Water magic example tree.
The flow of water, intangible and over time... reflective and confusing to the eye. Illusion, water woven in spiral spells. The flow of time is like a river. Water magic is in control. Water magic is the control element. Its great for those people that like to have their opponents tethered on a leash until they wear themselves out and can be pushed over than the weaker that normal attack magic.
 

1 Point water magic.

 
Illusion
(Ethereal creation)
These are not merely illusions of the mind such as mirage's that taunt men in the desert. No these are real, solid tangible things... so real that people can believe it true for the rest of their lives. Illusions have no smell or taste but smell and taste are often placed on things by the mind anyway. The caster creates something blue, perfectly blue. This becomes a focus of a lens and when light shines through the lens it creates an illusion to the eyes and mind. Anyone trying to break the illusion have to beat their own willpower. The size and intricacy of an illusion is based on the casters willpower and the time is based on the caster's natural energy.

Energy leak
(Bless/Curse)
The target of this written spell slowly drains of mana as if the thing that stores mana in their body has punctured or tipped, the mana dissipates as soon as it leaves their body and as soon as long as the paper remains on their person they are unable to cast magic. Eventually when their mana is drained it begins to leak Chi. (Natural life energy) and any other kinds of energy the body can muster.

Dark maze
(Summon Elemental Spirit)

Instantly stretching out from every angle huge chaotic spikes of illusionary crystal, within the heartbeat everyone on the battlefield is locked in a huge 3 dimensional maze of crystal which plays illusionary tricks on them drawing from their own fear. The maze has one purpose, to remove the target from existence and though everybody is trapped often the target is surrounded the worst. The maze turns allies against each other and only allows people to see what it wants them to see. (Note this is very strong for level one magic, but the summoning caster is trapped inside the maze too and thus suffers like everybody else.)

Invisibility
(Bless/Curse)
A cloak of illusion enwraps the target making them invisible, all forms of light including regular energy attacks pass cleanly around them as if they didn't exist. They still emit smell and sound however its very difficult to hit them through physical means. The flip-side of this is they become far less magically resistant. Ethereal creation doing up to 3 times as much damage.


2 Point water magic.

 
A spiraling pressure beam of water shot from the casters hands, summoned from the deep oceans. (Its salty and makes wounds sting.) The blast is just as strong as any 2 point blast spell but the main damage is done by throwing the target into something with the water spiral.

Spiral fall
(Summon element)
Counter magic is just that, a rapid unraveling of spells or summoning rituals so that there is no end effect. All mana costs must still be spent but the mana just fades away in a pretty light show rather than making a concentrated danger. This spell is the bane of wizards everywhere as there is no way to counter counter magic. Though it can effectively be used once per battle each time its used it becomes a battle of willpower between the casters. The countering caster temporarily reducing their willpower by one for each additional cast. (Yes counter magic can be countered by a third party.)

Counter-magic
(Ethereal creation)
The target of this pass by touch enchantment becomes intangible like a spirit. The upside is immunity to most non-magical physical attacks. The downside is the inability to breath, eat drink or speak as you cannot influence anything around you. The spell only lasts for as long as the caster can will against the targets willpower. Its rare to be fatal due to the limited use by most magic users. Like invisible it increases the damage taken from ethereal magic.

Intangible
(Bless/Curse)
 

3 Point water magic.

 
Teleportation
(Ethereal creation)
The caster instantly teleports as fast as light can travel to another location. Anywhere that they can see or picture in their mind. The Teleportation cannot be tracked their energy just disappears and reappears elsewhere.
Rain
(Summon Elemental Spirit)
The spirit of rain is a spirit or renewal, this is the perfect spell for between battles as it summons a light refreshing rain that replenishes mana and heals wounds. This rain however will continue to fall for at least a half an hour so it makes fighting within it rather pointless. It gently cleanses away any lingering magic too renewing the area with life.
 

4 Point water magic.

 
The nearest body of water picks itself up and throws itself over the battlefield to spectacular effect. Should the nearest body of water be an ocean the throwing is more a gathering wave from the deep water, miles high and deep the water causes mass destruction destroying structures and washing away the debris.

Tsunami
(Summon element)