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.
 

Ensnaring Roots

Ensnaring Roots Mp Cost: 8 (11)
Difficulty: 10 (13)
Requirements: Spirit Arcana (Journeyman)
Spell Type: Attack Cast: Major Action
Test: Dexterity (Acrobatics) vs. Spellpower
Tough, gnarled roots spring up from the ground to grab and entangle targets in a 4 yard by 4 yard area within 20 yards of you that you designate. Those affected must make a Dexterity (Acrobatics) test against your Spellpower. Failure means the target is trapped and rooted to that spot for the duration of the encounter (though they can fire ranged weapons, cast spells, and take other actions that do not involve moving). Trapped targets can make a Strength (Might) check against your Spellpower as a major action to tear free of the ensnaring roots. Anyone moving through the area affected by the spell has a –5 penalty to speed.
 

Ill Omens

Ill Omens Mp Cost: 8 (11)
Difficulty: 14 (17)
Requirements: Mind Arcana (Journeyman)
Spell Type: Attack Cast: 1 minute
Test: Willpower (Faith) vs. Spellpower
You inundate a target's mind with visions showing the failure of their actions. When you meet the target in any type of encounter during the following 24 hours, you can choose to use ill omens as a free action. For the remainder of the encounter, the target suffers a –2 penalty on ability tests based on one ability of your choice (Communication, Dexterity, etc.). Stunts based on that ability also generate –2 stunt points. If the target makes a successful Willpower (Faith) test vs. your Spellpower, the ability test and stunt point penalties are only –1. Ill omens is only effective for a single encounter and it cannot be cast again on the same target until the full 24 hours have passed.
 

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

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.

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.

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.

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.

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.