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.

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.