Spell Information

What are spells?
Spells, like runes, are magically instructions that when executed by a user, meeting the right conditions, can cause a desired outcome. All spells, rely on the existence of mana to be executed, whether it using the mana from the surrounding, or the mana directly from the user to cast. 

Common practices of spells use the "old spell language" in order to write, or speak, the name of spells using mana, while imaging the desired outcome, in order to use said spells. Most, if not all, spells rely on the existance of the "old spell language" and while it is an incomplete language lost to time, it is still a great tool in magic, still being studied to this day.



What exactly are spells and why do they exist?

That's a question that has always been on the mind of many great researchers and magicians alike that claim to study spells. Most have concluded that due to how proficient the ancient people where in magic and mana, they developed a language capable of harnessing said mana and turning it into power. Though how exactly they did this is unknown.

As of currently, researchers alike have concluded the existence of varies types of spells that exist, and have placed them all into categories as shown below, each with their own specialities and disadvantages, and training in any one category can take one's entire lifespan.

Ritual (multiple people)

Each category having their own requirements, purposes, limitations, and so on.

Non-Elemental Magic is the purest form of magic, it doesn't rely on any element, and is made out of pure mana only. It is commonly the easiest to learn, at least according to few, and is the preferred type to learn because it has no direct weaknesses or strengths, and allow the most freedom.


Elemental Magic has many branches within it, and each branch specialises in something different, with it's own strengths and weaknesses, and capabilities.  Currently, the known elemental spell branches are, Fire, Water, Wind, Earth, Ice, and Electricity. 


Ritual Magic is an older, and uncertain type of magic that is much stronger for casting spells that requires lots of mana, people, or even a price to be paid to cast. Most, if not all, Ritual magic can only be cast with multiple people, and trying to cast it alone will often result in death, or serious injuries.


Enhancement Magic is a rather basic form of magic, and commonly used by knights, or physical type fighters. It's main property is using mana in order to empower the body and strengthen it, such as making it stronger, faster, durable, or even aiding in healing internal injuries.


Enfeeblement Magic, while similar to Enhancement Magic in the sense that it effects the body directly, Enfeeblement Magic is more-so directed at hindering the body. Commonly use to injure or hinder the body of opponents, torture, curses, and so on.


Alteration Magic, a complicated and still unsure form of magic that uses mana in order to manipulate the material around them, allowing them to move or change them to their liking. It takes a lot of practice and training to be able to use, and is one of the easiest magic to mess up.


Conjuration Magic, commonly used by people with familiars, allows the person to summon things and command them. Often the magic requires a price for the summoning to be done, and commanding the thing summon requires strong will-power and strength.


Illusion Magic, a commonly known type of magic, but hard to practice and master, that allows the user to interfere with the senses of others using their mana, either confusing them, making them see things, or outright messing with their senses. Illusion Magic can sometimes backfire, affecting the person that used it in the process.

What are the rankings?

  • D-Rank Spells are easily learned and don’t have a large cost.

  • C-Rank Spells aren’t quite as easy to learn and have a slightly steeper cost, but can still be picked up nonetheless.

  • B-Rank Spells take quite a bit of time to learn properly, and have a medium cost.

  • A-Rank Spells are high in power and cost but are difficult to master.

  • S-Rank Spells are incredibly strong and incredibly high in cost, however they are one-in-a-kind. They are permission only. 



Elemental Magic Basics


+ High damage

+ Great area control

+ Great at close quarters

- Low range

- Low defense

Weaknesses: Water, Earth.



+ Great versatility

+ Easy to use effectively

+ Low Mana costs

- Requires resources

- Generally low raw power

Weaknesses: Ice, Electricity.



+ High speed and mobility

+ Great in the air or at range

- Can be countered easily by some elements

- Low damage

Weaknesses: Fire, Ice.



+ High raw power

+ High defense

+ Great area control

- Very low speed

- Can be countered easily by airborne or faster opponents

Weaknesses: Water, Wind.



+ High versatility

+ Spells cover a wide area

- Relies on a neutral or cold environment

- Ice can be broken with blunt force

Weaknesses: Fire, Earth.



+ Highest damage and power out of all of the elements

+ Good mobility moves

+ Great at damaging multiple targets

- Lowest defense of all of the elements

- High Mana costs

Weaknesses: Earth, Water.


How do spells work?

- Instead of having the cooldown apply for all spells, they are spell specific. For example, if you "Conjure Wisp" spell that has a five turn cooldown, you cannot use that spell for five turns. You can, however, use another spell such as "Flamethrower" the next round.

- One spell can be used per turn

- Spells are limited;
• S-Rank spells are only acquired with permission, from shop, etc.
• A-Rank spells are only available for Monarchs and Dukes, can be learned from either
• B-Rank spells are for lower nobility and can be learned from them
• C-Rank spells are meant for more magic-oriented OCs (Up to bio approver)
• D-Rank spells are for everyone

- Casting more powerful spells will deplete the users mana for a moment;
• Casting a spell of S-Rank usually completely drains the user, meaning that they can't cast another spell during the day
• Casting a spell of A-Rank is very draining, meaning that there should be a cooldown of four turns before casting another spell
• Casting a spell of B-Rank is draining, meaning that these should be a cooldown of two turns before casting another spell
• Casting spells of C-Rank and D-Rank are not as draining, meaning that there is no cooldown before casting another spell


By default your character can have as many spells as listed below pertaining to the factors each amount has, however they can learn more irp.

  10 for non-perm and age below 500

15 for age above 500

20 for perm race

25 for lower perm status

More for duke/monarch


Note: For nobles to be able to learn higher level spells, they need to have affinity for magic.