(This is just a sampling of what is currently in development.)
Shadow Magic
Shadow magic is a combination of the powers of the base of the four elements, and often symbolized throughout history as the sign of the Cross. (Earth, Air, Fire, Water, converging on the center, the unified power/force.) This type of magic, as well as its element, is really strong and focuses on many elements, although mostly offensive in nature. Druidic and Black Mage types often flock to this brand of magic..the Druids for the more simplistic roots on the forces of the Planet..and the Black Mages for the sheer firepower involved.
Spell Level One (SPL 1)(Magic Levels: 1-15)
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Blaze | Fire | 10 | 1d20+5pL | 20 ft | 1 | 500 |
A swirl of flame erupts around the target, followed by three rapid bursts of flame.
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Chill | Ice | 12 | 2d12+2pL | 20 ft | 2 | 500 |
Frost rises around the person and freezes,breaking into razor sharp shards after.
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Bolt | Energy | 14 | 3d10+2pL | 20 ft | 3 | 500 |
A prism of blue energy forms around the target, and the victim is immersed in it,
and electrocuted.
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Wave | Water | 16 | 2d20+3pL | Sweep+Line 4,Height 5ft | 5 | 800 |
Raises a 5 ft high tidal wave that crashes into all within range.
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Smash | Earth | 18 | 3d15+2pL | Sweep+Line 4 | 6 | 800 |
A rock wall juts up 20 feet, then falls, covering everything in range.
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Dark Mist | Dark | 22 | 5d11+3pL,+Random Status | 20 ft + Area 1 | 8 | 1000 |
Sends a swirling ball at one target space which then bursts into a dark acidic mist.
(Status 1d6: Stun,Mute,Sleep,Blind,Bleak,Confuse in that order.)
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Geyser | Non | 24 | 3d20+2pL,+ 1/3rd SP and MP drain | Area 2 | 9 | 1000 |
Summons up a horde of rising ghost lights that sap the strength of opponents.
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Flash | Light | 26 | 4d16+3pL | Line 5,15 ft high | 10 | 1000 |
Sends columns of holy explosions rippling in a straight line.
Knockback carries you the full length of the range of the attack, with
1d6 extra attacks (+5 dmg per extra attack.)
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Barrier | Status | 28 | n/a | 20 ft | 11 | 1000 |
Puts up a barrier around that halves Physical damage for 1d4 rounds.
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Wall | Status | 30 | n/a | 20 ft | 12 | 1000 |
Puts up a magical barrier that reflects all magic at + 1/2 damage
back on the person whom sent it for 1d4 rounds. (Doesn't reflect
Sealed Magic.)
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Star | Space | 32 | 4d20+4pL | Sight+Area 1 | 13 | 1500 |
Summons up a comet which crashes down into one target and explodes,damaging
all in range.
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Black Hole | Space | 34 | 3d28+3pL,Death status | Area 3 | 14 | 1500 |
The closer you are to the Ground Zero, the more penalty you have to dodge getting
sucked in. Area 0 (Main space): -15, Area 1: -10, Area 2: -5, Area 3: As normal.
Everyone in range recieves damage as the Black hole opens and sucks debris at
the velocity of faster-than-bullet-speed.
| Name | Element | MP Cost | Damage | Range | Level | XPLearn |
| Dark Matter | Shadow | 36 | 3d30+5pL | All targets in full sight range. | 15 | 2000 |
Powerful spell, as triangles of Dark matter from the coldest depths of space combine
all the basic elemental forces as they tear through all victims in range.