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| 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 |