...
So, in case you all haven't noticed, I'm a hyper nerd. (But I don't look it at all. o.O... Well, maybe a tad. x3) But yeah, since Hymn is heavily based around magic, I really want to throw out all the possible spells and name all the elements they go to, just so that there's no confusion. I know, it's weird, but it's really fun to me. xD
I get most of this from Square Enix, more specifically FFXI, which lacks a couple elements I created. So here they are.

Fire ~ Offensive Element

Nukes:

Fire ~ Deals low fire damage.
Fire II ~ Deals moderate fire damage.
Fire III ~ Deals strong fire damage.
Fire IV ~ Deals heavy fire damage.
Fire V~ Deals immense fire damage. Inflicts user with "Burn" status.

Firaga ~ Deals low fire damage in a small radius.
Firaga II ~ Deals moderate fire damage in a fair radius.
Firaga III ~ Deals strong fire damage in a decent radius.
Firaga IV ~ Deals heavy fire damage in a wide radius.
Firaga V ~ Deals immense fire damage in a huge radius. Inflicts user with "Burn" status.

Flare ~ Deals concentrated fire damage. Lowers resistance against the Element Water.
Flare II ~ Deals high concentrated fire damage. Lowers resistance against the Element Water.

Burn ~ Gradually deals fire damage while weakening target's spells.

Firaja ~ Deals chain reaction fire damage, cycling around enemies until mana force is depleted. Inflicts user with "Burn" status.

ELEMENTAL FUSIONS FOR FIRE MANIPULATORS.

Fire + Lightning
Fire + Water

Firebolt ~ Deals strong fire and lightning damage.
Firebolt II ~ Deals heavy fire and lightning damage.
Firebolt III ~ Deals immense fire and lightning damage.

Superheat ~ Deals gradual fire and lightning damage which increases as time passes.

Radial Discharge ~ Deals powerful fire and lightning damage in an enormous radius.

Evaporate ~ Deals strong fire and water damage.
Evaporate II ~ Deals heavy fire and water damage.
Evaporate III ~ Deals immense fire and water damage.

Acid ~ Deals gradual fire and water damage which increases as time passes.

Chemical Hazard ~ Deals powerful fire and water damage in an enormous radius.

Pyro-Hydro Paradox ~ Deals extreme fire and water damage. Reduces user's mana force to its limits. Additional Effect on target: "Burn" and "Drown".

Other Arts:

Firestorm ~ Produces "hot" weather around target, enhancing the capability of fire magic.

Pyrohelix ~ Deals gradual fire damage. It is greatly affected by surroundings and outer sources of energy.

Barfreeze~ Enhances resistance against the Ice Element.
Barfreezera ~ Enhances resistance against the Ice Element in a fair radius.
Barfreezera II ~ Strongly enhances resistance against the Ice Element in a large radius.

Barparalyze ~ Enhances resistance against paralysis.
Barparalyra ~ Enhances resistance against paralysis in a fair radius.

Enfire ~ Adds Fire Element damage to physical attacks.
Enfire II ~ Adds strong Fire Element damage to physical attacks.

Enhance ~ Strengthens physical attacks.
Enhancera ~ Strengthens physical attacks in a fair radius.

Blaze Spikes ~ Coats the user with magical Fire Element spikes which lash out at enemies when come into contact with.

Katon ~ Deals costless quick fire damage.

Addle ~ Increases the time it takes to cast spells. Lowers the accuracy of spells.
Addlega ~ Increases the time it takes to cast spells and lowers their accuracy all in a certain radius.


Water ~ Wise Element

Nukes:

Water ~ Deals low water damage.
Water II ~ Deals moderate water damage.
Water III ~ Deals strong water damage.
Water IV ~ Deals heavy water damage.
Water V ~ Deals immense water damage. Inflicts the user with "Drown" status.

Waterga ~ Deals low water damage in a small radius.
Waterga II ~ Deals moderate water damage in a fair radius.
Waterga III ~ Deals strong water damage in a decent radius.
Waterga IV ~ Deals heavy water damage in a wide radius.
Waterga V ~ Deals immense water damage in a huge radius. Inflicts the user with "Drown" status.

Flood ~ Deals concentrated water damage. Lowers resistance against the Element Fire.
Flood II ~ Deals high concentrated water damage. Lowers resistance against the Element Fire.

Drown ~ Gradually deals water damage while weakening target's physical power.

Waterja ~ Deals explosive water damage, summoning bubbles around enemies which burst with powerful force until mana force is depleted. Inflicts user with "Drown" status.

ELEMENTAL FUSIONS FOR WATER MANIPULATORS.

Water + Earth
Water + Lightning

Landslide ~ Deals strong water and earth damage.
Landslide II ~ Deals heavy water and earth damage.
Landslide III ~ Deals immense water and earth damage.

Sinkhole ~ Deals gradual water and earth damage which increases as time passes.

Mudslide ~ Deals powerful water and earth damage in an enormous radius.

Conduction ~ Deals strong water and lightning damage.
Conduction II ~ Deals heavy water and lightning damage.
Conduction III ~ Deals immense water and lightning damage.

Storm ~ Deals gradual water and lightning damage which increases as time passes.

Voltage Bay ~ Deals powerful water and lightning damage in an enormous radius.

Hydro-Iono Paradox ~ Deals extreme water and lightning damage. Reduces user's mana force to its limits. Additional Effect on target: "Drown" and "Shock".

Other Arts:

Rainstorm ~ Produces "rainy" weather around target, enhancing the capability of water magic.

Hydrohelix ~ Deals gradual water damage. It is greatly affected by surroundings and outer sources of energy.

Barfire ~ Enhances resistance against the Fire Element.
Barfire II ~ Strongly enhances resistance against the Fire Element.
Barfira ~ Enhances resistance against the Fire Element in a fair radius.
Barfira II ~ Strongly enhances resistance against the Fire Element in a large radius.
Barfira III ~ Vastly enhances resistance against the Fire Element in a large radius.

Barvirus ~ Enhances resistance against sickness.
Barvira ~ Enhances resistance against sickness in a fair radius.
Baramnesia ~ Enhances resistance against amnesia.
Baramnesra ~ Enhances resistance against amnesia in a large radius.

Enwater ~ Adds Water Element damage to physical attacks.
Enwater II ~ Adds strong Water Element damage to physical attacks.

Encourage ~ Strengthens magical resistance.
Encoura ~ Strengthens magical resistance in a fair radius.
Shell ~ Strengthens magical resistance and evasion.
Shell II ~ Highly strengthens magical resistance and evasion.
Shell III ~ Greatly strengthens magical resistance and evasion.
Shell IV ~ Powerfully strengthens magical resistance and evasion.
Shell V ~ Vastly strengthens magical resistance and evasion.

Aquaveil ~ Lessens the chance of having a spell interrupted.

Suiton ~ Deals costless quick water damage.

Poison ~ Poisons target. Deals gradual damage.
Poison II ~ Highly poisons target. Deals gradual damage.
Poison III ~ Strongly poisons target. Deals gradual damage.

Poisonga ~ Poisons targets within a fair radius. Deals gradual damage.
Poisonga II ~ Highly poisons targets within a decent radius. Deals gradual damage.

Virus ~ Plagues target with sickness. Gradually reduces mana force as well.


Lightning ~ Focus Element

Nukes:

Thunder ~ Deals moderate lightning damage.
Thunder II ~ Deals strong lightning damage.
Thunder III ~ Deals heavy lightning damage.
Thunder IV ~ Deals immense lightning damage. Inflicts the user with "Shock" status.
Thunder V ~ Deals extreme lightning damage. Inflicts the user with "Shock" and "Stun" status.

Thundaga ~ Deals weak lightning damage in a tiny radius.
Thundaga II ~ Deals low lightning damage in a small radius.
Thundaga III ~ Deals moderate lightning damage in a fair radius.
Thundaga IV ~ Deals strong lightning damage in a decent radius.
Thundaga V ~ Deals heavy lightning damage in a wide radius.

Burst ~ Deals concentrated lightning damage. Lowers resistance against the Element Earth.
Burst II ~ Deals high concentrated lightning damage. Lowers resistance against the Element Earth.

Shock ~ Gradually deals lightning damage while weakening target's magic resistance.

Thunderja ~ Deals constant lightning damage, striking each enemy with bolts of lightning until mana force is depleted. Inflicts user with "Shock" status.

ELEMENTAL FUSIONS FOR LIGHTNING MANIPULATORS.

Lightning + Wind
Lightning + Earth

Nimbus ~ Deals strong lightning and wind damage.
Nimbus II ~ Deals heavy lightning and wind damage.
Nimbus III ~ Deals immense lightning and wind damage.

Vortex ~ Deals gradual lightning and wind damage which increases as time passes.

Sprite ~ Deals powerful lightning and wind damage in an enormous radius.

Force ~ Deals strong lightning and earth damage.
Force II ~ Deals heavy lightning and earth damage.
Force III ~ Deals immense lightning and earth damage.

Gravitational Shift ~ Deals gradual lightning and earth damage which increases as time passes.

Overwhelming Impact ~ Deals power lightning and earth damage in an enormous radius.

Iono-Geo Paradox ~ Deals extreme lightning and earth damage. Reduces user's mana force to its limits. Additional Effect on target: "Shock" and "Rasp".

Other Arts:

Thunderstorm ~ Produces "electric" weather around target, enhancing the capability of lightning magic.

Ionohelix ~ Deals gradual lightning damage. It is greatly affected by surroundings and outer sources of energy.

Barwater ~ Enhances resistance against the Water Element.
Barwatera ~ Enhances resistance against the Water Element in a fair radius.
Barwatera II ~ Strongly enhances resistance against the Water Element in a large radius.

Barpoison ~ Enhances resistance against poison.
Barpoisonra ~ Enhances resistance against poison in a fair radius.

Enthunder ~ Adds Lightning Element damage to physical attacks.
Enthunder II ~Adds strong Lightning Element to physical attacks.

Ensure ~ Increases accuracy.
Ensura ~ Increases accuracy in a fair radius.

Shock Spikes ~ Coats the user with magical Lightning Element spikes which strike enemies when come into contact with. Additional Effect: "Stun".

Raiton ~ Deals costless quick lightning damage.

Stun ~ Stuns target, rendering it incapable of acting for a short time.
Stunga ~ Stuns targets in a decent radius, rendering them incapable of acting for a short time.


Earth, Defensive Element.

Nukes:

Stone ~ Deals low earth damage.
Stone II ~ Deals moderate earth damage.
Stone III ~ Deals strong earth damage.
Stone IV ~ Deals heavy earth damage.

Stonega ~ Deals low earth damage in a fair radius.
Stonega II ~ Deals moderate earth damage in a decent radius.
Stonega III ~ Deals strong earth damage in a wide radius.
Stonega IV ~ Deals heavy earth damage in a huge radius.

Rasp ~ Gradually deals earth damage and lowers target's accuracy and dexterity.

Quake ~ Deals concentrated earth damage. Lowers resistance against the Element Wind.
Quake II ~ Deals high concentrated earth damage. Lowers resistance against the Element Wind.

Stoneja ~ Deals sudden earth damage, spiking the earth upwards underneath the enemy. This spell becomes more costly, but more powerful each time it is casted until mana force is depleted. Inflicts user with "Rasp" status.

ELEMENTAL FUSIONS FOR EARTH MANIPULATORS.

Earth + Ice
Earth + Wind

Hail ~ Deals strong earth and ice damage.
Hail II ~ Deals heavy earth and ice damage.
Hail III ~ Deals immense earth and ice damage.

Crystallization ~ Deals gradual earth and ice damage which increases as time passes.

Comet Shower ~ Deals powerful earth and ice damage in an enormous radius.

Growth ~ Deals strong earth and wind damage.
Growth II ~ Deals heavy earth and wind damage.
Growth III ~ Deals immense earth and wind damage.

Wither ~ Deals gradual earth and wind damage which increases as time passes.

Dust Devil ~ Deals powerful earth and wind damage in an enormous radius.

Geo-Anemo Paradox ~ Deals extreme earth and wind damage. Reduces user's mana force to its limits. Additional Effect: "Rasp" and "Choke".

Other Arts:

Sandstorm ~ Produces "dusty" weather around target, enhancing the capability of earth magic.

Geohelix ~ Deals gradual earth damage. It is greatly affected by surroundings and outer sources of energy.

Barthunder ~ Enhances resistance against the Lightning Element.
Barthundera ~ Enhances resistance against the Lightning Element in a fair radius.
Barthundera II ~ Strongly enhances resistance against the Lightning Element in a wide radius.

Enstone ~ Adds Earth Element damage to physical attacks.
Enstone II ~ Adds strong Earth Element damage to physical attacks.

Phalanx ~ Nullifies a certain amount of damage taken.

Enshelter ~ Strengthens defense.
Ensheltera ~ Strengthens defense in a fair radius.
Protect ~ Strengthens defense and eliminates 10% of pain.
Protect II ~ Highly strengthens defense and eliminates 20% of pain.
Protect III ~ Greatly strengthens defense and eliminates 30% of pain.
Protect IV ~ Powerfully strengthens defense and eliminates 40% of pain.
Protect V ~ Vastly strengthens defense and eliminates 50% of pain.

Stoneskin ~ Creates a stone barrier to absorb all damage until it shatters.

Doton ~ Deals costless quick earth damage.

Slow ~ Slows target, decreasing its overall speed.
Slow II ~ Slows target over a longer period of time, decreasing its overall speed.
Slowga ~ Slows targets in a fair radius, decreasing their overall speed.

Break ~ Petrifies target, encasing it in stone.
Breakga ~ Petrifies targets in a small radius, encasing them in stone. Inflicts the user with "Rasp" status.


Wind, Evasive Element

Nukes:

Aero ~ Deals low wind damage.
Aero II ~ Deals moderate wind damage.
Aero III ~ Deals strong wind damage.

Aeroga ~ Deals low wind damage in a small radius.
Aeroga II ~ Deals moderate wind damage in a fair radius.
Aeroga III ~ Deals strong wind damage in a decent radius.
Aeroga IV ~ Deals heavy wind damage in a wide radius.
Aeroga V ~ Deals immense wind damage in a huge radius.
Aeroga VI ~ Deals extreme wind damage in an enormous radius. Inflicts the user with "Choke" status.

Tornado ~ Deals concentrated wind damage. Lowers resistance against the Element Ice.
Tornado II ~ Deals high concentrated wind damage. Lowers resistance against the Element Ice.

Choke ~ Gradually deals wind damage while lowering target's defense.

Aeroja ~ Deals continuous wind damage, running nonstop blades of wind through the enemy, which continues until mana force is depleted. Inflicts user with "Choke" status.

ELEMENTAL FUSIONS FOR WIND MANIPULATORS.

Wind + Fire
Wind + Ice

Pressure ~ Deals strong wind and fire damage.
Pressure II ~ Deals heavy wind and fire damage.
Pressure III ~ Deals immense wind and fire damage.

Stifle ~ Deals gradual wind and fire damage which increases as time passes.

Ozone Meltdown ~ Deals powerful wind and fire damage in an enormous radius.

Windchill ~ Deals strong wind and ice damage.
Windchill II ~ Deals heavy wind and ice damage.
Windchill III ~ Deals immense wind and ice damage.

Hypothermia ~ Deals gradual wind and ice damage which increases as time passes.

Blizzard ~ Deals powerful wind and ice damage over an enormous radius.

Anemo-Cyro Paradox ~ Deals extreme wind and ice damage. Reduces user's mana force to its limits. Additional Effect: "Choke" and "Frost".

Other Arts:

Windstorm ~ Produces "windy" weather around target, enhancing capability of wind magic.

Anemohelix ~ Deals gradual wind damage. It is greatly affected by surroundings and outer sources of energy.

Barstone ~ Enhances resistance against the Earth Element.
Barstonra ~ Enhances resistance against the Earth Element in a fair radius.
Barstonra II ~ Enhances resistance against the Earth Element in a large radius.

Enaero ~ Adds Wind Element damage to physical attacks.
Enaerora ~ Adds Wind Element damage to physical attacks in a fair radius.

Endear ~ Increases evasion but gains enmity.
Endear II ~ Greatly increases evasion but gains enmity.
Endeara ~ Increases evasion in a certain radius. User gains enmity.

Blink ~ Creates shadow images that absorb and a few attacks directed at the user.

Haste ~ Increases the speed of actions.
Haste II ~ Increases the speed of actions for a long period of time.
Hastega ~ Increases the speed of actions in a fair radius.

Deodorize ~ Lessens chance of being detected by smell.
Sneak ~ Lessens chance of being detected by sound.
Invisible ~ Lessens chance of being detected by sight.
Muffle ~ Lessens chance of being detected by spells.
Intangible ~ Lessens chance of being detected by physical activity (More so than a natural Akash intangibility.)

Huton ~ Deals costless quick wind damage.

Silence ~ Silences target, rendering them incapable of casting spells. May inflict the user with "Stun" status.

Gravity ~ Weighs down target, slowing its movement speed.
Gravity II ~ Greatly weighs down target, slowing its movement speed.
Graviga ~ Creates a heavy gravity field which slows targets in a fair radius down.


Ice, Intelligent Element

Freeze ~ Deals low ice damage.
Freeze II ~ Deals moderate ice damage.
Freeze III ~ Deals strong ice damage.
Freeze IV ~ Deals heavy ice damage.
Freeze V ~ Deals immense ice damage. Inflicts the user with "Frost" status.
Freeze VI ~ Deals extreme ice damage. Inflicts the user with "Frost" and "Paralyze" status.

Freezega ~ Deals low ice damage in a tiny radius.
Freezega II ~ Deals moderate ice damage in a small radius.
Freezega III ~ Deals strong ice damage in a fair radius.
Freezega IV ~ Deals heavy ice damage in a decent radius.

Frost ~ Gradually deals ice damage while lowering target's evasion.

Avalanche ~ Deals concentrated ice damage. Lowers resistance against the Element Fire.
Avalanche II ~ Deals high concentrated ice damage. Lowers resistance against the Element Fire.

Freezeja ~ Deals increasing ice damage, continuously cooling the air around target until mana force is depleted. Inflicts the user with "Frost" status.

ELEMENTAL FUSIONS FOR ICE MANIPULATORS.

Ice + Water
Ice + Fire

Plunge ~ Deals strong ice and water damage.
Plunge II ~ Deals heavy ice and water damage.
Plunge III ~ Deals immense ice and water damage.

Encrust ~ Deals gradual ice and water damage which increases as time passes.

Glacier ~ Deals powerful ice and water damage in a vast radius.

Sever ~ Deals strong ice and fire damage.
Sever II ~ Deals heavy ice and fire damage.
Sever III ~ Deals immense ice and fire damage.

Melt ~ Deals gradual ice and fire damage which increases as time passes.

Comet Tail ~ Deals powerful ice and fire damage in an enormous radius.

Cyro-Pyro Paradox ~ Deals extreme ice and fire damage. Reduces user's mana force to its limits. Additional Effect: "Frost" and "Burn".

Other Arts:

Hailstorm ~ Produces "snowy" weather around target, enhancing capability of ice magic.

Cyrohelix ~ Deals gradual ice damage. It is greatly affected by surroundings and outer sources of energy.

Baraero ~ Enhances resistance against the Wind Element.
Baraera ~ Enhances resistance against the Wind Element in a fair radius.
Barera II ~ Strongly enhances resistance against the Wind Element in a large radius.

Barsilence ~ Enhances resistance against silence.
Barsilencera ~ Enhances resistance against silence in a fair radius.

Enfreeze ~ Adds Ice Element damage to physical attacks.
Enfreeze II ~ Adds strong Ice Element to physical attacks.

Enlighten ~ Increases magic attack and accuracy.
Enlighten II ~ Greatly increases magic attack and accuracy.
Enlightenra ~ Increases magic attack and accuracy in a fair radius.

Ice Spikes ~ Coats the user with magical Ice Element spikes which shoot out at enemies when come into contact with. Additional Effect: "Paralyze".

Restore ~ Replenishes the user's mana force based on the last three offensive spells used.

Hyoton: Ichi ~ Deals costless quick ice damage.
Hyoton: San ~ Deals costless quick moderate ice damage.

Bind ~ Binds an enemy, holding it in place.
Bindga ~ Binds enemies in a fair radius, holding them in place.

Paralyze ~ Paralyzes an enemy, occasionally nullifying its actions.
Paralyze II ~ Strongly paralyzes an enemy, nullifying most of its actions.
Paralyga ~ Paralyzes enemies in a fair radius, occasionally nullifying their actions.



Darkness, Usurper Element

Nukes:

Drain ~ Deals weak dark damage, absorbing that much. (In the form of health energy.)
Drain II ~ Deals low dark damage, absorbing that much.
Drain III ~ Deals moderate dark damage, absorbing that much.

Drainga ~ Deals weak dark damage in a fair radius, absorbing that much from all targets.
Drainga II ~ Deals low dark damage in a fair radius, absorbing that much from all targets.

Aspir ~ Absorbs a low amount of mana force.
Aspir II ~ Absorbs a moderate amount of mana force.
Aspir III ~ Absorbs a heavy amount of mana force.

Aspirga ~ Absorbs a low amount of mana force in a fair radius.
Aspirga II ~ Absorbs a moderate amount of mana force in a fair radius

Consume ~ Gradually deals dark damage while gradually consuming mana force.

Condemn ~ Deals concentrated dark damage. Lowers resistance against Light.
Condemn II ~ Deals high concentrated dark damage. Lowers resistance against Light.

Dark Sphere ~ Deals exasperating dark damage, conjuring an orb of dripping darkness to rise over target and envelop it in a swirling torrent of blackness until mana force is depleted.

(There are no Elemental Fusions for Darkness.)

Other Arts:

Voidstorm ~ Produces "gloomy" weather around target, enhancing capability of dark magic.

Noctohelix ~ Deals gradual dark damage. It is greatly affected by surroundings and outer sources of energy.

Barlight ~ Enhances resistance against the Light Element.
Barlightra ~ Enhances resistance against the Light Element in a fair radius.

Barflash ~ Enhances resistance against flash.
Bardia ~ Enhances resistance against dia.

Endark ~ Adds Darkness Element damage to physical attacks.
Endark II ~ Adds strong Darkness Element damage to physical attacks.

Endrain ~ Physical attacks drain life force.
Enaspir ~ Physical attacks drain mana force.
Enhaste ~ Physical attacks speed up with each hit.

Enshroud ~ Increases mana force based on life force.
Convert ~ Converts mana force with life force.
Mana Wall ~ Allows mana force to take damage rather than life force using the Darkness Element.

Dread Spikes ~ Coats the user with magical Dark Element spikes which react when attacked. Amount of damage taken is drained from enemy.

Absorb ~ Drains a certain amount of target's magic evasion.
Absorb II ~ Drains a certain amount of target's magic resistance.
Absorb III ~ Drains a certain amount of target's evasion.
Absorb IV ~ Drains a certain amount of target's defense.
Absorb V ~ Drains a certain amount of target's attack and accuracy.
Absorb VI ~ Drains a certain amount of target's magic critical accuracy.
Absorb VII ~ Drains a certain amount of target's magic attack.
Absorb VIII ~ Drains a certain amount of target's morale.
Absorb IX ~ Drains a certain amount of target's maximum mana force.
Absorb X ~ Drains a certain amount of target's maximum life force.

Absorbga ~ Drains a certain amount of targets' magic evasion and resistance in a fair radius.
Absorbga II ~ Drains a certain amount of targets' evasion and defense in a fair radius.
Absorbga III ~ Drains a certain amount of targets' attack and accuracy in a fair radius.
Absorbga IV ~ Drains a certain amount of targets' magic critical accuracy and magic attack in a fair radius.
Absorbga V ~ Drains a certain amount of targets' morale in a fair radius.

Blind ~ Decreases target's accuracy.
Blind II ~ Strongly decreases target's accuracy.

Blindga ~ Decreases targets' accuracy in a fair radius.

Dispel ~ Deletes one of target's enhancement effects.
Dispel II ~ Deletes all of target's enhancement effects.

Displega ~ Deletes one of targets' enhancement effects in a certain radius.
Dispelga II ~ Deletes one of targets' enhancement effects in a certain radius. The user absorbs these effects.

Sleep ~ Puts target to sleep for a short amount of time.
Sleep II ~ Puts target to sleep for a fair amount of time.

Sleepga ~ Puts targets in a fair radius to sleep for a short amount of time.

Curse ~ Curses target. Lowers maximum life force, mana force, and slows movement speed.

Death ~ Instantly kills target. Inflicts the user with "Guilt", "Consume", and "Dia" statuses. User casts this spell with life force always, rather than mana force.


Light, Pure Element

Nukes:

Banish ~ Deals weak light damage.
Banish II ~ Deals low light damage.
Banish III ~ Deals moderate light damage.
Banish IV ~ Deals strong light damage.
Banish V ~ Deals heavy light damage.

Banishga ~ Deals weak light damage in a small radius.
Banishga II ~ Deals low light damage in a fair radius.
Banishga III ~ Deals moderate light damage in a decent radius.
Banishga IV ~ Deals strong light damage in a wide radius.
Banishga V ~ Deals heavy light damage in an huge radius.

Dia ~ Gradually deals light damage while raising target's exhaustion rate.

Holy ~ Deals concentrated light damage. Lowers resistance against the Darkness Element.

ELEMENTAL FUSIONS FOR LIGHT.

Light + Fire + Lightning + Wind
Light + Ice + Water + Earth

Divine Wave ~ Deals tremendous light, fire, lightning, and wind damage in an enormous radius. Inflicts the user with "Weakness" status.

Divine Blast ~ Deals tremendous light, ice, water, and earth damage in an enormous radius. Inflicts the user with "Weakness" status.

Other Arts:

Aurorastorm ~ Produces "auroral" weather around target, enhancing the capability of light magic.

Luminohelix ~ Deals gradual light damage. It is greatly affected surroundings and outer sources of energy.

Bardarkra ~ Enhances resistance against the Darkness Element in a fair radius.
Bardarkra II ~ Strongly enhances resistance against the Darkness Element in a decent radius.
Bardarkra III ~ Powerfully enhances resistance against the Darkness Element in a wide radius.

Barblindra ~ Enhances resistance against blind in a fair radius.
Barsleepra ~ Enhances resistance against sleep in a fair radius.

Enlight ~ Adds Light Element damage to physical attacks.

Protectra ~ Strengthens defense and eliminates 10% of pain in a fair radius.
Protectra II ~ Highly strengthens defense and eliminates 20% of pain in a fair radius.
Protectra III ~ Greatly strengthens defense and eliminates 30% of pain in a fair radius.
Protectra IV ~ Powerfully strengthens defense and eliminates 40% of pain in a fair radius.
Protectra V ~ Vastly strengthens defense and eliminates 50% of pain in a fair radius.

Shellra ~ Strengthens magic resistance and magic evasion in a fair radius.
Shellra II ~ Highly strengthens magic resistance and magic evasion in a fair radius.
Shellra III ~ Greatly strengthens magic resistance and magic evasion in a fair radius.
Shellra IV ~ Powerfully strengthens magic resistance and magic evasion in a fair radius.
Shellra V ~ Vastly strengthens magic resistance and magic evasion in a fair radius.

Guardian Angel ~ Strengthens all of target's stats.

Cure ~ Restores a low amount of life force.
Cure II ~ Restores a moderate amount of life force.
Cure III ~ Restores a strong amount of life force.
Cure IV ~ Restores a great amount of life force.
Cure V ~ Restores an immense amount of life force.
Cure VI ~ Restores a tremendous amount of life force.

Curaga ~ Restores a strong amount of life force in a fair radius.
Curaga II ~ Restores a great amount of life force in a fair radius.
Curaga III ~ Restores an immense amount of life force in a decent radius.

Embrace ~ Allows the next spell to be costless.
Shapeshift ~ Allows the user to change shape based on selected target. Inflicts user with "Mental Erosion" status.
Shapeshift II ~ Allows the user to change shape based on thought. Inflicts the user with "Mental Erosion" status.

Poisona ~ Removes "Poison".
Blinda ~ Removes "Blind".
Cursna ~ Removes "Curse".
Paralyna ~ Removes "Paralyze".
Stona ~ Removes "Petrify".
Confusna ~ Removes "Confuse".
Bindna ~ Removes "Bind".
Slowna ~ Removes "Slow".
Gravina ~ Removes "Gravity".
Stunna ~ Removes "Stun".
Addlena ~ Removes "Addle".
Erase ~ Removes one ailment effect.
Erase II ~ Removes two ailment effects.

Raise ~ Restores target's life force after it is depleted.

Reraise ~ Grants the effect of "Raise" when life force is depleted.

Healing Wish ~ Completely restores life force and mana force in a certain radius. Reduces user's mana force and life force to their limits.

Bless ~ Releases a unraisable target's life force and mana force to the Empyreal Paradox. Grants the user the effects of "Regen", "Refresh", and "Regain".


Mind, Logical Element

Nukes:

Vex ~ Deals weak mind damage.
Vex II ~ Deals low mind damage.
Vex III ~ Deals moderate mind damage.
Vex IV ~ Deals strong mind damage.
Vex V ~ Deals heavy mind damage.
Vex VI ~ Deals immense mind damage. Inflicts the user with "Guilt" status.

Mass Hysteria ~ Deals low mind damage in an enormous radius.
Mass Hysteria II ~ Deals moderate mind damage in an enormous radius.
Mass Hysteria III ~ Deals strong mind damage in a vast radius.
Mass Hysteria IV ~ Deals heavy mind damage in a vast radius.
Mass Hysteria V ~ Deals immense mind damage in a vast radius. Inflicts the user with "Guilt" status.

Traumatize ~ Deals concentrated mind damage. Lowers resistance against the Element Nothing.
Traumatize II ~ Deals high concentrated mind damage. Lowers resistance against the Element Nothing.

Guilt ~ Gradually deals mind damage while weakening target's morale and charisma.

Conception ~ Deals mental and physical damage, creating illusions which haunt and destroy a target's perception until mana force is depleted. Inflicts user with "Guilt" status.

ELEMENTAL FUSIONS FOR MIND MANIPULATORS.

Mind + Darkness
Mind + Nothing

Possess ~ Deals strong mind and darkness damage. Additional Effect: "Terror".
Possess II ~ Deals heavy mind and darkness damage. Additional Effect: "Terror".
Possess III ~ Deals immense mind and darkness damage. Additional Effect: "Terror".

Nightmare ~ Deals gradual mind and darkness damage which increases as time passes. Additional Effect: "Sleep".

Phantasm Sky ~ Deals powerful mind and darkness damage in an enormous radius.

Delete ~ Deals heavy mind and nothing damage.
Delete II ~ Deals immense mind and nothing damage.
Delete III ~ Deals extreme mind and nothing damage.

Mental Erosion ~ Deals gradual mind and nothing damage which increases as time passes.

Extinction ~ Deals cataclysmic mind and nothing damage in a vast radius.

Psycho-No Paradox ~ Deals extreme mind and nothing damage. Cost of spell acts as if targets in a fair radius had cast this spell. Additional Effect on main target: "Guilt" and "Dissipation".

Other Arts:

Brainstorm ~ Produces "intellectual" weather around target, enhancing capability of mind magic.

Psychohelix ~ Deals gradual mind damage. It is greatly affected by surroundings and outer sources of energy.

Barnil ~ Enhances resistance against the Nothing Element.
Barnilra ~ Enhances resistance against the Nothing Element in a fair radius.
Barnilra II ~ Strongly enhances resistance against the Nothing Element in a large radius.

Bolster ~ Enhances resistance against all status ailments.

Esuna ~ Removes up to two status ailments in a fair radius.
Auspice ~ Adds "Enlight" effect to physical attacks. Decreases target's mana regeneration.
Regen ~ Gradually restores health.
Regen II ~ Gradually restores a lot of health.
Refresh ~ Gradually restores mana.
Refresh II ~ Gradually restores a lot of mana.
Amnesna ~ Removes "Amnesia".
Viruna ~ Removes "Virus" or sickness.
Silena ~ Removes "Silence".

Envex ~ Adds Mind Element damage to physical attacks.

Tranquility ~ Increases magic resistance and magic attack.
Mindflare ~ Increases magic evasion and magic accuracy.

Telekinesis ~ Enables the movement of objects using the Mind Element.
Telepathy ~ Enables mind reading using the Mind Element.
Teleport ~ Enables the use of shortening the time it takes to travel from one spot to another using the Mind Element.


Confuse ~ Confuses target, causing it to harm itself or others.
Confusega ~ Confuses targets in a fair radius, causing them to harm themselves or others.


Nothing, Time-Space Element

Nil ~ Deals strong nothing damage.
Nil II ~ Deals heavy nothing damage.
Nil III ~ Deals immense nothing damage.
Nil IV ~ Deals tremendous nothing damage.
Nil V ~ Deals extreme nothing damage. Inflicts the user with "Fade" status.

Nilga ~ Deals strong nothing damage in a wide radius.
Nilga II ~ Deals heavy nothing damage in a wide radius.
Nilga III ~ Deals immense nothing damage in a wide radius.
Nilga IV ~ Deals tremendous nothing damage in a wide radius.
Nilga V ~ Deals extreme nothing damage in a wide radius. Inflict the user with "Fade" status.

Fade ~ Gradually deals nothing damage while lowering entire performance.

Singularity ~ Deals concentrated nothing damage. Lowers resistance against all Elements.
Singularity II ~ Deals high concentrated nothing damage. Lowers resistance against all Elements.

Ethernova ~ Deals incomprehensible nothing damage, shooting a huge blast of multidimensional energy at target until mana force is depleted. Inflicts the user with "Fade" status.

ELEMENTAL FUSIONS FOR NOTHING MANIPULATORS.

Nothing + Darkness

Oblivion ~ Deals immense nothing and darkness damage.
Oblivion II ~ Deals tremendous nothing and darkness damage.
Oblivion III ~ Deals extreme nothing and darkness damage.

Reaping Spark ~ Deals gradual nothing and dark damage which increases as time passes. Additional Effect: "Consume" and "Convert".

Pandemonium ~ Deals devastating nothing and dark damage in an enormous radius to both life force and mana force. Inflicts the user with "Fade" status.

Other Arts:

Emptystorm ~ Produces "devoid" weather around target, enhancing capability of nothing magic.

Nohelix ~ Deals gradual nothing damage. It is greatly affected by surroundings and outer sources of energy.

Barmatter ~ Enhances resistance against matter elements. (Ice, Earth, Water.)
Barenergy ~ Enhances resistance against energy elements. (Fire, Lightning, Wind.)
Barail ~ Enhances resistance against all ailment effects.

Ennil ~ Adds Nothing Element to physical attacks.
Ennil II ~ Adds strong Nothing Element to physical attacks.

Enstray ~ Allows spellcasting with life force.
Upheaval ~ Reduces mana force to its limits. Attack increases based on maximum mana force.
Tumult ~ Reduces life force to its limits. Magic attack increases based on maximum life force.

Creation ~ Creates a third force with a certain amount of energy. Uses that to take damage.

Birth ~ Creates a third force with a certain amount of energy. Uses that to cast spells.

Morphna ~ Removes "Morph".

Voidshock ~ Prevents targets in a fair radius from receiving beneficial efffects.
Lifeshock ~ Prevents targets in a fair radius from recovering life force.
Manashock ~ Prevents targets in a fair radius from recovering mana force.

Fell ~ Causes target to faint. Deals no damage.