Call Spirit Animal [1 MP]: Manifests a Spirit Mouse which will fight for you for one turn. This Spirit Mouse is not a valid target of attacks (i.e. it cannot be attacked and does not need to be attacked to be held off), and delivers one attack with an Attack score of 4 to one target.
Burden [2 MP]: Each round of combat target enemy loses one point in equip, for three rounds. At the end of the third round their equip returns to normal.
Invigorating Mist [2MP]: +2 defense and magic until the end of combat. (available by creation only)
Lesser Mist Barrier [2 MP]: Raise your defense by half your magic score until the end of the round, rounded down. (available by creation only)
Living Mist [2 MP]: Deal 1 damage per a point of magic and prevent 1 damage per a point of defense from any source this round.
Refuge [2 MP]: Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 25% vs Normal Monsters, 50% chance vs Lieutenant or Player Characters, and 75% vs Bosses.
Taser Bolt [2 MP]: Deals 1 damage per a point of magic to one target, target loses one normal attack this round. This counts as a stun effect.
Magic Wings [2 MP]: you may perform one extra normal attack this round.
Arc Lightning [3 MP]: Deal 3 times your magic damage to one enemy. You may pay an additional 1MP to hit another Enemy for 1/3 of the original damage. Max targets obtainable = to magic score.
Flame Burst [3 MP]: Deal damage equal to your Magic score to each enemy, to a maximum of 1 enemy per 2 points of Magic (max of 5 targets).
Flame Strike [3 MP]: Deals magic damage equal to double your magic score plus double your attack score. You must have a Base Attack Stat of at least 3, and a Base Magic Stat of at least 3 in order to use this spell. (available by creation only)
Heal, Improved [3 MP]: Heal yourself or one party member by 1 and a 1/2 HP per point of Magic, rounded down.
Life Drain [3 MP]: Deals 1 damage per a point of magic to one target, for every damage you deal you heal one life.
Refuge, Improved [3 MP]: Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 0% vs Normal Monsters, 25% chance vs Lieutenant or Player Characters, and 50% vs Bosses.
Summon Anti-magic Wisps [3 MP]: Summons out one anti-magic wisp for every three points of Magic you have, round down. These wisps may not be used on the turn they are summoned, but after that may be used to negate eight points of spell damage each to any one party member (caster included). Different wisps may shield different party members.
Disintegration [3 MP]: deal damage equal to your magic stat and Release effect on target.
Petrify [4 MP]: Target louses the ability to use one select function for the rest of the combat, counts as a stun effect.
Incinerate [4 MP]: Deal 3 damage per point of Magic to any amount of enemies, divided however you wish.
Greater Mana Shield [4MP]: Sets your extra life layer to a value equal to three times your Magic score. These hit points are lost first when you are hit. Re-casting this spell resets the amount of life, it does not add to it.
Heal, Greater [4 MP]: Heal yourself or one party member by 2 HP per point of Magic.
Wings of Achilles [4 MP]: Grants the Ability Fury on the next round, for the duration of combat.
Refuge, Greater [4 MP]: Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 0% vs Normal Monsters, 0% chance vs Lieutenant or Player Characters, and 25% vs Bosses.
Twin Blast [5 MP]: Deals damage equal to three times your Magic score to two different targets.
Summon Illusion [5 MP]: Summon one illusion for every 4 magic you have, each illusion is considered to have HP: 5 (no other stats), an illusion has a 50% chance a turn of being able to take any one source of damage of any type for its creator (if the creator wishes, they can make this check one time per a source of damage per a turn, not per an illusion you have), each illusion can hold off one opponent a round. Repeated castings of the spell while illusions are still in play result in replacing the current ones, not adding to them.