

Kit "Kitsura, Daughter of Scarlett
Roen, Son of Ragrock


Neko, of Earth
w/Daughter Sammy






Light Magic
Heal – A basic restoration spell used to close wounds and mend most injuries. The more severe the damage, the greater the mana cost.
Pacify – Calms the emotional state. Can subdue a target to the point of a peaceful, sleep-like state.
Illuminate – Creates an orb of light. Intensity varies depending on the mana used to generate it.
Calm Rain – Removes the most recent painful or stressful memory from the target. Similar to the dark-magic spell Mind Void (also known as Amnesia).
Haste – Increases physical movement and reaction speed. Extremely draining; prolonged use rapidly consumes mana. Use with caution.
Dark Magic
Stun – Renders the target unconscious. Duration depends on the mana invested. (Warning: this spell is known to cause mental damage.)
Coercion – Manipulates thoughts and emotions. The target will believe whatever lie the caster impresses upon them and may experience altered emotional states ranging from euphoria to despair, depending on the caster’s intent.
Sleep – Causes the target to fall asleep. They can be awakened with minimal effort. Unlike Stun, it has no known long-term effects.
Demi – A powerful spell controlling gravity. Reserved for advanced users; misuse may cause severe injury—or be used to slow falling objects.
Mind Void – Remove the last hour of a target's memory. Easily avoided with Shell. Even advanced users will find this spell difficult to perform with any defenses up.
Elemental Magic
Common Elemental Spells – Control the basic elements in various forms:
Spheres or streams of each element.
Shields created by specialized users, such as:
Ice Shield – Physically blocks attacks but is weakened by flame.
Air Shield – Redirects physical or projectile attacks.
Earth Shield – Absorbs impact; weakened by water.
Advanced Elemental Spells – Reserved for experienced casters:
Flood – Summons vast quantities of water. Originally designed for purification, often repurposed offensively.
Blaze – Generates intense heat capable of melting most soft metals.
Air Break – Propels objects—or the caster—at high speed. Skilled users can achieve limited flight.
Quake – Shakes the ground beneath opponents, potentially splitting terrain or dislodging stone.
Ice Prison – Encases the target in thick ice, cutting off air supply. (Use extreme caution.)
Common Spells
Spells not tied to elemental, light, or dark magic.
Ear Bug – Commonly taught to children when they first access their mana wells. This lifelong enchantment enables universal language comprehension. Note: if a speaker intentionally wishes their native tongue to be heard, Ear Bug will not translate.
Glamor – Alters the caster’s physical appearance. Highly mana-intensive; even brief use drains reserves completely. The current record holder is Ny, daughter of Blue, at twelve hours of sustained glamor.
Shell – Reduces the strength of incoming magical attacks. Often the second spell taught to children. Though advanced magic can overcome it, Shell remains widely used and is almost always active by habit.
Protect – Defends against physical attacks. Less common than Shell, but still part of basic training. Can reduce blunt or melee damage; masters can withstand several strikes from heavy weapons.
Dispel – Removes ongoing enchantments or Glamors. Casting on oneself costs minimal mana, but using it offensively against others is highly draining and not recommended during combat.
Final Notes
Though hundreds of spells exist across the realms, the above represent the most commonly practiced.
Remember: a mana well requires a full day to regenerate (Regen) once depleted. Save your power for when it truly matters, magic wasted on the mundane is magic lost when you need it most.Write your text here...
Spell Index
(An optional guide for the curious mage, scholar, or reckless adventurer.)
