
Using Spell Formulae:
Any character may attempt to use a spell if they find (or are generated with) a spell formula--usually by reading the incantation phonetically. Acquring a phonetic translation and accurate description of what a spell is supposed to do is usually no easy task--however, assume any player who is generated with spells can read the ones they possess.
Spells have difficulty levels. If the spell's difficulty level is higher than a caster's magic level, s/he must make a magic level check against the spell's difficulty level. (d10 + PC's magic level + any relevant skills vs d10 + spell difficulty level.) Results of failure are indicated in each spell's description.
A given formula may be used only once, (unless the character is an Unstable, in which case, see below). The successful use of any formula creates a unique pseudoimpossible probability field which tears a hole in spacetime that nature abhors and which it immediately develops antibodies against forever after. The spell can only be cast again if the character acquires a new formula.
If a spell formula is used and the casting fails, it cannot be attempted a second time by the same

Spell difficulty levels are usually ranked from 14-22 (this seems confusing, but remember it's just the target number for an ability score roll and abilities are usually ranked from 3-18.) Difficulty levels lower than that generally indicate very slow-acting ritual magic requiring a great deal of preparation.
Spell Difficulty levels
14 Initiate wizard-level magic. Reliable instant minor effects. (Cantrips, stage magic.)
15 (maximum starting level for PCs) Wizard magic. Reliable instant effects capable of killing a weak creature or temporarily altering reality over a small area in noticeable ways. (Equal to 1st-2nd level fantasy RPG wizard spells)
16 The lowest kind of truly serious magic from times and places where wizards dominate ordinary humans. Fireballs, lightning, etc. (3rd level wizard spells)
22 Highest forms of magic known to mortals. (9th level wizard spells)
Spell levels over 22 indicate powers capable of challenging gods--no skill bonuses may be brought into play when attempting to perform level 23 or higher effects.

Characters called Unstables are psychics who may attempt to initiate d10 randomly determined spell effects per day using only the power of their minds. They re-roll the number and kind of available effects every day. They may use these powers as many times as they want during the day that they have them. They do not have to make a Magic Level roll or perform any ritual actions that may be part of the spell description in order to initiate the effect but they do have to make a willpower check against the difficulty level of the spell. No skills may be used to aid in initiating the spell effect. Failure results in the failure effect listed as well as the Unstable gaining 1 "insane action" per point by which the roll was failed.
An "insane action" is essentially 1 round of PC action entirely controlled by the GM. Insane actions do not have to be spent all at once by the GM--the GM may spend them whenever s/he likes. Alternately, the PC may elect to role-play the rounds of insane action his or herself if the group is ok with that. Specific insanities may be chosen or rolled randomly from a list. Maybe we'll stick a more detailed insanity system in later. If we do there'll be a link right here.
Like anyone else, Unstables may attempt to cast spells from formulae in the ordinary manner if they possess them.
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Eventually these results will be collated into a numbered list. For now, if you are creating a character who uses spells, you can count the results here and use this to randomize which of them your PC knows.
Keep in mind since any spell over level 18 will always require a magic level roll (even if the PC has skill bonuses) you can include effects which play off the number of points of success or failure for level 19-22 spells. Like: "for each point of success, another lightning bolt is summoned" etc.
Spells:

Difficulty: 14
Duration: However long the caster wants
The caster's hand withers into a gnarled claw, then detaches itself and does the caster's bidding. It may perform any tasks a disembodied walking claw could reasonably be expected to perform, including choke enemies with a strength equal to 1/2 the caster's physique.
Failure: Spell functions normally but the claw will not reattach and the caster is now missing a hand.
2-Abominate
Difficulty: 22
Duration: Permanent
Range: 30 feet
A number of creatures equal to the number of points of success the caster had on his/her Magic level check must make a willpower check against the caster's intelligence plus 6 or else be transformed into hideously distorted hybrid creatures. Each acquires 6 mutations, becomes incapable of movement, begins to weep, and lashes out at the nearest living thing to their best of their ability. After ten minutes they may make another willpower check to regain their own minds, if this fails, they can make this check once every ten minutes thereafter. With enough biotech and/or cyberware, they may one day be able to move around again.
Failure: Spell affects caster. No roll to resist the effect.