Also I was thinking more Warhammer vampire than Bram stoker (AKA goodbye practically all the 'traditional' weaknesses of vampirism, Hello being murder incarnate on two legs )
I'll google the differences in a bit, see if we can't come up with something we're both happy with.
And does that require 153 years worth of xp grinding to cast?
Yes it will. But as this circumvents a pretty core component of the game, I think it's justified. Besides, it'll only age Sara 15 years in the process
A succession spell, which transfers mental xp and all spell knowledge to the recipient, but leaves the caster unable to ever use magic again.
See below.
New Spell: Flicker-Shield (1) - Creates an unstable yet strong circular barrier, which only lasts for a few seconds.
See below.
I think this spell might be a too high of a level for its effect at first glance, but with more reflecting on it, it doesn't seem that bad. I was going to say the rate of research and the rate of learning from one of these spell books are the same, but only their is only a single Archmage per dynasty. So yes, an Archmage could theoretically replicate a spell at the same time it would take anyone to learn from one of these books, but it comes at the cost of practicality that you are using your most powerful member doing some redundant and inefficient task. This allows a dynasty to have the safety and guarantee that if their most powerful mage records their spell before being sent out to battle and dies, they won't lose the time spend on research for that mage. Of course, this takes around the fact it takes 91 years of magical training before you are able to utilize this theory (this is also calculating the bonus from the Archmage's magic bonus), so research into spells that expand life or increased magical XP growth, might be needed
I think I've said this before, but I will say it again just in case I imagined it. Anyone can learn theories, regardless of their mental stat. The power level of the "spell" is just for how long it takes to research/learn. Your redirect flame spell is a little underpowered for tier one, see below for some suggestions.
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Aquatic Restoration, Minor (1) - [Life][Long Cast][Water] With the invocation of the element of water on a minor scale, this is used to cleanse the pain of bleeding and helps with clotting. The surge of finely used water molecules can help heal minor injuries and some diseases. The spell's main difference from Healing Touch is that it less effective for other targets as the water molecules have to adapt to a different environment within the body, but is more effective when casted on the self as it is already adjusted to the minute details it needs to work properly.
Flame Manipulation, Minor (1) - [Concentration][Fire][Kinesis] Through sustained effort, a caster can manipulate and move non-magical fires. They will have total control over small fires, and substantial less control over larger ones. This spell does not include the instant creation of fire.
Flicker-Shield (1) - [Barrier][Physical][Short Cast] Creates a small semi-circular wall of force, capable of protecting the caster from physical attacks for a few seconds. Quick reflexes are needed to employ this spell to best effect.
Fireball, Initiate's (1) - [Fire][Ranged][Short Cast] Creates a small ball of fire, approximately the size of an egg and launches it at a target. The fire will burn on impact, but unlike the greater forms, does not explode.
Magical Inheritence (10) - [Artifact][Ritual][Sacrifice][Teaching] As part of the ceremony of passing on the artifact to a successor, this spell may be cast. Doing so will transfer all spell knowledge from the caster to the recipient, as well as seventy-five percent of Mental Experience. This process is taxing for the caster, stripping them of all magical power. They will retain their Might score, but will never be able to use magic again. They will be able to teach theory, but no practical spells.