Wind Shield

Wind Shield Mp Cost: 4 (7)
Difficulty: 10 (12)
Requirements: Air Arcana (Novice)
Spell Type: Defense Cast: Major Action
Test: None
You become surrounded by strong circling winds. You gain a +2 to your Defense vs. ranged attacks. Anyone adjacent to you (friend or foe) suffers a –1 penalty when making melee attacks. Protective winds last until the end of the encounter.

Voices on the Wind

Voices on the Wind Mp Cost: 4+ (6+)
Difficulty: 11 (14)
Requirements: Air Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You can focus in on any conversation happening within 100 yards of you that you can see. The wind carries the conversation to your ears and you can hear it as clearly as if you were sitting next to the participants. You can switch to a different conversation as a major action. Voices on the wind lasts for 10 minutes, and you can extend it for 10 minutes for each 2 MP you spend.

Rock Blast

Rock Blast Mp Cost: 4 (6)
Difficulty: 12 (13)
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.

Stone Cloak

Stone Cloak Mp Cost: 3 (4)
Difficulty: 10 (13)
Requirements: Earth Arcana (Novice)
Spell Type: Defense Cast: 1 minute
Test: None
Your clothing takes on the toughness of stone while remaining pliable. Stone cloak gives you an Armor Rating equal to your Willpower ability for 1 hour. If you are wearing regular armor, stone cloak has no effect. You can only cast this on yourself.

Endurance

Endurance Mp Cost: 4+ (6+)
Difficulty: 11 (13)
Requirements: Earth Arcana (Novice)
Spell Type: Defense Cast: Major Action
Test: None
The target gains additional temporal Hit Points equal to twice your willpower for 10 minutes. You may spend one (two if the spell was improvised) additional mana to extend the duration for 10 minutes, to maximum of 30 minutes.

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.
 

Fire Blast

Fire Blast Mp Cost: 4 (6)
Difficulty: 12 (14)
Requirements: Fire Arcana (Novice)
Spell Type: Attack Cast: Major action
Test: Dexterity (acrobatics) vs Spellpower
Gouts of blazing fire erupt from your outstretched hands or arcane device, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.

Arcane Lantern

Arcane Lantern Mp Cost: 2+ (3+)
Difficulty: 8 (10)
Requirements: Fire Arcana (Novice)
Spell Type: Utility Cast: Major action
Test: Dexterity (acrobatics) vs Spellpower
You illuminate the area around you with a steady light similar to that of a lantern. The spell illuminates a 10 yard radius centered on you. Arcane lantern lasts for one hour, but can be extended for 2 MP (3 MP if improvised) per additional hour.
 

Burning Shield

Burning Shield Mp Cost: 6 (8)
Difficulty: 12 (15)
Requirements: Fire Arcana (Journeyman)
Spell Type: Defense Cast: Major action
Test: None
You surround yourself with an aura of fire. Any adjacent enemy that makes a melee attack against you takes 2 penetrating damage. Burning shield lasts for a number of minutes equal to your Willpower.
 

Firestorm

Firestorm Mp Cost: 11 (15)
Difficulty: 17 (21)
Requirements: Fire Arcana (Master)
Spell Type: Attack Cast: Major Action
Test: Dexterity (acrobatics) vs. Spellpower
You create an explosive firestorm with a 4-yard radius anywhere within 50 yards of you. Anyone caught in the area takes 3d6+Willpower damage and may be knocked prone. Those who make a successful Dexterity (Acrobatics) test vs. your Spellpower remain standing.
 

Spirit Sight

Spirit Sight Mp Cost: 4+ (5+)
Difficulty: 11 (12)
Requirements: Spirit Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You can see spirits within your normal sight range. You also can track an object you have put a blood mark on or a living creature whose blood you have a sample of. You can get a sample of blood from any weapon that has damaged the target in combat. When you first cast the spell, you will know if the target is within a mile of you and if so, what direction. This lasts for 10 minutes and you can keep it active for 2 MP per further 10 minutes.This acts like a beacon but the spell has no intelligence behind it. It can’t tell you how to navigate a maze to find the target, for example—only that the target is “that way.”
 

Bloodmark

Bloodmark Mp Cost: 3 (4)
Difficulty: 9 (11)
Requirements: Spirit Arcana (Novice)
Spell Type: Utility Cast: 1 minute
Test: None
You inscribe an object or creature with an arcane mark with a piece of your spirit that remains until you dismiss it (a free action). It requires a drop of your blood, although the mark itself is invisible to the naked eye. You can maintain a number of blood marks equal to your Willpower at any one time. You know the direction of all marks you have active, but not the distance, but once an object has a bloodmark on it, you can track it with the Spirit Sight spell.
 

Inner Might

Inner Might Mp Cost: 5 (7)
Difficulty: 12 (15)
Requirements: Spirit Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
Your arcane power unlocks the inner spirits of a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may then move freely and still enjoy its effects. Until the end of the encounter, those enhanced with Inner Might gain a +1 bonus to damage when making melee and ranged attacks. You can designate yourself as one of the targets.
 

Regrowth

Regrowth Mp Cost: 3 (5)
Difficulty: 10 (13)
Requirements: Spirit Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You infuse wood with a burst of life-force. This causes a piece of dead wood to temporarily return to life, sprouting branches, roots, and even leaves. It twists and warps wooden objects like furniture, doors, chests, or even weapons or shields, making them unusable. Used on a seed, it matures into a hearty sapling in an instant, while a mature tree enjoys a year’s growth, immediately giving forth fruit or seeds as appropriate.
 

Mindshield

Mindshield Mp Cost: 6 (10)
Difficulty: 11 (12)
Requirements: Mind Arcana (Novice)
Spell Type: Enhancement Cast: 10 minutes
Test: None
You create fake memories and thoughts that you can use to hide the real ones. You get an amount of fake memories equal to your Willpower, and you can spend each one to get a +2 in any roll to resist mind-affecting spells that target you. (You may spend more than one memory on a single roll to get a bigger bonus). Those protections last until you fall asleep.
 

Fighter’s Block

Fighter's Block Mp Cost: 3 (5)
Difficulty: 9 (11)
Requirements: Mind Arcana (Novice)
Spell Type: Utility Cast: 1 minute
Test: None
You manipulate the minds of your enemies to confuse and distract them. For the remainder of the encounter, you may force enemies within 12 yards of you to re-roll successful ability tests and take the worse result. You can attempt this a total number of times equal to the Stunt Die result of your casting roll. Enemies can resist Fighter's Block with successful Willpower (Self-Discipline) vs. Spellpower tests (test for each attempt). You can only have one fighter's block spell active at one time.  

Stray Thoughts

Stray Thoughts Mp Cost: 2 (3)
Difficulty: 9 (11)
Requirements: Mind Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You can detect the use of Mind Arcana spells within  10 yards around you for 10 minutes. If you succeed in a Perception(Empathy) vs Spellpower of the spell you detected, you can discern information about the spell, and in exceptional cases, about the caster.
 

Inspiration

Inspiration Mp Cost: 3 (4)
Difficulty: 10 (12)
Requirements: Mind Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
Your arcane power gives confidence to a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may then move freely and still enjoy its effects.

Those with Inspiration gain a +2 bonus on the next ability test they take (whatever it is). If they have not used this bonus by the end of the encounter, the benefit is lost.

You can designate yourself as one of the targets.

Insight

Insight Mp Cost: 4 (6)
Difficulty: 12 (14)
Requirements: Mind Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
You can manipulate the perception and attention of your allies to help them. When you cast this spell, you get a total bonus equal to your Stunt Die +1. For the remainder of the encounter, you can give part or all of this bonus to an ally within 20 yards of you if it would make one of their failed ability tests into a success. If an ally failed a test by 2, for example, you could give them 2 of your total bonus to make that into a success. The GM must tell you the cost and you can then decide if you want to apply any of your bonus to the test. Insight lasts until you’ve spent your total bonus, or the encounter ends. If your total bonus from casting the spell was 5, for example, you might give 3 of it to one ally and later give 2 to another. You can only have one insight spell active at one time

Blend

Blend Mp Cost: 4 (7)
Difficulty: 11 (14)
Requirements: Mind Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: None
You divert people's attention from you, hiding yourself and a number of creatures up to your Willpower within 6 yards of you. For the duration of the encounter, a successful Perception (Seeing) test vs. your Spellpower is required to spot anyone concealed by this spell. Touching someone, attacking someone, or doing something that visibly and clearly impacts the enviroment around you gives away your position, negating the spell’s benefits.
 

Pull/Push

Pull/Push Mp Cost: 5 (7)
Difficulty: 11 (12)
Requirements: Force Arcana (Novice)
Spell Type: Enhancement Cast: Major Action
Test: Strength (Might) vs. Spellpower
You may pull or push an object or person up to 20 kg in weight towards or away from you, a maximum distance equal to your speed in yards. An unwilling target must pass a test Strength (Might) vs. your Spellpower to stay in place.

Levitate

Levitate Mp Cost: 3+ (4+)
Difficulty: 12 (15)
Requirements: Force Arcana (Novice)
Spell Type: Utility Cast: Major Action
Test: None
You may manipulate an object up to 10 kg in weight at a distance of up to 15 yards, moving it 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. The spell lasts for 10 minutes but you may extend it for a further 10 minutes if you continue to spend 3 MP (4 MP if improvised)

Unseen Hand

Unseen Hand Mp Cost: 4+ (6+)
Difficulty: 13 (16)
Requirements: Force Arcana (Journeyman)
Spell Type: Utility Cast: Major Action
Test: None
You may manipulate an object up to 50 kg in weight at a distance of up to 25 yards. You can move it and rotate it in any direction, and you can perform moderately complex tasks, like turning a key or hitting with a weapon, but you cant do something requiring very fine movements, like writing or giving first aid. The spell lasts for 10 minutes but you may extend it for a further 10 minutes if you continue to spend another 4 MP (6 MP if improvised), but you can end it hurling the object with force, dealing 1d6 damage for every 25 kg of the thrown object.

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.

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.

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