devices. Action.
+Diagnose Device
 
 Mind Reading
 
@@ -40651,15 +40883,7 @@
 
 Device Insight
 
-Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
-two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
-phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
-still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
-an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
-your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
-learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
-of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
-ability, you can reach an additional week further into the past. Action.
+Question Past Self
 
 Retrieve Memories
 
@@ -40694,43 +40918,15 @@
 
 Cantrips (choose any four)
 
-Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
-within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
-if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
-or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
-television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
-higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
-
-Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
-lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
-works as if you were carrying your device with you and using it directly (meaning the network notes your current
-location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
-ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
-to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
-to initiate.
-
-In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
-probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
+Annoy Electronics
 
-Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
-tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
-level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
-task. Once this free level of Effort is used, the magic ends. Action.
+Arcanaphone
 
-Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
-of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
-time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
-morning). Action.
+Enhance Athletics
 
-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
-someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
-\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
-ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
+Mage Clock
 
-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
+Spellpay
 
 Ward
 
@@ -40738,37 +40934,21 @@
 
 Charm Machine
 
-Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
-succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
-object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
-apply Effort to increase the level of the effect that can potentially be dispelled. Action.
+Dispel Magic
 
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
-more firearms; each level of Effort affects one additional target. Action or enabler.
+Gun Jammer
 
-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 Power Current
 
 Safe Fall
 
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
-transmitting an STI. This protection lasts for ten hours. Action.
+Safe Sex
 
 Third Eye
 
 Tier 3:
 
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
-alien, high-technology, or other mysterious devices. Action.
+Diagnose Device
 
 Network Tap
 
@@ -40776,12 +40956,7 @@
 
 Tier 4:
 
-Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
-restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
-on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
-electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
-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.
+Repair Machine
 
 Soothe the Savage
 
@@ -40812,8 +40987,7 @@
 
 Tier 2:
 
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
-transmitting an STI. This protection lasts for ten hours. Action.
+Safe Sex
 
 Trained Without Armor
 
@@ -40825,10 +40999,7 @@
 
 Force Field Barrier
 
-Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
-steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
-normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
-twenty-four hours. Action.
+Unstealable Charm
 
 Tier 4:
 
@@ -43216,12 +43387,7 @@
 
 Tier 2:
 
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
-more firearms; each level of Effort affects one additional target. Action or enabler.
+Gun Jammer
 
 Tier 3:
 
@@ -43891,151 +44057,6 @@
 
 Word of Death
 
-### NEW ABILITIES (MODERN MAGIC)
-
-Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
-can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
-streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
-across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
-The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
-ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
-
-Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
-Intellect-based attack roll against the network's level (typically level 4) to watch them.
-
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
-
-Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
-electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
-still work. Any standby generator connected in this area functions normally, activating emergency power within a few
-rounds. The blackout otherwise lasts for one minute. Action.
-
-Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
-magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
-Edge instead of your Intellect Edge. Enabler.
-
-Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
-or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
-use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
-homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
-is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
-for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
-next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
-within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
-of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
-attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
-can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
-dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
-familiar.
-
-Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
-
-Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
-immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
-must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
-without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
-as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
-most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
-example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
-wild bird that got inside your house. Action.
-
-Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
-move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
-When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
-object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
-until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
-
-Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
-of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
-ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
-vanishes. Action.
-
-Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
-such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
-within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
-In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
-increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
-Action.
-
-Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
-of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
-can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
-perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
-another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
-
-Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
-AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
-out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
-Action.
-
-Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
-through a Network Dead Zone spell.
-
-Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
-of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
-target by 1. Action.
-
-Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
-slap a creature. The target must be actively using a device making use of this connection, such as being on the other
-end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
-closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
-creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
-Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
-
-Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
-the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
-courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
-target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
-memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
-
-Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
-interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
-for you like the best combination of a pet and a close friend.
-
-The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
-rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
-skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
-them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
-(avian, swimmer, and so on).
-
-You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
-this range, you can only sense each other's general level of well-being.
-
-Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
-activate or maintain.
-
-If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
-your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
-within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
-you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
-
-Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
-touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
-attacks and defenses against you are eased.
-
-If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
-instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
-damage track. If you die, your familiar instantly dies.
-
-You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
-1d6 days.
-
-Enabler.
-
-Soul familiar: level 2, Speed defense as level 4 due to size
-
-A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
-anything other than what they appear to be.
-
-Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
-period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
-don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
-forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
-the stasis effect immediately ends. Action.
-
 ## Creatures
 
 This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
