Well....
Looks interesting, its an interesting idea as well. If you are looking for suggestions, though, there is a long list of ways this could be improved.
Basic GUI logic states: Have the menu to select a spell appear covering the menu to choose action, or next to it, not on the other side of the screen. Have the command for magic gray out if mp are too low to cast any of the spells you have. It would be a good idea to have a menu listing the enemies on the screen appear in the same location as the action menu during targeting, as well.
Visually, obviously a background would have made this a better demo. You seem to have stolen the sprites, it's not that hard to steal backgrounds as well. Also, the "zoom" effect for being attacked slows down gameplay and doesn't make sense. Either use the small sprites without the zoom, or make bigger versions of the sprites.
Lastly, gameplay, the amounts are far too random. While there should be some accounting for luck, and even "lucky" hits, a fire spell cast the same way twice shouldn't do 50 damage one time and 300 the next. Something like (2 or 1) x (.9 to 1.1) x (attackers attack|magic - defenders defense|spirit) would be more appropriate, and if the first multiplier is 2, there should be some indication of that on the screen, or a more solid sound effect, etc, than a "regular" hit.