Here's the abilities for those two, without the flavor text.
[ +- ] Casts Spells
Tier 1: Spellbook. You’ve compiled a tome of spells, formulas, and notes that grants you flexibility that other sorcerers don’t possess. With your spellbook, you can replace one of
your readied spells (such as the Arcane Flare Spell, Magic Shield Spell, Ray of Confusion Spell, and so on) with a different one of the same tier that is also in your spellbook. You can have only one readied spell of a given tier at a time. To make the switch, spend ten minutes studying your spellbook, after which time your readied spell is changed out. A spellcaster can choose to vary her readied spells up to twice per day, immediately after a one-hour or ten-hour recovery roll. (Changing out the spell requires only about a minute.)
Choose one of the following spells as your readied spell for tier 1.
Arcane Flare Spell (1 Intellect point).
You enhance the damage of another attack spell (a twist or revision) 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.
Magic Shield Spell (1 Intellect point).
You gain +1 to Armor for an hour. Action to initiate.
[ +- ] Goes Berserk
Tier 1: Berserk. When you go berserk (see the Going Berserk sidebar), you gain +8 to your Might Pool, +1 to your Might Edge, +2 to your Speed Pool, and +1 to your Speed Edge. While berserk, you attack every living creature within short range, starting with the closest. If no living creature is within short range, you move to seek out potential victims. Action to go berserk (whether you want to go berserk or not).
GOING BERSERK
As a berserker, you’re not in full control of yourself. When you take damage in combat (or inflict damage upon yourself), you might enter a state of insane rage, whether you wish to or not. Anytime you take damage in combat, you must make an Intellect defense roll whose difficulty is equal to the damage you take; if you fail, you go berserk. If you succeed, you don’t go berserk, even if you want to (you can’t choose not to make this defense roll, though you can choose not to apply Effort).
In addition, sometimes you spontaneously go berserk when angered, surprised, or scared. When this happens, the GM may allow you to attempt a difficulty 4 Intellect defense roll to avoid going berserk.
Once you are berserk, you remain so for up to ten minutes, unless you succeed on a difficulty 4 Intellect-based task to return to normal. When you return to your normal state of mind and body immediately after going berserk, the difficulty of all tasks you attempt is increased by one step for one hour, and you can’t go berserk again until after your next ten-hour recovery roll.