These are all based on thirty points given in the beginning. It is also a work in progress. Note that when a skill's power depends on level, that means your character's level(how many skill points total that you have assigned). EDIT: actually, let's just assume that all abilities grow more powerful with your character. [hider=Knight] Might: Swell your limbs with power(has a passive boost to physical strength as well). Elemental Requirements: 8 Earth Bulwark:Harden your body against incoming attacks(also has a passive boost to physical endurance). Prerequisite: Might Elemental Requirement: 16 Earth Juggernaut: Both Might and Bulwark are always active. Prerequisite: Bulwark Elemental Requirement: 25 Seismic Wake: Every step shakes the earth, leaving crags behind you. Elemental Requirement: 8 Earth Geomancy: Launch chunks of earth from the ground(Cannot make earth float). Prerequisite: Seismic Wake Elemental Requirement: 16 Earth Seismic Launch: Launch yourself from the ground with a seismic wave. Prerequisite: Seismic Wake Elemental Requirement: 16 Earth Fissure: Create great cracks in the surface of the earth. Prerequisite: Geomancy Elemental Requirement: 25 Earth Entomb: Command the earth to rise up to swallow your enemies. Prerequisite: Geomancy Elemental Requirement: 30 Earth. Detect Life: Sense living things nearby. Elemental Requirements: 8 Earth, 8 Water Heal: Mend bones and knit flesh. Elemental Requirements. 10 Earth, 10 Water Revive: Return the freshly dead to life. Prerequisite: Heal Elemental Requirements: 15 Earth, 15 Water Skill: Your strikes hit more accurately, and you react more swiftly to enemy attacks(also has a passive boost to accuracy and speed). Elemental Requirement: 8 Water Parry: Expertly block and evade all incoming attacks. Prerequisite: Skill Elemental Requirement: 16 Water Strike True: Your blows land only where your opponent is weakest. Prerequisite: Skill Elemental Requirement: 16 Water Rapid Flow: Rush as water, gliding gracefully and untouchable between enemies. Prerequisite: Parry, Strike True. Elemental Requirement: 30 Water Hydromancy: Control water from your environment. Elemental Requirement: 15 Water. Water Breathing: Can breath under water as if you were in air. Prerequisite: Hydromancy Elemental Requirement: 20 Water Water Walking: Can walk on top of water as if it were solid ground, but can also walk through it as if it were air. Prerequisite: Water Breathing Elemental Requirement: 20 Water. [/hider] [hider=Monk] Gust: Blow wind in a short, powerful burst. Elemental Requirement: 5 Air Wind Blade: A quick burst of highly concentrated air in a straight light. Powerful enough to cut through steel. Prerequisite: Gust Elemental Requirement: 10 Air. Thunder Storm: Change weather patterns to create a thunder storm. The lightning strikes are concentrated on a targeted area, but the Monk has no control over them. Prerequisite: Gust Elemental Requirement: 17 Air. Hurricane: Change weather patterns to create a full blown hurricane. The eye is formed at a targeted area, but the Monk has no control over the storm after creation. Prerequisite: Thunder Storm Elemental Requirement: 30 Air. Levitate: Raise and hold an object into the air. The object will remain levitated without any further input from the Monk until the spell wears off. Elemental Requirement: 13 Air Speed: Run like the wind. Elemental Requirement: 7 Air Glide: Prerequisite: Speed Elemental Requirement: 15 Air. Flight: Prerequisite: Glide Elemental Requirement: 17 Air. Mind Link: Can establish a link to the minds of non-Monks. Elemental Requirements: 10 Air, 10 Fire Familiar: Can tame and establish a bond with an animal. Prerequisite: Mind Link Elemental Requirements: 13 Air, 13, Fire. Sense Aura: Can see the spiritual aura of living things. Can be used to see their emotional state, and predict movements. Prerequisite: Mind Link Elemental Requirements: 13 Air, 13, Fire. Aura Strike: Extend your own spirit as a weapon to harm your opponent's. Prerequisite: Sense Aura Elemental Requirements: 15 Air, 15 Fire. Pyromancy: Summon and manipulate fire. Elemental Requirement: 10 Fire. Torch: Creates a "blade" of fire hot enough to cut steel. Blade is held in the hand and short range. Prerequisite: Pyromancy Elemental Requirement: 15 Firestorm: Calls a rain of fire upon the field. The storm starts in a targeted area, but the Monk has no control after releasing it. Prerequisite: Torch Elemental Requirement: 17 Fire Eruption: Molten lava bursts from the earth, altering the landscape and filling the sky with ash. Prerequisite: Firestorm Elemental Requirement: 30 Fire. Purify: Remove those things that poison and corrupt. Can be literal toxins in a body, and also pollution in the environment. Elemental Requirement: 7 Fire Rebirth: Remake the dead and the frail and sick into young versions of themselves(can be used on older dead than the Knight's Revive, but targets will be reverted to infancy). Prerequisite: Purify Elemental Requirement: 13 Fire Phoenix: Upon death, the Monk will be reborn as a child. Skills are reset, Raiment is destroyed, but they will have five innate points of Fire in addition to thirty that can be reasigned(upon next visit to Spire City). Has previous knowledge, but not episodic memory. Prerequisite: Rebirth Elemental Requirement: 17 Fire [/hider] [hider=Ascendant] Plasma: Throw bursts of radioactive heat. Elemental Requirement: 10 Sun Plasma Aura: Surround yourself with an aura of radioactive heat. Prerequisite: Plasma Elemental Requirement: 12 Sun Vaporize: Reduces solid objects to gas(Cannot affect biology or machines) Prerequisite: Plasma Aura Elemental requirement: 15 Sun Fusion: Starts a non-sustainable fusion reaction, devastating large patches of the battlefield. Prerequisite: Vaporize Elemental Requirement: 25 Sun Refraction: Bend light to shift visual perception. Elemental Requirement: 10 Sun Illusion: Bend light to appear in whatever shape you please. Prerequisite: Refraction Elemental Requirement: 15 Sun Null Matter: Creates a shadowy imitation of solid matter. Sublimates over time(time depends on level), cannot replicate biology or machines. Elemental Requirement: 5 Sun, 5 Void Matter: Creates real, solid matter from nothing. Cannot replicate biology or machines. Prerequisite: Null Matter Elemental Requirement: 10 Sun, 10 Void Sunder: Break heterogeneous objects apart. Prerequisite: Matter Elemental Requirement: 12/13 Sun, 12/13 Void(one must be thirteen, but can be either). Kinesis: Move objects at your whim. Elemental Requirement: 10 Void Force Field: Create an unpassable barrier of Void Prerequisite: Kinesis Elemental Requirements: 15 Void Fade: Become intangible for short stretches of time. Length of time depends on level. Elemental Requirement: 12 Void Blink: Teleport Distance depends on level. Prerequisite: Fade Elemental Requirement: 15 Void Vanish: Make solid matter vanish from reality. Cannot vanish biology or machines. Prerequisite: Fade Elemental requirement: 15 Void Black Hole: Summons a non-sustainable black hole, irresistibly devouring matter. Prerequisite: Elemental Requirement: 25 [/hider] I'm trying to find a way to make this a decent chart, but in the mean time it's just a stupid long ass list.