Earth Wall

Earth Wall Mp Cost: 9+ (13+)
Difficulty: 14 (16)
Requirements: Earth Arcana (Master)
Spell Type: Attack Cast: Major Action
Test: Dexterity (Acrobatics) vs Spellpower
You thrust a wall of earth and stone from an earthen or rocky surface, up to eight cubic meters in volume. The wall is solid and permanent, and any subjects caught in the area while the wall is being summoned must make a Dexterity(acrobatics) test vs your Spellpower or be knocked prone. You may spend extra MP to pull the wall with incredible force, dealing 1d6+Willpower damage to any subject caught by the wall for each 4 MP you spent at the moment of casting. Those who succeeded the Dexterity (Acrobatics) test only take half damage from the impact.

Earthquake

Earthquake Mp Cost: 11+ (16+)
Difficulty: 17 (20)
Requirements: Earth Arcana (Master)
Spell Type: Attack Cast: Major Action
Test: Dexterity (Acrobatics) vs SPellpower
The ground bucks and rolls in an area with a 6-yard radius anywhere you choose within 30 yards. Anyone caught in the area suffers a –2 penalty to Defense and a –5 penalty to Speed for one round. They must also succeed on a Dexterity(Acrobatics) test vs. your Spellpower or fall prone. This spell normally lasts for one round but for 5 MP (7 if improvised), paid at the start of your subsequent turns as a free action, you may extend the duration by an additional round.

Stone Forge

Stone Forge Mp Cost: 7 (11)
Difficulty: 16 (20)
Requirements: Earth Arcana (Master)
Spell Type: Utility Cast: 1 round
Test: None
You can extract and shape up to ten kilograms of refined metal from the surrounding stone or earth, forging a metal object in seconds. An appropiate Dexterity (craft) roll may allow you to add decorative detail or moving parts to the metal shape. The object made is empowered for 10 minutes after being fabricated after which it becomes a mundane metal object.

If you forge a weapon, it adds your willpower to al damage rolls made with it while empowered

If you forge armor, it gains bonus armor equal to your willpower while empowered  (This armor still causes strain as normal)

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).

Hero’s Spirit

Hero's Spirit Mp Cost: 8 (12)
Difficulty: 14 (15)
Requirements: Spirit Arcana (Master)
Spell Type: Enhacement Cast: Major Action
Test: None
You bolster yourself and nearby allies with arcane power. You and your allies within 10 yards of you get +1 SP when generating stunt points. Hero’s Spirit lasts until the end of the encounter.
 

Life Tap

Life Tap Mp Cost: 1 (4)
Difficulty: 14 (15)
Requirements: Spirit Arcana (Master)
Spell Type: Enhacement Cast: Minor Action
Test: None
You take 3d6 penetrating damage and generate the same amount of MP to fuel the next spell cast. This loss of hp can’t be healed by magical means. The generated MP are all burned after the spell is cast, even if the cost of the spell is less than what was generated. (Use the dice results from the casting roll to calculate the damage and MP you get from this spell)
 

Ensoul

Ensoul Mp Cost: 15 (20)
Difficulty: 18 (22)
Requirements: Spirit Arcana (Master)
Spell Type: Utility Cast: 1 minute
Test: None
You imbue an inanimate object or element with a fabricated temporary spirit, animating it. This spirit remains animating the object until you recover the mana expended on this spell. When you rest or regain mana, you may choose to not regain the mana spent on this spell to keep it active. Go the spell page for the statistics of ensouled targets

Precognition

Precognition Mp Cost: 10 (13)
Difficulty: 15 (19)
Requirements: Mind Arcana (Master)
Spell Type: Defense Cast: 1 minute
Test: None
You enhace the awareness of your party to their absolute limits, increasint their reflexes and perception. You and your allies get +2 to their perception tests for 10 minutes. Also, in the next combat encounter, you and your allies gain two benefits. First, each of you can re-roll your Initiative tests and take the better result. Second, you and your allies gain a +1 to your Defense for the whole encounter.

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.

Telekinesis

Telekinesis Mp Cost: 5+ (8+)
Difficulty: 16 (20)
Requirements: Force Arcana (Master)
Spell Type: Utility Cast: Major Action
Test: None
You may manipulate an object up to 200 kg in weight at a distance of up to 50 yards with Rough precision. You can manipulate up to 50kg with the same precision as you would have with your own hands. This may allow you to execute actions at a distance, like lockpicking a door, opening windows, or ordering a room, but a test vs an apropiate ability may be needed. The spell lasts for 10 minutes but you may extend it for a further 10 minutes if you continue to spend 5 MP (8 MP if improvised), or you may end it hurling the object violently, dealing 1d6 per 50kg of the flying object's weight. 

Shatter

Shatter Mp Cost: 7 (11)
Difficulty: 12 (13)
Requirements: Earth Arcana (Journeyman), Force Arcana (Journeyman)
Spell Type: Attack Cast: Major action
Test:  None
Your touch damages metal objects, partly returning their minerals to the natural state. you may destroy up to 100kg of material. If you attempt to destroy an object an opponent is holding, you must land a succesful attack in order to touch it.

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.

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.

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. 

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.