Fire:
- Fire Brand. Deals fire damage (50). 40
- Inferno. Deals fire damage (10-100) to all enemy characters. 100
- Melting. Reduces the quality of weapons/shields/armor by half of the current value. If applied to armor, the target also takes metal damage (10%-20% of the target's total health). 50. Wood burns instantly. Weapons +3 as well as armor and shields +2 are immune to this spell.
- Ignition. Every 2 units of magical energy add 1% fire damage to the weapon.
- Fire Shield. The caster creates a circle of fire around themselves, which returns 1% of damage dealt back for every 4 units of magical energy.
Water:
- Waterfall. Deals water damage (20) and reduces the character's mobility (agility) by half for this and the next turn. 35
- Morning Rain. Restores health (10-100) of all allied characters. 100
- Water Prison. Deprives the chosen target of a quarter of health points from the current value each turn. The target also loses the ability to move if they fail a strength check. 60(+30 per turn).
- Pure Water. Restores character health (25). 40
- Poison Neutralization. Removes all negative effects. 30
Earth:
- Stone Skin. Every 10 units of magical energy invested in this spell increase damage resistance by one unit.
- Power of Earth. Every 20 units of magical energy invested in this spell increase the character's strength by one unit.
Air:
- Superfast Strike. Damage from attacks possible within all AP is summed (naturally, no more than one such strike is possible per turn). Such an attack cannot be blocked, is critical, and hits the target with 100% accuracy. 15. Use while wearing armor is impossible.
Lightning:
- Stasis. Blocks all character actions for one turn if they fail a constitution check. 40
- Discharge. Deprives the character of magical energy (25%). 50
- Lightning Strike. Deals electricity damage (1-200). 25
- Incineration. Deals electricity damage until the victim dies (1 unit of magical energy per 1 unit of hp; accordingly, the target will not be killed if there is insufficient mana)
Energy:
- Barrier. A powerful energy shield of pure energy appears in the caster's hand. Every 10 units of magical energy invested in this spell increase the block chance by 2%. Furthermore, feeding off the caster's energy, this shield absorbs any direct damage magic (1 unit of mana per 2 units of damage received).
- Energizing. For every 4 units of magical energy, the damage dealt by the weapon is increased by 1 unit of energy damage, and the critical hit chance increases by 0.5%.
- Dissipation. Removes spells from objects and characters. The amount of magical energy consumed depends on the target.
- Healing. The caster transforms 1 of their own magical energy into 1 unit of life energy, transferring it to the chosen target. Not used in combat.
Otherworldly Magic.
- Resurrection. If the victim died recently, the caster can resurrect them using all of their magical energy and half of their life force. Also, the user of this spell permanently loses 3 units of constitution and 1 intelligence.
Spirit:
- Cleaving Palm. Melee damage is increased by 200%. Requires 5 units of spirit to maintain.
- Flying Wind. An additional attack per round. Requires 8 units of spirit to maintain.
- Leaping Tiger. Additional 2 points of strength, agility, and constitution. Requires 4 units of spirit to maintain.
- Spiritual Healing. Restores health (5-25) of all allied characters every round. Requires 2 units of spirit per character to maintain the spell.
- Inner Strength. Each party member receives +3 points of strength and constitution. Requires 1 spirit per character to maintain the spell.
Poisons
- Poison Cloud. Characters affected by this spell lose 25% of their maximum health pool, as well as 20% hp and AP of the current amount every turn. 100.