Each player starts the game with no cards in their spellbook and 120 unspent spellbook points.
During the planning phase, you prepare spells from the card pool, and must pay spellbook points equal to the combined spellbook costs of all your planned cards. The amount deducted is recorded on your spellbook tracker.
After paying spellbook costs, you can transform one or more of your planned cards into any spells in the game that share their spellbook costs. When you transform a planned card, you must record the name of the original spell and the spell it transforms into on your spellbook tracker.
When a card would return to your spellbook, it instead returns to the card pool, and you gain spellbook points equal to its spellbook cost.
When you have no spellbook points you cannot prepare spells, but the game still continues; you can still cast spells through a card effect you control, such as spellbind, force pull, arcane zap, Restore, Healing Light, Staff of Beasts's melee+2/heal 2 ability, etc.
Each epic spell can only be cast by each mage up to once per game.
You cannot cast mage class or school only spells not compatible with your mage's training.
You cannot cast more than six copies of each level 1 spell and 4 copies of each level 2+ spell per game. Since spells are already transformed when they are cast, this rule only applies to spells after transformation.