I mean that it hasn't been implied there are really any spells to teach or that there's anything beyond learning ones powers outside vague concepts like being focused and having clarity. We haven't really established what there is to learn. Just they way we've been playing it's just been think about what you want to do and *bam* it happens. Kinda why I went with more practical classes like Miko's Indy Crit or history with Mindy for the next one. Everything's a bit vague. I mean I haven't seen any of the staff use much in the way of scrolls and incantations. Ghalan just lifted a tank with a thought. Miko became a walking PA because she wanted to. Ira summoned ice armor with no real effort. And so far none of the classes we have planned really delve into how all this is taught and how it's applied. There aren't really any indications that power can be better controlled with specific actions like scrolls and incantations. I mean it'd be a fun concept to add. Every student has a specific way of initiating magic but they have to figure out what. Is it incantation? Is it hand signs? Is it through scrolls? Do they need a wand or staff? Must it be done through interpretive dance? Do these effect how strong the powers are or their frequency of use? Does being in the presence of said element effect anything? Can another element be learned? What is setting our mages apart from mutants and metahumans? In short: Yes they are they're to learn. But it hasn't been made clear specifically what and how? @Duality I think this game is a great concept on paper but we're finding flaws with the execution.