Unfortunately, no where at the moment.
We did quite a bit of beta testing with players near me and the other author of the game, however, we both got tied up with our dissertations and then day jobs and never finalized and published it.
To be honest, it was a bit of work for players (including the game master or AM). Everything was pretty complex, particularly when trying to generate higher level mana wielding characters.
The magic system is
exactly what is described on this site and in the books, the only thing you don't see here are the numbers and probabilities. But, for example, all that astrology and elemental affiliations? That has a numeric impact on your chance of casting a spell correctly. E.g. your astrological sign and element, and the current astrological month and element, positive and negative. They are small modifiers of 5% or less, but if you are trying to cast something really difficult, you want to align the stars/time of casting with the spell and your own sign/element. Every little bit helps.
In the books, Lenamare can pretty much ignore such things, because he's so experienced He only has to worry when casting really high spells, e.g. teens (13th) or higher, and for those, just obtaining the spells and components is a major quest.
Jenn and Gastrope' however can't. That's why for example, your school, pyromancy, conjuror, thaumaturgy are important. If you want to succeed, you need to align your sign/element with the professions. Yes, a feminine water sign can do pyromancy, or pyromantic spells, but they aren't as good at it as a masculine fire sign. Interestingly actual gender is less important than your lunar affiliation.
As does your level vs the level of the spell. If you've got the mana, you can try to cast any spell you have/find/know. Of course, part of knowing is being high enough level/experience to understand the spell, and thus trying to cast a spell you found way above your current level means a high chance of failure...or fumble.
Yes, you can fumble a magic spell and it may not be pleasant.
As some example:
Name: Abyssal Switch
Spell Code: W18IC-D1h-R1000-A2500
Material: A pint of demon's blood.
Description: This spell has ever only been recorded as being cast 4 times in all of history. What it does, quite literally, is interchanges the area of effect completely and totally with a corresponding region of the Abyss. Anything on the area of effect in the planes of men is now in the Abyss, and anything in the area on the Abyss is now on the planes of men. The spell expires 1 hour later, but anything wandering off the area is left stranded in the plane in wandered into. Further, note, the Abyss is generally a place of instant death for normal mortals. The environment and conditions are totally unsuited, and any unprotected individuals die within a matter of moments. On the other hand, Abyssal residents generally have no problems with the planes of men. This spell provides no protection against incoming Abyssal residents. UPGRADE (xx/2500/xx:225)
Spell Code: W18IC-D1h-R1000-A2500
Wizard spell, 18th level, Indirect, Conjury, Duration 1 Hour, Range: 1000 ft, Area 2500 square feet.
Obviously, Exador's are bigger, they last until he's done with them, and can be considerably bigger. That is covered with the Upgrade code, the additional mana required to increase the area and duration of the spell.
Of course, I love this particular spell, I doubt Lenamare knows it, and if he does he's not that stupid.
Name: Compel Demon Prince
Spell Code: W20IC-DS-R1000-A1
Material: Unknown, probably similar to other compel spells.
Description: One might expect that this spell would work like the other Compel spells do on other classes of demons. It is the opinion of this wizardly scholar, however, that most likely, the demon prince will only be compelled if he or she feels like it.
Wizards and Clerics were pretty normal, just a bit more number intensive, but animages and some types of druids/shamans got very complicated for the AM (AniMaster) because the player has to describe exactly what they are doing and the logic underpinning it, and then the AM adjudicates their chance of success based on how close it is to "known effect difficulty levels"
For lesser affects and a high level animage, or well documented affect (e.g. the Form of Fire) it was straight forward. But animages can come up with about any variant they can think of, or something not even listed as a "known effect & difficulty"
Most of the beta adventures took place in Gizzor Del, but there were some in Freehold and the Council States.
The combat system was similar to Steve Jackson games. It was figure/hex based and you literally had to be behind your target to backstab it. The combat was every bit as complicated as the spell casting.
It's funny, the other author did the combat system, I did the magic system, and completely independently, they both wound up being intensive and time consuming. A single dungeon adventure could last a very long time.
We both did the character creation was also intense and intricate accounting for lots and lots of possibilities and variations.