Spellbook

Each mage has a certain number of formulae practiced and drilled to the point of muscle memory, and they become much easier to cast. This memorizations of the most common spells a mage utilizes are what mages call The Spellbook, even if many mages dont own a literal spellbook detailing the chanting and inscriptions.

Navigate through the categories on the menu to search all fromulae ordered by their respective Arcanas.

Spells are written in the following format:

Spell Name Mp Cost
Difficulty
Requirements
Spell Type Cast
Test
Spell Description

Spell Name: The name most mages use for the spell

MP Cost: the amount of mana points that the spell uses from your pool. If you try to improvise the spell without memorizing it in your own spellbook it’s more tiring to cast, and that increased strain on your mana pool is indicated by the  increased cost between parenthesis.

Difficulty: The target number you need to overcome with your casting roll in order to succesfully cast the spell. If you try to improvise the spell without memorizing it in your own spellbook it’s more difficult to cast, and that improvised difficulty is indicated by the number in parenthesis.

Requirements: The list of Arcanas, and their level of mastery, required to cast the spell

Spell Type: The main use for the spell. Spells can be either Attacks, Defensive or Utility.

Cast: The time it takes, measured in actions, to cast the spell. It usually takes a standard action but there are exceptions.

Test: Some spell may allow a test of an ability to avoid some of the effects of your spell, for example, an attack might be dodged by a succesful acrobatics roll. The roll required and the target number of this roll are listed here.

Spell descrpition: This section contains the effects, uses, limitations and any other details of the spell.

For example, a simple Earth Arcana spell, Rock blast, would be written as follows: 

Rock Blast Mp Cost: 4 (6)
Difficulty: 12 (14)
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.

Some spells use elements from more than one type of magic, these are called Hybrid Spells and they are written with a Dark Green header instead:

Healing Touch Mp Cost: 2+ (4+)
Difficulty: 10 (13)
Requirements: Earth Arcana (Novice), Water Arcana (Novice)
Spell Type: Enhanement 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.

Some spells cannot be improvised on their own, as they depend on the other spells from its school to function. These spells are marked with a Dark Red header, and a link to the Required School

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.