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Spell Information

What are spells?
Spells, like runes, are magical 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 existence 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 were 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 various types of spells that exist, and have placed them all into categories as shown below, each with its own specialties and disadvantages, and training in any one category can take one's entire lifespan.

Ritual (multiple people)

Each category has its 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 allows the most freedom.


Elemental Magic has many branches within it, and each branch specializes in something different, with its 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 is 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 affects 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, is 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.

Max at a time 1 A 2 B 4 C 6 D Max by themselves 1 A 3 B 5 C 8 D


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.

White Arts is a magic category scholars have established when dealing with spells. These often have properties such as light, healing, knowledge gathering, or affiliated attributes of some kind. White arts are neither good nor bad, like all magic it is simply how the user utilizes it. White arts are often considered the opposite of dark arts though don’t directly counter dark arts by nature. 


Dark Arts, as Dark Mana is more difficult to control than other mana types, its use is more methodical and exact, giving magic using it the title of ‘dark arts’. While not viewed as inherently bad like any other type of magic, the adverse effects dark mana has on living things does cause magic revolving around it to be dangerous and thematic to undeath, blood, and other bodily functions. These spells usually sacrifice raw power for versatility, or require some form of material or sacrifice to use more powerful spells 


Psionics, is the manipulation of the mana in and created by one’s mind. The minds of others cannot be bent, but they can be overloaded. These spells are dependent upon the mental strength of the user, requiring any caster to be intelligent as well as magically talented in order to use them to their fullest capabilities. This school is strongest outside of combat, but can be used to either force pain upon another or use one’s mind to move the world around them, lacking in damage but making up for it in battlefield control. 


Nature magic, is similar to earth magic. However, it specifically is the magic of plant life, vegetation, and other greenery. Unlike earth which is minerals and solids, nature magic has life to it. This magic is harder to use than other elements because of the living aspects of them, and often requires vocal components or hand motions as part of its spells.


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



+ Great versatility

+ Easy to use effectively

+ Low Mana costs

- Requires resources

- Generally low raw power



+ High speed and mobility

+ Great in the air or at range

- Can be countered easily by some elements

- Low damage



+ High raw power

+ High defense

+ Great area control

- Very low speed

- Can be countered easily by airborne or faster opponents



+ High versatility

+ Spells cover a wide area

- Relies on a neutral or cold environment

- Ice can be broken with blunt force



+ 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


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 user's 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 there 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 on your status information on the status page, aside from that you get a few buffs depending on certain things.

 With more being able to be gained through roleplay.

- Being above 200 in age allows you a boost of +2.

- Being a Perm Race gives you a boost of +2.


Note: For anyone to be able to learn higher-level spells, they need to have affinity for magic or spend a very long time studying it.

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