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.
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.
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
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
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.