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).

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.

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.

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.