Energy Arcana

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Mana Break -
Mana Break Mp Cost: 7 (9)
Difficulty: 15
Requirements: Energy Arcana (Journeyman)
Spell Type: Attack Cast: Major Action
Test: Willpower (self discipline) vs spellpower
You forcibly open the mana channels of your opponent, releasing 2d6+willpower from his mana pool to the enviroment. This mana is wasted and cant be used.
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Counterspell -
Counterspell Mp Cost: Varies
Difficulty: Varies
Requirements: Energy Arcana (Master)
Spell Type: Utility Cast: Major Action
Test: None
You attempt to end an ongoing spell or magical effect within 20 yards of you. Make a casting test against the Spellpower of the target spell. If it is successful, you can spend MP equal to the original cost of the spell or effect to negate it. If either the casting test fails or you do not have sufficient MP to cover the cost, then you cannot cancel the target effect. If you are improvising a counterspell, the cost and difficulty increase by 4
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Camouflage -
Camouflage Mp Cost: 10 (13)
Difficulty: 15 (19)
Requirements: Energy Arcana (Master)
Spell Type: Defense Cast: Major Action
Test: Varies
You create a personal shield around you or your target that lasts for 10 minutes, bending all forms of light and lightning harmlessly around you. Your enemies must pass a test of Perception (seeing) vs your spellpower to notice the slight shimmer, but cannot see anything concrete. Lightning spells and electric damage inside the shield must pass a Willpower(self-discipline) test vs your spellpower or be bent around, hitting whoever is behind instead of the intended target.
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Gather Power -
Gather Power Mp Cost: 4 (6)
Difficulty: 13 (15)
Requirements: Energy Arcana (Journeyman), Spirit Arcana (Journeyman)
Spell Type: Utility Cast: 10 minute
Test: None

You channel the energies around you, tapping into the natural surrounding leylines and converting them into useful mana, absorbing the surrounding. After 10 minutes of deep concentration you regain 3d6+willpower mana points.

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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.
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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
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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.
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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. 
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