Earth
2mp       Quake                 shakes the earth
                           
This spell affects an area circular in shape with roughly a five-foot circumference.
5mp       Entangle               plants hold a person in place
10mp     Rockstorm            rocks fall from the sky
                          
This spell affects an area circular in shape with roughly a five-foot circumference.
10mp     Force                    adds a +2 to defensive rolls for duration of battle
20mp     Golem                  summon a golem
                            
The golem summoned with this spell will take on whatever earthy qualities are nearby. It will remain in play for the duration of the battle.

Fire
                           
When casting any spells that require flame to remain in one area for a lengthened amount of time, use caution not to cast in such an area that would become engulfed. Unless character is an Elemental Dragon, he/she can only summon fire, not control it.
2mp       Blaze                   weak fire attack
2mp       Explode               create a small explosion
5mp       Pyre                     surround a person in fire
10mp     Inferno                 engulf a person
10mp     Wall of fire          creates a wall of flame
20mp     Hellhound            summon a fiery dog
                            
Hellhound will remain in play until its summoner is out of danger.

Air
1mp       Lift                       lifts and drops a person from a small height (no more than 2 feet)
5mp       Fly                       avoid an attack by levitating
                            
This spell can only be used to avoid physical and ground-based attacks.
10mp      Gale                    a strong gust of wind pushes the target
15mp      Tornado               sends a small tornado after target
20mp      Shooting Breeze  summons a rain of wind arrows
                           
This spell affects an area circular in shape with roughly a ten-foot circumference.
Ice
5mp       Evaporate             turns up to three gallons of water into vapor
5mp       Freeze                  turns up to three gallons of water into ice
5mp       Precipitate            turns up to three converted gallons of vapor into water
                           
Using more mana points on the above spells will alter the amount of water affected.
5mp       Heal                      heals light wounds
7mp       Protect                  +2 to defensive rolls, lasts the duration of the battle unless attacked by fire
15mp     Iceberg                 encases target in ice
                 
         The potency of this spell relies on the environment.

Lightning
                          
Any target hit by lightning rolls 1d10. 1,2 or 3 results in unconsciousness. Player remains unconscious for two turns.
5mp       Shock                  shocks target, target skips next attack turn
10mp     Protection            invulnerable to magic for three turns
10mp     Charge                 electrically charge a metal object
                       
  Unless charged object has a wooden, rubber or leather handle, it cannot be picked up.
10mp     Lightning             target is struck by lightning
20mp     Viper                   summons a snake of electricity
                         
Viper remains in play until it has wounded an enemy.
Dark
                           
If a player chooses a dark-aligned character, they may choose one Dark spell. Dark Dragons have all of these abilities.
5mp       Vision                  grants ability to see through darkness
10mp     Dark Matter         weapons of shadow attack target
10mp     Dark Mist             summons a poisonous mist
                           
This spell affects a moving area circular in shape with roughly a three-foot circumference.
15mp      Nevermore          summons a shadow raven
                         
  Nevermore remains in play until dismissed.
20mp      Death                  may cause death to a target
                           
When a player is hit by the Death spell, they must roll 1d20 thrice. 1, 2 or 3 once, target is unconscious for two turns. 1, 2 or 3 twice, target is unconscious for one turn. 1,2 or 3 thrice, target is unaffected. No 1, 2 or 3 results in death. Death does not affect the undead, lycanthropes, Dark Dragons or unicorns. Death takes effect after two turns unless player has been uncursed.
20mp       Shadow Wolf     summons a black wolf of darkness
                           
Shadow Wolf remains in play until summoner is out of danger.

Light
                            
If a player chooses a light-aligned character, they may choose one Light spell. Light Dragons have all of these abilities.
5mp       Uncurse                removes curse from target
10mp     Safety                   protection from all attacks and magic for one turn
10mp     Sunlight                light attack, damages undead or temporarily blinds target
10mp     Silence                  target cannot cast spells
20mp     Quicken                revives target from unconsciousness
30mp     White Embers      summons a crystal dragon
                          
White Embers remains in play until dismissed. It is a peaceful creature and will not attack unless attacked.
30mp      Alhealer              strong healing on multiple targets
30mp      All Heal               completely heals target
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