The Grand Horde (Unmaking 5/Patterning 5) - Death is a doorway, not a end. With a gesture, Skuld tears the life from a wide area, killing all biological beings in it within minutes. Shortly thereafter, it raises anything killed by the spell, as well as any corpses already in the area, as a undead creature under Skuld's control. They retain any muscle memory skills from their life, but no memories. Skuld is aware of the location of any of her zombies at any time. They remain until their heads are destroyed, though the individual pieces will not be able to move without a connection to the head.
Icicle (Unraveling 4) - Fires ice at foes.
Entropic Guard (Shielding 2) - By stealing vigor from incoming attacks, a mage guards himself against harm. Effectively, the mage's shield attacks the vitality of an incoming assault, eroding its forcefulness with a primal decay.
Ghost Summons (Ruling 3) - Skuld calls a specific ghost or sends out a general call to the nearest ghost within sensory range. She may either call one or more ghosts personally known to him, or she may specify any type of ghost of her choosing (male ghosts or child ghosts, for example), or even send out a general summons to all restless shades within his sensory range (in which case, the closest one to him responds). The ghost comes to the caster with as much speed as it can muster, although it cannot be made to go farther than the maximum distance it is allowed to travel from its anchor.
Control Ghost (Ruling 3) - Skuld can force a ghost to perform an action. The unquiet dead can be potent allies, and Skuld wastes no resource. She can use the shades of the departed as simple shock troops, while the more cunning can be compelled to reveal desired knowledge or to use the subtle abilities of the dead in pursuits other than battle.
Ghost Gate (Weaving 3) - The mage creates a gateway that transforms anyone who steps through it into a ghostly state of existence. They become incorporeal beings until they exit the gateway. While incorporeal, they can touch ghosts, pick up ghostly objects or read tomes hidden there. They can also engage in physical or magical combat with ghosts, damaging them. Conversely, wrathful shades might physically lash out at visitors, causing them harm.
Suppress Own Life (Veiling 3) -Skuld can temporarily suppress her own life. While in this state, Skuld is well and truly dead. The physical symptoms of death, other than decomposition, set in (the onset and passing of rigor mortis, the receding of the gums and the skin of the scalp and fingertips, the pooling of blood at the bottom of the body). The mind and spirit are absent. She determines a trigger that will wake her from this state (such as being struck or having a dog bark within earshot). Otherwise, she is dead until such time as the spell's duration runs out.
Enervation (Unmaking 5) - Skuld can draw the vigor of life from a person's body, leaving him weak and helpless, so that a weight-lifting champion is rendered barely able to lift a child's toy.
Revenant (Patterning 4) - Skuld prevents a recently dead person's spiritual release. The casting of this spell must begin within an hour of the target's death. This spell creates what some mages call a revenant, forcing the soul to inhabit a body that does not decompose for the duration of the spell. Skuld inculcates the revenant with one or more driving Passions related to achieving a certain goal — revenge, salvation —that strengthen it for its trials.
Quell the Spark (Unmaking 5) - Skuld can dispel any spell, regardless of what skills were used to create it.
Steal Lifespan (Unmaking 5) - Skuld steals years of life from a mortal to extend her own life. Each person is allotted a set span of years, a single thread of existence that is snipped with each passing year, the thread growing shorter and shorter. A person's actions in life can fray the thread or stretch it.
This spell allows her to snip a portion of a mortal's thread and sew it to his own. This spell cannot be cast upon supernatural beings, including other mages.
Quicken Ghost (Making 5) - Skuld quickens a ghost, restoring mindless shades to a semblance of the personality they had in life, and turning ancient ghosts into more potent specters
Summon the Dead (Making 5) - Skuld can summon a ghost from the Underworld, making it appear next to her. The Underworld is a dread place where, according to most mages, ghosts without anchors are banished. The caster can use other spells to compel the ghost to manifest, or can provide ectoplasm for its manifestation. This spell is most often cast to learn the secrets of the long-departed, such as the locations of lost treasures or the existence of lost heirs.
Fortune's Protection (Shielding 2) - Skuld weaves a web of probability about herself, ensuring that attacks are unlikely to affect her. She "just happens"to stumble at the right moment, causing a bullet to miss her, or she unthinkingly turns just the right way so that a knife slides off her jacket rather than piercing it.
Geas (Making 5) - This spell creates a geas, enabling Skuld to forcibly compel another to heed her will as though having sworn an oath to that effect. If the subject cannot resist this magic, then he must do as he is bidden or suffer the enmity of destiny. The mage is under no obligation to be reasonable when levying a Geas upon another, although the objective must still be possible. "Count every grain of sand on this beach,"while extraordinarily improbable for most people, is at least possible, but "Using only your own physical abilities, swim to the bottom of the ocean and back,"is not.
Honing the Form (Perfecting 3) - Skuld uses this spell to tap into enhanced physical capabilities. Prodigious strength, quick reflexes, enhanced resilience; all can be manifested. This magic can also be used on lesser life forms, bestowing such amazing capabilities upon virtually any non-supernatural creature.
Evolutionary Shift (Patterning 5) - Skuld can transform an animal into a human being or visa-versa.
Mage Sight (Unveiling 1) - Skuld can see magic and spells in her immediate area.