Alright! Here's what I managed so far. Please note that this is just a skeleton: Diamond, I still need to ask you for specifics of the spells, such as if you want any special properties to be applied on all spells, or some spells. (For example; should all fire spells cause burn, or should only certain ones do?) Another thing we need to address is how would you like to organize the strength of spells? Should it be by level (level 1 does minor damage and level 99 does extreme damage), or would it be by tier (fireball does minor damage and meteor does extreme damage)? Anyway, I hope what I have so far is sufficient. Let me know if I should add, remove, or fix something! Once those questions are answered, I'll be adding the specifics to the spells, such as debuff duration and their scalings in levels.
Elemental Basics
Fireball: Casts a magical projectile of elemental fire that bursts upon impact.
Umbral Ice: Aura of ice generates around caster before releasing outwards in force, damaging anything enemies that touches it.
Shatter: Caster designates an area and breaks the earth, sending a shard of rock upwards to damage an enemy.
Arc: Caster chains an enemy with an arc of lightning, doing consistent damage with mild output.
Gust: Caster commands an angry blow of wind equivalent to that of a strike of a hammer.
Torrent: A whirlpool of magic water ensnares an enemy, ravaging them in harsh erosion.
Glitter Lance: Two particles of burning light expel from the caster's hand with great speed simultaneously, leaving a trail of light before impacting the enemy.
Ravage: Caster summons a spectral claws that can bind, slash, and grab enemies.
Summoning Basics
Summon Boar: Caster calls upon nature, granting user to a mighty, feral boar for three minutes. Heavy attacks and knock-backs.
Summon Hawk: Caster calls upon nature, granting user to a fierce hawk for three minutes. Can survey or assist through aerial combat.
Summon Fox: Caster calls upon nature, granting user to a cunning fox for three minutes. Quick strikes and harassment.
Summon Fairy: Caster calls upon the Queen of the Fae, granting user to the assistant of a fairy solider. Can do minor healing and assist in combat.
Summon Elemental: Caster call upon nature, granting user to an Elemental type of their choice for three minutes.
Traps
Snare: Summons a magical contraption that roots the target when stepped on.
Cluster Mine : Caster generates and throws a handful of marble-sized magic that detonates with small explosions and induces slow on enemies.
Elemental Sigil : Caster places a hidden sigil of desired element on designated location that does elemental damage when enemies pass over.
Mist of Silence : Caster places a a condensed ball of magic at designated location. When detonated, creates an AoE cloud that silences enemies for a short time.
Paralyzing Bomb : Caster throws a bolt of magic at an enemy that detonates after three seconds of leaving the hand. Stuns the enemy for a short period of time.
Heals
Embrace: Heals minor bruises and cuts of an ally.
Invigorate: Removes exhaustion from allies.
Serene Winds: AoE minor healing of bruises and cuts of party.
Regenerate: Places HoT on ally that continuously heals an ally of minor wounds for a short amount of time.
Cleanse: Removes any magical infliction on an ally.
Support
Mastodon: Caster generates an aura that buffs defensive capabilities of party.
Battlespirit: Caster generates an aura that buffs offensive capabilities of party.
Erosion: Caster generates mist that weakens enemies' defensive capabilities.
Rust: Caster generates mist that weakens enemies' offensive capabilities.
Divine Touch: Caster instills magical properties to an ally's weapon.