| 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. | |
Category: School
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. | |
Cooldown
| Cooldown | Mp Cost: 4 |
| Difficulty: 10 | |
| Galvanic School | |
| Requirements: Fire Arcana (Novice), Energy Arcana (Novice) | |
| Spell Type: Utility | Cast: Major action |
| Test: None | |
| You release all points of overheat you have accumulated to the enviroment. | |
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. | |