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.
 

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.

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.