SORCERY
* Sorcerers now only need one hand free when casting
* Sacrifices now give varying PP per hit point. An ordinary person gives 1 PP/8 HP, for instance. Feats let you move down this table (tortured sacrifice, for instance, lets you move two steps down the table. The best sacrifice (a ritually prepared perfect offering) gives 1 PP/1 HP.
* Rule of Success lasts until the end of the next round
* Defensive Blasts: Each style now has its own defensive blast. You get one DB for free with your first style - all others must be bought as spells.
* Rule of the Master: thralls' brains melt if you pull too much power through them
* Overcharging a spell: each extra PP spent gives a +1 to your Magic Attack Roll.
COUNTERSPELLS
* Defensive blast is Desperate Ward - you get a huge bonus to a save against one spell
* Ward Dwelling - protect a building
* Ward by Will: Blocks damage
CURSES
* Defensive Blast is Weapon Curse - for the duration of the round, attackers take damage from their own attacks instead of the sorcerer
* Doom spell: stops you from using Fate points
DIVINATION
* Not This Day Defensive 'Blast': you get lots of bonus HP for one round. Then the barbarian kills you anyway.
* Blessing of Fate: Transfer a fate point
HYPNOTISM
* Defensive Blast is Terrible Fascination: Entrances everyone nearby for 1d4 rounds
* Hypnotic Suggestions now lets you convince your target of some illusion. Hi, I'm Conan.
NATURE MAGIC
* Defensive Blast is Animal Intercessor - animal appears, takes the hit for you, and then whacks your attacker. You can ride it out of combat if its big enough.
* Spirit of the Land: Hippy magic goodness
* Command Weather: Control weather
NECROMANCY
* Defensive Blast is Chill of the Grave. Works like the old-style blast, but doesn't affect undead
* The Dead Speak: Chat with the dead.
ORIENTAL MAGIC
* Defensive Blast is Obi-Wan Kenobi
* Willow Dance: Extra movement/Balance/Jump
PRESTIDIGIATION
* Blast Wave: Knock enemies back
* Conjure Item: Up my sleeve, I appear to have a tulwar.
* Deflection: Either an immediate parry for you, or a readied parry against any attack within range
SUMMONING
* Defensive Blast is Master, Aid Me!. Does exactly what it says on the horrible eldritch tin.
* Channel Demon: Fangs and claws and strength bonuses! And corruption.
OTHER BITS
* You can now attempt to cast spells from spellbooks if you don't have the Style. It's not recommended - you can only cast spells with a casting time of a Full Round or longer, it costs an extra d6 Power Points, and requires a Knowledge (arcana) check with a DC ranging from 20 (basic spell you don't know) to 40 (mighty spell). If the check is failed, the spell is not cast and you suffer Runaway Magic.
* Poisons now work differently. A poison now lists its Damage the number of saves required, and the interval between saving throws. Each time you fail a saving throw against a poison, the damage goes up by one dice type.
When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink or is otherwise poisoned, he must make a series of Fortitude saving throws. The number and timing of such throws depends on the poison – a fast-acting poison might require three throws in three successive rounds, while a slower, more long-lasting venom might require one saving throw every hour for twelve hours. The first time a character fails a saving throw, he takes damage from the poison, which is normally ability score damage. Each time after that the character fails a saving throw against the poison, the die used increases by one step and he takes more damage. For example, a character is struck by a serpent whose poison deals 1d4 Constitution damage, and requires one saving throw every fifteen minutes for one hour. He passes the first saving throw, but fails the second, taking 1d4 Constitution damage. He then fails the third and fourth saving throws, taking 1d6 and 1d8 damage respectively, for a total of 1d4+1d6+1d8 Constitution damage.