Introducing a new way to use spells and upgrade some exisiting investigators: psychic abilities.
Some investigators may use certain spells as psychic abilities. Psychic abilities function as spells, except they ignore a target's Magical Resistance ( Immunity is treated as Resistance instead) , use Will instead of Lore when resolving the Spell check and any associated Combat checks , and have a Sanity cost of 0. Psychic abilities are not items and cannot be lost, stolen, or traded by any means. Skills, items, and game effects which modify Spell checks also modify psychic abilities, and any game effect which prohibits spell casting also prohibits the use of psychic abilities.
Certain existing investigators can be upgraded with psychic abilities. The following investigators start with the following spells usable as psychic abilities:
Gloria Goldberg: Voice of Ra, Find Gate, and Flesh Ward.
Jacqueline Fine (Dunwich Horror): Foresee and Vision Quest.
Luke Robinson (Kingsport Horror): Mists of Releh and Find Gate.
Custom investigators can also start with psychic abilities, though I strongly suggest a limit of Will - 2 psychic abilities at most. I'd also suggest other limits when creating a custom investigator with psychic abilities, such as a higher Fight skill than Lore . This way, the investigator may be forced to rely on Fight instead of Lore when closing/sealing gates, and therefore have to lower his/her Will. When it comes to the investigator's other special abilities, I'd recommend only one other ability at most to preserve game balance, and it's best for investigators with psychic abilities to not start with spells as well (the above investigators being the exception).