Whispers

Whispers Mp Cost: 2
Difficulty: 6
Requirements: Air Affinity
Spell Type: Utility Cast: Major Action
Test: None
You can guide a faint sound you can produce within your cupped hands to a target's ears up to 10 yards away. The target will hear that sound as if it was produced within their ears, and about as loud as a whisper.

Wind Shield

Wind Shield Mp Cost: 4 (7)
Difficulty: 10 (12)
Requirements: Air Arcana (Novice)
Spell Type: Defense Cast: Major Action
Test: None
You become surrounded by strong circling winds. You gain a +2 to your Defense vs. ranged attacks. Anyone adjacent to you (friend or foe) suffers a –1 penalty when making melee attacks. Protective winds last until the end of the encounter.

Voices on the Wind

Voices on the Wind Mp Cost: 4+ (6+)
Difficulty: 11 (14)
Requirements: Air Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You can focus in on any conversation happening within 100 yards of you that you can see. The wind carries the conversation to your ears and you can hear it as clearly as if you were sitting next to the participants. You can switch to a different conversation as a major action. Voices on the wind lasts for 10 minutes, and you can extend it for 10 minutes for each 2 MP you spend.

Wind Blast

Wind Blast Mp Cost: 8 (10)
Difficulty: 14 (16)
Requirements: Air Arcana (Journeyman)
Spell Type: Attack Cast: Major Action
Test: Strength(Might) vs. Spellpower
You send a powerful gust of wind from your outstretched hands or arcane device. The wind blast is 6 yards long and 4 yards wide. Anyone caught inside it must make a Strength (Might) test vs. your Spellpower or be knocked prone. The wind will also send light objects flying, blow out candles, etc.

Winds of Flight

Winds of Flight Mp Cost: 10+ (15+)
Difficulty: 15 (19)
Requirements: Air Arcana (Master)
Spell Type: Utility Cast: Major Action
Test: None
You summon winds that bear you aloft. You gain a flying Speed of 8 + Willpower, though you retain your land speed while on the ground. Winds of flight lasts for 1 hour and you can extend it for up to 5 hours for a cost of 2 MP per hour.
(You must use the rules for flying found in Fantasy Age core rulebook's Chapter 2: Basic Rules)

Rock Blast

Rock Blast Mp Cost: 4 (6)
Difficulty: 12 (13)
Requirements: Earth Arcana (Novice)
Spell Type: Attack Cast: Major Action
Test: Constitution (Stamina) vs Spellpower
A blast of small rocks burst from your hand or arcane device at a visible enemy within 20 yards. They inflict 1d6 + Willpower penetrating damage and the target is knocked prone. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, Rock blast only inflicts 1d6 penetrating damage and the target remains standing.

Stone Cloak

Stone Cloak Mp Cost: 3 (4)
Difficulty: 10 (13)
Requirements: Earth Arcana (Novice)
Spell Type: Defense Cast: 1 minute
Test: None
Your clothing takes on the toughness of stone while remaining pliable. Stone cloak gives you an Armor Rating equal to your Willpower ability for 1 hour. If you are wearing regular armor, stone cloak has no effect. You can only cast this on yourself.

Endurance

Endurance Mp Cost: 4+ (6+)
Difficulty: 11 (13)
Requirements: Earth Arcana (Novice)
Spell Type: Defense Cast: Major Action
Test: None
The target gains additional temporal Hit Points equal to twice your willpower for 10 minutes. You may spend one (two if the spell was improvised) additional mana to extend the duration for 10 minutes, to maximum of 30 minutes.

Earth Wall

Earth Wall Mp Cost: 9+ (13+)
Difficulty: 14 (16)
Requirements: Earth Arcana (Master)
Spell Type: Attack Cast: Major Action
Test: Dexterity (Acrobatics) vs Spellpower
You thrust a wall of earth and stone from an earthen or rocky surface, up to eight cubic meters in volume. The wall is solid and permanent, and any subjects caught in the area while the wall is being summoned must make a Dexterity(acrobatics) test vs your Spellpower or be knocked prone. You may spend extra MP to pull the wall with incredible force, dealing 1d6+Willpower damage to any subject caught by the wall for each 4 MP you spent at the moment of casting. Those who succeeded the Dexterity (Acrobatics) test only take half damage from the impact.

Earthquake

Earthquake Mp Cost: 11+ (16+)
Difficulty: 17 (20)
Requirements: Earth Arcana (Master)
Spell Type: Attack Cast: Major Action
Test: Dexterity (Acrobatics) vs SPellpower
The ground bucks and rolls in an area with a 6-yard radius anywhere you choose within 30 yards. Anyone caught in the area suffers a –2 penalty to Defense and a –5 penalty to Speed for one round. They must also succeed on a Dexterity(Acrobatics) test vs. your Spellpower or fall prone. This spell normally lasts for one round but for 5 MP (7 if improvised), paid at the start of your subsequent turns as a free action, you may extend the duration by an additional round.

Stone Forge

Stone Forge Mp Cost: 7 (11)
Difficulty: 16 (20)
Requirements: Earth Arcana (Master)
Spell Type: Utility Cast: 1 round
Test: None
You can extract and shape up to ten kilograms of refined metal from the surrounding stone or earth, forging a metal object in seconds. An appropiate Dexterity (craft) roll may allow you to add decorative detail or moving parts to the metal shape. The object made is empowered for 10 minutes after being fabricated after which it becomes a mundane metal object.

If you forge a weapon, it adds your willpower to al damage rolls made with it while empowered

If you forge armor, it gains bonus armor equal to your willpower while empowered  (This armor still causes strain as normal)

Arcane Spring

Arcane Spring Mp Cost: 2 (3)
Difficulty: 10 (11)
Requirements: Water Arcana (Novice)
Spell Type: Utility Cast: Major action
Test: Strength (might) vs spellpower
You cause a number of gallons of water equal to your Willpower (minimum of 1; +2 gallons if you have the Water Arcana focus) to pour out of nowhere. This water can pour into a container (and is clean and safe to drink), onto a small fire to quench it, or even onto a target. Such a target must make a Strength (Might) test vs. your Spellpower to avoid being knocked prone, in addition to being wet for some time thereafter.

Water Whip

Water Whip Mp Cost: 4 (5)
Difficulty: 11 (13)
Requirements: Water Arcana (Novice)
Spell Type: Attack Cast: Major action
Test: None
You create a long whip of water that appears in your empty hand. You can wield the water whip as a weapon, using your Intelligence (Water Arcana) to make attack rolls. You can attack targets up to 3 yards away and the Water Whip inflicts 1d6 + Willpower damage. You can also perform the Disarm stunt for 1 SP instead of 2 when wielding it, and you use Willpower instead of Strength to determine how far away the weapon lands. The water whip lasts until the end of the encounter, although you can end it earlier as a free action if you so choose.
 

Water Wall

Water Wall Mp Cost: 6 (10)
Difficulty: 11 (13)
Requirements: Water Arcana (Journeyman)
Spell Type: Defense Cast: Major action
Test:  Strength (Might) vs. Spellpower
You conjure a cascade of water, up to 3 yards long and 1 yard wide. It blocks all fire attacks from passing through it, and anyone trying to attack through it takes a –2 penalty on their attack rolls. Anyone attempting to cross through the Water Wall must make a Strength (Might) test vs. your Spellpower or be knocked prone. If you cast this spell more than once in an encounter, you can link together the sections into one continuous wall. The water wall lasts until the end of the encounter, although you can end it earlier as a free action if you so choose.
 

Watery Doom

Watery Doom Mp Cost: 9 (13)
Difficulty: 15 (19)
Requirements: Water Arcana (Master)
Spell Type: Attack Cast: Major action
Test:  Constitution (Stamina) vs Spellpower
You cause a target’s lungs to fill with water, drowning them even in the open air. The target must make a Constitution (Stamina) test vs. your Spellpower. On a success, the spell has no effect. On a failure, the target takes 2d6 + your Willpower penetrating damage and cannot speak. At the start of each their turns, the target must make another Constitution (Stamina) test vs. your Spellpower, taking 2d6 + Willpower penetrating damage on a failure. The spell continues until a successful test is made or 5 rounds pass. Watery doom has no effect on targets that do not breathe air (or do not breathe at all).

Fire Blast

Fire Blast Mp Cost: 4 (6)
Difficulty: 12 (14)
Requirements: Fire Arcana (Novice)
Spell Type: Attack Cast: Major action
Test: Dexterity (acrobatics) vs Spellpower
Gouts of blazing fire erupt from your outstretched hands or arcane device, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.

Arcane Lantern

Arcane Lantern Mp Cost: 2+ (3+)
Difficulty: 8 (10)
Requirements: Fire Arcana (Novice)
Spell Type: Utility Cast: Major action
Test: Dexterity (acrobatics) vs Spellpower
You illuminate the area around you with a steady light similar to that of a lantern. The spell illuminates a 10 yard radius centered on you. Arcane lantern lasts for one hour, but can be extended for 2 MP (3 MP if improvised) per additional hour.
 

Burning Shield

Burning Shield Mp Cost: 6 (8)
Difficulty: 12 (15)
Requirements: Fire Arcana (Journeyman)
Spell Type: Defense Cast: Major action
Test: None
You surround yourself with an aura of fire. Any adjacent enemy that makes a melee attack against you takes 2 penetrating damage. Burning shield lasts for a number of minutes equal to your Willpower.
 

Firestorm

Firestorm Mp Cost: 11 (15)
Difficulty: 17 (21)
Requirements: Fire Arcana (Master)
Spell Type: Attack Cast: Major Action
Test: Dexterity (acrobatics) vs. Spellpower
You create an explosive firestorm with a 4-yard radius anywhere within 50 yards of you. Anyone caught in the area takes 3d6+Willpower damage and may be knocked prone. Those who make a successful Dexterity (Acrobatics) test vs. your Spellpower remain standing.
 

Spirit Sight

Spirit Sight Mp Cost: 4+ (5+)
Difficulty: 11 (12)
Requirements: Spirit Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You can see spirits within your normal sight range. You also can track an object you have put a blood mark on or a living creature whose blood you have a sample of. You can get a sample of blood from any weapon that has damaged the target in combat. When you first cast the spell, you will know if the target is within a mile of you and if so, what direction. This lasts for 10 minutes and you can keep it active for 2 MP per further 10 minutes.This acts like a beacon but the spell has no intelligence behind it. It can’t tell you how to navigate a maze to find the target, for example—only that the target is “that way.”
 

Bloodmark

Bloodmark Mp Cost: 3 (4)
Difficulty: 9 (11)
Requirements: Spirit Arcana (Novice)
Spell Type: Utility Cast: 1 minute
Test: None
You inscribe an object or creature with an arcane mark with a piece of your spirit that remains until you dismiss it (a free action). It requires a drop of your blood, although the mark itself is invisible to the naked eye. You can maintain a number of blood marks equal to your Willpower at any one time. You know the direction of all marks you have active, but not the distance, but once an object has a bloodmark on it, you can track it with the Spirit Sight spell.
 

Inner Might

Inner Might Mp Cost: 5 (7)
Difficulty: 12 (15)
Requirements: Spirit Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
Your arcane power unlocks the inner spirits of a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may then move freely and still enjoy its effects. Until the end of the encounter, those enhanced with Inner Might gain a +1 bonus to damage when making melee and ranged attacks. You can designate yourself as one of the targets.
 

Regrowth

Regrowth Mp Cost: 3 (5)
Difficulty: 10 (13)
Requirements: Spirit Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You infuse wood with a burst of life-force. This causes a piece of dead wood to temporarily return to life, sprouting branches, roots, and even leaves. It twists and warps wooden objects like furniture, doors, chests, or even weapons or shields, making them unusable. Used on a seed, it matures into a hearty sapling in an instant, while a mature tree enjoys a year’s growth, immediately giving forth fruit or seeds as appropriate.
 

Ensnaring Roots

Ensnaring Roots Mp Cost: 8 (11)
Difficulty: 10 (13)
Requirements: Spirit Arcana (Journeyman)
Spell Type: Attack Cast: Major Action
Test: Dexterity (Acrobatics) vs. Spellpower
Tough, gnarled roots spring up from the ground to grab and entangle targets in a 4 yard by 4 yard area within 20 yards of you that you designate. Those affected must make a Dexterity (Acrobatics) test against your Spellpower. Failure means the target is trapped and rooted to that spot for the duration of the encounter (though they can fire ranged weapons, cast spells, and take other actions that do not involve moving). Trapped targets can make a Strength (Might) check against your Spellpower as a major action to tear free of the ensnaring roots. Anyone moving through the area affected by the spell has a –5 penalty to speed.
 

Hero’s Spirit

Hero's Spirit Mp Cost: 8 (12)
Difficulty: 14 (15)
Requirements: Spirit Arcana (Master)
Spell Type: Enhacement Cast: Major Action
Test: None
You bolster yourself and nearby allies with arcane power. You and your allies within 10 yards of you get +1 SP when generating stunt points. Hero’s Spirit lasts until the end of the encounter.
 

Life Tap

Life Tap Mp Cost: 1 (4)
Difficulty: 14 (15)
Requirements: Spirit Arcana (Master)
Spell Type: Enhacement Cast: Minor Action
Test: None
You take 3d6 penetrating damage and generate the same amount of MP to fuel the next spell cast. This loss of hp can’t be healed by magical means. The generated MP are all burned after the spell is cast, even if the cost of the spell is less than what was generated. (Use the dice results from the casting roll to calculate the damage and MP you get from this spell)
 

Ensoul

Ensoul Mp Cost: 15 (20)
Difficulty: 18 (22)
Requirements: Spirit Arcana (Master)
Spell Type: Utility Cast: 1 minute
Test: None
You imbue an inanimate object or element with a fabricated temporary spirit, animating it. This spirit remains animating the object until you recover the mana expended on this spell. When you rest or regain mana, you may choose to not regain the mana spent on this spell to keep it active. Go the spell page for the statistics of ensouled targets

Mindshield

Mindshield Mp Cost: 6 (10)
Difficulty: 11 (12)
Requirements: Mind Arcana (Novice)
Spell Type: Enhancement Cast: 10 minutes
Test: None
You create fake memories and thoughts that you can use to hide the real ones. You get an amount of fake memories equal to your Willpower, and you can spend each one to get a +2 in any roll to resist mind-affecting spells that target you. (You may spend more than one memory on a single roll to get a bigger bonus). Those protections last until you fall asleep.
 

Fighter’s Block

Fighter's Block Mp Cost: 3 (5)
Difficulty: 9 (11)
Requirements: Mind Arcana (Novice)
Spell Type: Utility Cast: 1 minute
Test: None
You manipulate the minds of your enemies to confuse and distract them. For the remainder of the encounter, you may force enemies within 12 yards of you to re-roll successful ability tests and take the worse result. You can attempt this a total number of times equal to the Stunt Die result of your casting roll. Enemies can resist Fighter's Block with successful Willpower (Self-Discipline) vs. Spellpower tests (test for each attempt). You can only have one fighter's block spell active at one time.  

Stray Thoughts

Stray Thoughts Mp Cost: 2 (3)
Difficulty: 9 (11)
Requirements: Mind Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You can detect the use of Mind Arcana spells within  10 yards around you for 10 minutes. If you succeed in a Perception(Empathy) vs Spellpower of the spell you detected, you can discern information about the spell, and in exceptional cases, about the caster.
 

Inspiration

Inspiration Mp Cost: 3 (4)
Difficulty: 10 (12)
Requirements: Mind Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
Your arcane power gives confidence to a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may then move freely and still enjoy its effects.

Those with Inspiration gain a +2 bonus on the next ability test they take (whatever it is). If they have not used this bonus by the end of the encounter, the benefit is lost.

You can designate yourself as one of the targets.

Insight

Insight Mp Cost: 4 (6)
Difficulty: 12 (14)
Requirements: Mind Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
You can manipulate the perception and attention of your allies to help them. When you cast this spell, you get a total bonus equal to your Stunt Die +1. For the remainder of the encounter, you can give part or all of this bonus to an ally within 20 yards of you if it would make one of their failed ability tests into a success. If an ally failed a test by 2, for example, you could give them 2 of your total bonus to make that into a success. The GM must tell you the cost and you can then decide if you want to apply any of your bonus to the test. Insight lasts until you’ve spent your total bonus, or the encounter ends. If your total bonus from casting the spell was 5, for example, you might give 3 of it to one ally and later give 2 to another. You can only have one insight spell active at one time

Blend

Blend Mp Cost: 4 (7)
Difficulty: 11 (14)
Requirements: Mind Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
You divert people's attention from you, hiding yourself and a number of creatures up to your Willpower within 6 yards of you. For the duration of the encounter, a successful Perception (Seeing) test vs. your Spellpower is required to spot anyone concealed by this spell. Touching someone, attacking someone, or doing something that visibly and clearly impacts the enviroment around you gives away your position, negating the spell’s benefits.
 

Ill Omens

Ill Omens Mp Cost: 8 (11)
Difficulty: 14 (17)
Requirements: Mind Arcana (Journeyman)
Spell Type: Attack Cast: 1 minute
Test: Willpower (Faith) vs. Spellpower
You inundate a target's mind with visions showing the failure of their actions. When you meet the target in any type of encounter during the following 24 hours, you can choose to use ill omens as a free action. For the remainder of the encounter, the target suffers a –2 penalty on ability tests based on one ability of your choice (Communication, Dexterity, etc.). Stunts based on that ability also generate –2 stunt points. If the target makes a successful Willpower (Faith) test vs. your Spellpower, the ability test and stunt point penalties are only –1. Ill omens is only effective for a single encounter and it cannot be cast again on the same target until the full 24 hours have passed.
 

Precognition

Precognition Mp Cost: 10 (13)
Difficulty: 15 (19)
Requirements: Mind Arcana (Master)
Spell Type: Defense Cast: 1 minute
Test: None
You enhace the awareness of your party to their absolute limits, increasint their reflexes and perception. You and your allies get +2 to their perception tests for 10 minutes. Also, in the next combat encounter, you and your allies gain two benefits. First, each of you can re-roll your Initiative tests and take the better result. Second, you and your allies gain a +1 to your Defense for the whole encounter.

Counterspell

Counterspell Mp Cost: Varies
Difficulty: Varies
Requirements: Energy Arcana (Master)
Spell Type: Utility Cast: Major Action
Test: None
You attempt to end an ongoing spell or magical effect within 20 yards of you. Make a casting test against the Spellpower of the target spell. If it is successful, you can spend MP equal to the original cost of the spell or effect to negate it. If either the casting test fails or you do not have sufficient MP to cover the cost, then you cannot cancel the target effect. If you are improvising a counterspell, the cost and difficulty increase by 4

Camouflage

Camouflage Mp Cost: 10 (13)
Difficulty: 15 (19)
Requirements: Energy Arcana (Master)
Spell Type: Defense Cast: Major Action
Test: Varies
You create a personal shield around you or your target that lasts for 10 minutes, bending all forms of light and lightning harmlessly around you. Your enemies must pass a test of Perception (seeing) vs your spellpower to notice the slight shimmer, but cannot see anything concrete. Lightning spells and electric damage inside the shield must pass a Willpower(self-discipline) test vs your spellpower or be bent around, hitting whoever is behind instead of the intended target.

Pull/Push

Pull/Push Mp Cost: 5 (7)
Difficulty: 11 (12)
Requirements: Force Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: Strength (Might) vs. Spellpower
You may pull or push an object or person up to 20 kg in weight towards or away from you, a maximum distance equal to your speed in yards. An unwilling target must pass a test Strength (Might) vs. your Spellpower to stay in place.

Levitate

Levitate Mp Cost: 3+ (4+)
Difficulty: 12 (15)
Requirements: Force Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You may manipulate an object up to 10 kg in weight at a distance of up to 15 yards, moving it with the same precision as you would have with your own hands. This may allow you to execute actions at a distance, like lockpicking a door, opening windows, or ordering a room. The spell lasts for 10 minutes but you may extend it for a further 10 minutes if you continue to spend 3 MP (4 MP if improvised)

Unseen Hand

Unseen Hand Mp Cost: 4+ (6+)
Difficulty: 13 (16)
Requirements: Force Arcana (Journeyman)
Spell Type: Utility Cast: Major Action
Test: None
You may manipulate an object up to 50 kg in weight at a distance of up to 25 yards. You can move it and rotate it in any direction, and you can perform moderately complex tasks, like turning a key or hitting with a weapon, but you cant do something requiring very fine movements, like writing or giving first aid. The spell lasts for 10 minutes but you may extend it for a further 10 minutes if you continue to spend another 4 MP (6 MP if improvised), but you can end it hurling the object with force, dealing 1d6 damage for every 25 kg of the thrown object.

Telekinesis

Telekinesis Mp Cost: 5+ (8+)
Difficulty: 16 (20)
Requirements: Force Arcana (Master)
Spell Type: Utility Cast: Major Action
Test: None
You may manipulate an object up to 200 kg in weight at a distance of up to 50 yards with Rough precision. You can manipulate up to 50kg with the same precision as you would have with your own hands. This may allow you to execute actions at a distance, like lockpicking a door, opening windows, or ordering a room, but a test vs an apropiate ability may be needed. The spell lasts for 10 minutes but you may extend it for a further 10 minutes if you continue to spend 5 MP (8 MP if improvised), or you may end it hurling the object violently, dealing 1d6 per 50kg of the flying object's weight. 

Shatter

Shatter Mp Cost: 7 (11)
Difficulty: 12 (13)
Requirements: Earth Arcana (Journeyman), Force Arcana (Journeyman)
Spell Type: Attack Cast: Major action
Test:  None
Your touch damages metal objects, partly returning their minerals to the natural state. you may destroy up to 100kg of material. If you attempt to destroy an object an opponent is holding, you must land a succesful attack in order to touch it.

Gather Power

Gather Power Mp Cost: 4 (6)
Difficulty: 13 (15)
Requirements: Energy Arcana (Journeyman), Spirit Arcana (Journeyman)
Spell Type: Utility Cast: 10 minute
Test: None

You channel the energies around you, tapping into the natural surrounding leylines and converting them into useful mana, absorbing the surrounding. After 10 minutes of deep concentration you regain 3d6+willpower mana points.

Whiteout

Whiteout Mp Cost: 6 (8)
Difficulty: 13 (15)
Requirements: Water Arcana (Journeyman), Air Arcana (Novice)
Spell Type: Attack Cast: Major Action
Test: Dexterity(Dodge) vs Spellpower

The target is blinded by a cloud of cold mist that blocks all vision. The clod follows the target for a number of rounds equal to your spellpower, if the target makes a Dexterity(Dodge) vs your spellpower he or she is only blinded for one round.

Brainfreeze

Brainfreeze Mp Cost: 5 (7)
Difficulty: 15 (19)
Requirements: Water Arcana (Master), Mind Arcana (Master)
Spell Type: Attack Cast: Major Action
Test: Willpower (Self-discipline) vs Spellpower

You freeze the target mind an body for an instant, keeping them completely still for a second. Whatever standard action the target was undertaking instantly fails. This spell can be cast out of order, in response to an enemy action, but doing so forfeits your turn for that round.

Healing Touch

Healing Touch Mp Cost: 2+ (4+)
Difficulty: 10 (13)
Requirements: Earth Arcana (Novice), Water Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 6 MPs when you cast the spell. For each 2 MP spent, the target gets back 1d6 Health. You can cast this on yourself.

Healing Aura

Healing Aura Mp Cost: 3+ (5+)
Difficulty: 15 (19)
Requirements: Earth Arcana (Novice), Water Arcana (Journeyman)
Spell Type: Enhancement Cast: Major Action
Test: None
Waves of healing energy radiate from you and aid your nearby allies. You can pick a number of targets up to twice your Willpower, all of whom must be within 10 yards of you. All targets regain 1d6 Health per round. You may extend the duration of Healing Aura for 3 MP per round, to a maximum of 2 additional. You can designate yourself as one of the targets.

Generous Soul

Generous Soul Mp Cost: 4 (6)
Difficulty: 11 (14)
Requirements: Spirit Arcana (Novice), Water Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
You can lend a piece of your soul to a willing living target, giving the strength of a specific part of your body to them. You can also weaken a part of yourself to strengthen another one.  You can take a penalty up to your willpower to one of the following abilities: Constitution, Dexterity, Perception or Strength, and you give the same bonus to the same ability to the target. If you use it on yourself, you can take the same penalty to one ability, and gain the bonus to another one.

Soulfire

Soulfire Mp Cost: 6 (8)
Difficulty: 14 (16)
Requirements: Fire Arcana (Journeyman), Spirit Arcana (Journeyman)
Spell Type: Attack Cast: Major Action
Test: Willpower (Self-discipline) vs Spellpower

Gold and green flames instantly erupt from your target burning their very soul. The target takes 2d6+Willpower penetrating damage. Then, both you and your target must make a Willpower (self discipline) test vs Spellpower, the ones who fail take an additional 1d6 penetrating damage each turn, for a number of turns equal to the result of the stunt die.

Restoration

Restoration Mp Cost: 15 (20)
Difficulty: 17 (21)
Requirements: Earth Arcana (Master), Water Arcana (Master)
Spell Type: Enhancement Cast: 1 minute
Test: None
You can restore a gravely injured character to health, though this spell takes 1 minute to cast and is thus most useful outside of combat encounters. You must remain adjacent to the target throughout the casting. If successful, the target regains Health equal to your Willpower × 10.

Plasma Blast

Plasma Blast Mp Cost: 4
Difficulty: 13
Galvanic School
Requirements: Fire Arcana (Novice), Energy Arcana (Novice), Cooldown
Spell Type: Attack Cast: Major action
Test:  None
You shoot a bolt of superheated lightning in a 20 yard straght line, dealing massive damage. You deal 1d6+willpower damage to all creatures within the line, plus 1d6 per point of Overheat you want to accept to a maximum of 3

Galvanic Blast

Galvanic Blast Mp Cost: 6
Difficulty: 14
Galvanic School
Requirements: Fire Arcana (Journeyman), Energy Arcana (Journeyman), Cooldown
Spell Type: Attack Cast: Major action
Test: none 
A stream of searing lightning jumps to a target, dealing 2d6+the target's armor damage to the first target hit, then you may have the lightning jump to another random target within 15 yards a number of times up to your Willpower. You accept a number of Overheat equal to 2 + the number of jumps the lightning makes.

Obliterate

Obliterate Mp Cost: 12
Difficulty: 16
Galvanic School
Requirements: Fire Arcana (Master), Energy Arcana (Master), Cooldown, Galvanic Blast
Spell Type: Attack Cast: Major action
Test:  Constitution (Stamina) vs Spellpower
You shoot a plasma anomaly to a target within 30 yards dealing 3d6+willpower penetrating damage. a Constitution (Stamina) test vs Spellpower reduces this damage by half. You then take the same amount of Overheat, and the anomaly explodes, dealing 6d6 + twice your willpower damage to all creatures within 30 yards. 

Seize Control

Seize Control Mp Cost: 12 (15)
Difficulty: 16 (20)
Requirements: Water Arcana (Master), Mind Arcana (Master)
Spell Type: Attack Cast: Major action
Test:  Constitution (Stamina) vs Spellpower
You seize control of the target's water in their blood, and muscles, halting its flow and paralyzing its movements. The target takes 2d6+willpower damage as you burst their tissues, If they fail their opposed test the target cannot take any action on their next turn. You may spend 3MP (5mp if improvised) for each round after the first one that you wish the effect to continue, but the target gets a new save to escape your grasp each round.

Military Aeronautics

Military Aeronautics
Rogue, Mage, or Warrior Talent Requirements: Dexterity 3 or higher, Dexterity (Aeronautics) focus.
Aeronauts who chose a military career train for extended period in very demaning conditions, mastering the ability to read the air currents, predict enemy's ships movement, and to outmaneouver them in combat, making them formidable pilots and disciplined captains. Some pirates and privateers aquire some amount of formal military training before going rogue, which makes them unusually dangerous. Read more

Martial Artist

Martial Artist
Rogue Specialization Requirements: Rogue, Dexterity 3 or higher, Dexterity (acrobatics) focus.
Martial artists train a philosophy of combat in which they value skill over strength. Instead of overwhelming an oponent with physical strength or raw stamina, they use their refined technique to control the flow of battle and turn their enemy’s strengths against them. Martial artists must choose a specific weapon to master, and the following bonuses apply only when wielding the chosen weapon. A Martial Artist may take this specialization again to choose another weapon.Read more

Gunslinger

Gunslinger
Rogue Specialization Requirements: Rogue, Perception 3 or higher, Accuracy (Black Powder) focus.
Gunslingers live a dangerous life married to their guns, they practice the movements with speed and precision, and train to react quickly to threats. Renowned for the versatility and skill with which they handle pistols, trying to catch a gunslinger unaware is unlikely, and dangerous. Read more