INTRO
Welcome to the spell book! This page contains detailed information about the spells character’s can use depending on their chosen magic type.
Please refer to the Magic System page for more in-depth information about each magic type! This doc is purely for listing out the in-depth mechanics of spells, and how they will function within the campaign.
SPELLBOOK QUICKLINKS
Used for Application purposes! These links may be streamlined in the future.

ALCHEMY CATALYSTS
Transmutation and transposing
Oftentimes just called Alchemy. Lesser Alchemy can be wielded by Earthlings and Mythicals, but not Fels, unless they are a Lycanthrope or a Lycanthrope Aberant. Is is the main magic of Earthlings.
AVALIABLE CATALYSTS
LEVEL 1: TRANSMUTE (OVERVIEW)
Description / Roleplay Properties
Allows the user to fuse Mythical Beast Parts with objects.
The user can fuse Mythical Beast Parts with an object that will then be imbued with their primary magic type of that Mythical Beast. This object will store the magic until it is channeled by an alchemist.
Any physical object can be fused with a Mythical Beast Part. The object will not decay as long as it still contains magic (e.g. a plant would not wilt).
- Dragon Parts = Soul Magic properties.
- Griffin Parts = Loop properties.
- Lycanthrope Parts = Offers durability and item enhancement.
- Unicorn Parts = Offers Rosary Magic properties.
- Can be used on objects of any size (though you may want to focus on making something portable).
Obtaining Parts
At the beginning of the campaign, characters who use Alchemy will be granted 2 dragon parts that they can use then to transmute up to two objects that will then become usable during the next event. The list of options is in Level 1: Transmute (Draconis).
Durability
Items crafted through Alchemy come with a Durability Stat. Every time an item is used, its durability is reduced by one. Once it reaches zero, the item will break and become unusable. Be sure to manage your alchemic items wisely!
Scaling
Items will scale off of either Strength or Dexterity. It is up to the user to decide which stat they would prefer to use.
LEVEL 1: TRANSMUTE (DRACONIS)
Stats
TYPEMAIN ACTIONPOTENCY3
COOLDOWNNONE
TARGETINGSINGLE
DURABILITY2
Item Choice 1 》DRACONIC WARBLER
A weapon that when swung utters a horrible screech. Ripples of energy are sent through the air and incapacitate an incoming foe. Usually a blade, but can be any other kind of swingable weapon.
Special Effect: SILENCE
100% chance to prevent an enemy from acting on the next turn.
Special Interactions
- If the effect is not triggered, durability will not be reduced.
Overworld Applications
- ACTION PRE-ENCOUNTER ATTACK: Can be used to attack a foe before an encounter begins. Consumes 1 Durability.
- ACTION SILENCE: Can be used to incapacitate a target, guaranteed. Consumes 2 Durability.
Stats
TYPEMAIN ACTIONPOTENCY4
COOLDOWNNONE
TARGETINGSINGLE
DURABILITY2
Item Choice 2 》DRACONIC WEEPER
Typically a bladed weapon that sends furious hot energy towards a foe when slashed. Other items used can be whips, chains, or projectile weapons. The energy causes either deeper wounds or burns.
Special Effect: BLEED
100% chance to inflict BLEED. Enemy takes continuous damage over time equal to ⅓ of damage dealt. The effect is permanent unless cured.
Special Interactions
- If BLEED is not triggered (for whatever reason), durability will not be reduced.
Overworld Applications
- ACTION PRE-ENCOUNTER ATTACK: Can be used to attack a foe before an encounter begins. Consumes 1 Durability.
- ACTION SILENCE: Can be used to incapacitate a target, guaranteed. Consumes 2 Durability.
Stats
TYPEMAIN ACTIONPOTENCY2
COOLDOWNNONE
TARGETINGALL
DURABILITY1
Item Choice 3 》DRACONIC LEVELER
An item of your choosing, typically seen in orb form. It can also come in the form of various ornaments. Tends to be blue in colour. It emits waves of thick energy when activated, making it hard for targets to move.
Special Effect: DAZE
All foes are afflicted with DAZE (will have their damage reduced by 50% for two turns, and take damage with a potency of 2 for two turns. Foes cannot evade any attacks).
Special Interactions
- If the DAZE is not triggered (for whatever reason), durability will not be reduced.
Overworld Applications
- ACTION PRE-ENCOUNTER ATTACK: Can be used to attack a foe before an encounter begins. Consumes 1 Durability.
- ACTION FLOOD: Can be used to keep foes at bay for 2 turns. Consumes 1 Durability.
Stats
TYPEMAIN ACTIONPOTENCY12
COOLDOWNNONE
TARGETINGANY
DURABILITY1
Item Choice 4 》DRACONIC NOVA
An item of your choosing, typically seen in orb form. It can also come in the form of various ornaments. Tends to be red in colour. It explodes after being activated and tossed.
Special Effect: NONE
Simply inflicts damage.
Special Interactions
- FINAL GAMBIT can allow team members to live on 1HP if it feels better RP wise.
Overworld Applications
- ACTION FINAL GAMBIT (dangerous): Creates an explosive distraction with 100% chance of working, causes massive damage to structures or NPCs, but sacrifices 20HP from the user. Damage can be divided amongst other players if consent is given (e.g. your character could take 10HP damage, while two other characters take 5HP damage each).
Stats
TYPEMAIN ACTIONPOTENCY3
COOLDOWNNONE
TARGETINGSINGLE
DURABILITY3
Item Choice 5 》DRACONIC CORE
A Power Core that can be used to power a Severethian Weapon. These weapons typically shoot projectiles, but can come in the form of lasers or laser swords.
Special Effect: CRITICAL
50% chance to deal double damage.
Special Interactions
- None at the moment.
Overworld Applications
- ACTION PRECISION: Hit a far off target without any chance to miss. Typically counts as a pre-encounter attack. Consumes 1 durability.
LEVEL 1: TRANSMUTE (GRIFFUS)
Alchemy with Griffin parts, will be unlocked later in the campaign.
Transmute (Griffus) is still usable outside of events.
LEVEL 1: TRANSMUTE (LUPUS)
Alchemy with Lycanthrope parts, will be unlocked later in the campaign.
Transmute (Lupus) is still usable outside of events.
LEVEL 1: TRANSMUTE (UNICORNIS)
Alchemy with Unicorn parts, will be unlocked later in the campaign.
Transmute (Unicornis) is still usable outside of events.

LOOP SPELLS
Mathematics and Physics
One of the Core Magics— considered to be the most powerful and versatile form of magic. It is most common amongst the Griffins, the most powerful of magic wielders.
AVALIABLE SPELLS
LEVEL 1: STRING
Stats
TYPEMAIN ACTIONPOTENCY3
COOLDOWN1 TURN
TARGETINGANY
Special Effect: 50% chance to inflict additional effect of the user’s choosing.
Must be selected before confirmation of effect triggering, and not after.
- BIND: Bound enemies will take 1.5x more damage next turn. Their attacks will also be 50% easier to dodge.
- BLEED: Enemy takes continuous damage over time equal to ⅓ of damage dealt. Effect is permanent unless cured.
- STUN: Stunned enemies will do half damage next turn.
Special Interactions
- Only one target may be affected by Special Effects when triggered. The user of the spell may select which target is afflicted.
Overworld Applications
- ACTION BIND: Advantage roll when trying to capture or incapacitate a target.
- ACTION ATTACK: Can be used to attack/apply force to obstacles.
- ACTION PRE-ENCOUNTER ATTACK: Can be used to attack a foe before an encounter begins.
- ACTION TRAVERSAL: advantage roll with traversing the terrain.
Description / Roleplay Properties
Allows the user to control a string of loop matter.
The string can be cut into segments, shaped, bent, and tapered to create makeshift spears.
Matter remains in existence for as long as the user exerts aether to maintain it. Constant maintenance can be achieved for up to 24 hours, by which point the user will likely be exhausted.
Cooldown in battle equates to time taken to reform and re-position string-matter for the next attack.
- Length can be up to 5 meters (16.5 Feet) in length
- Width can be up to to 3 cm (1.2 inches) in diameter
- Bright white in colour with a subtle coloured glow. Looks like a string of light.
- Made of solid matter— hard to the touch. Can be broken (the user can then reform it, however).

SOUL MAGIC SPELLS
Expression and Spirit
One of the Core Magics— considered to be the most raw form of channeling Aether. It is most common amongst the Dragons, who wield the power in the form of devastating displays of Aetheric energy.
AVALIABLE SPELLS
LEVEL 1: ARDOR
Stats
TYPEMAIN ACTIONPOTENCY5
COOLDOWN1 TURN
TARGETINGSINGLE
USE OF THIS SPELL IS AN ACTION
Special Effect: CHARGE
A character can choose to charge as their action for one turn. While charging, a character cannot evade incoming attacks, and takes 50% more damage. The next turn, they will unleash an attack with a potency of 12.
Special Interactions
- A charged attack will do at least 5 HP damage (might be subject to change)
- A charged attack cannot be canceled by enemies.
Overworld Applications
- ACTION ILLUMINATE: Can be used to provide light in a dark space.
- ACTION ATTACK: Can be used to attack/apply force to obstacles.
- ACTION PRE-ENCOUNTER ATTACK: Can be used to attack a foe before an encounter begins.
Description / Roleplay Properties
Allows the user to conjure and shoot powerful energy blasts.
Aether is channeled into flowing aura— a reflection of one’s soul. The colour and texture of an energy blast will vary depending on the user, the smell and particle effects will also depend on the user. A user can expel Ardor from either their hands or mouth.
When a foe is struck— they will feel the force of the blast along with warmth, and/or applicable scents. Repeated strikes can result in burn-like effects, rashes, or scrapes.
Energy blasts can come in different sizes— its size determines its power. Larger blasts take longer to charge.
- Max size: up to 40 cm in diameter (extra effects like particles and smoke can extend beyond this range). Charge time: 5 seconds.
- Min size: 4cm in diameter (extra effects like particles and smoke can extend beyond this range). Charge time: 0.5 seconds.
- Speed: up to 70 km/ph. Blast must remain in motion or it will dissipate.
- Distance: Blasts can travel up to 50m before they begin to dissipate.
- Characters can only conjure one blast at a time.

ROSARY MAGIC SPELLS
Biology and Physiology
One of the Core Magics—Rosary Magic the only magic that has the ability to heal organic lifeforms. It is most common amongst the Unicorns, those who have the most advanced healing qualities of any creature. While this magic has a focus on healing, it deals with all things biological and physiological. Some believe it may even extend beyond the confines of the body.
AVALIABLE SPELLS
LEVEL 1: INSIGHT
Stats
TYPEBONUS ACTIONPOTENCY0
COOLDOWNNONE
TARGETINGALL
INSIGHT
The user of Insight will learn the following information when using it on targets:
- The target’s HP stat
- The target’s Dexterity stat
- The target’s exact species (Earthling/what kind of species one is. Cannot distinguish between Fels and Mythicals).
- The kind of magic that individual possesses.
- The target's saving throw stat.
- Sometimes, information about the subject’s disposition and/or personality.
Special Interactions
- Insight does not do damage and is not subject to Consistency like other spells are.
- It is assumed that in battle that the Insight user shares the information they have obtained with their team. Please let a mod know if you and your team agree for this not to be the case.
Overworld Applications
- BONUS ACTION INSIGHT: Insight can be used on targets even when outside of battle. Consumes a character’s action for that turn. Outside of battle, an Insight user is assumed by default to not have shared their findings with their team unless the player chooses for this to be the case. This allows the user to be the one to capitalize on the information gained themself, if they so choose.
Description / Roleplay Properties
Allows the user to identify aspects of another individual.
By concentrating, a user is able to reach out and understand the properties of another. By connecting with their very being, they will learn crucial information about them, including their exact species (Earthling or Fel/Mythical, cannot distinguish between Fel and Mythical.), and the kind of magic they possess.
In roleplay with other characters, Insight can be used to understand the amount of pain another is in, or to assess any damage done to their body. A character using Insight can even pinpoint what is specifically afflicting another character, whether it be internal damage, poisoning, or other afflictions.
Insight can also be used to read another character’s feelings or intentions. This only works if the subject of the spell is open to being read, however. The user of Insight can still sense when another is choosing to close off their intentions or emotions.
- Insight does not need to come with any visible properties. Some character’s eyes may glow, or their fur/hair may begin to float.
- Insight can be used successively, but keeping it active at all times will drain a user’s energy faster (this is a RP property only, nothing is drained stat wise).
- Insight can be used on multiple individuals at once, however less information may be obtained, or the user may end up tiring themselves out.
- Some users of Insight have trouble turning it off completely, and experience a weakened innate version of it at all times.
LEVEL 1: MITOSIS
Stats
TYPEMAIN ACTIONPOTENCY2 or 4
COOLDOWN2
TARGETINGANY
Effect (choose one): TEAM HEALING
Instead of doing damage, Mitosis heals the entire team with a potency of 2. HP healed can exceed a character’s maximum HP stat, granting them a temporary shield from damage. The shield is broken when a character’s HP returns to their natural maximum threshold or lower.
Effect (choose one): SELF HEALING
Instead of doing damage, Mitosis heals a single individual with a potency of 4. The user can target themself, or allies. HP healed can exceed a character’s maximum HP stat, granting them a temporary shield from damage. The shield is broken when a character’s HP returns to their natural maximum threshold or lower.
Special Interactions
- Mitosis cannot revive a fainted teammate.
- Healing will only apply to participants who are active (have posted at least once during the encounter). This may be subject to change in the future.
Overworld Applications
- PASSIVE EFFECT RECUPERATE: Character’s with HP lower than 50 will recover 5HP every checkpoint and 1HP every midpoint until they reach 50 HP again. This effect is passive and triggers automatically each turn unless one chooses to use DISPEL.
- BONUS ACTION DISPELL: Instead of using RECUPERATE, a character may instead decide to use DISPEL. DISPEL cures a teammate of POISONED, BLEED, or BURNED status. It consumes an action, but can be used consecutively. RECUPERATE will be reactivated on checkpoints that a character does not use DISPEL.
- ACTION REJUVINATE: Can be used to give energy back to a living organism, including NPCs, plants, animals, microbes and bacteria.
Description / Roleplay Properties
Encouraging rapid cell division, the user can speed up the healing of wounds and ailments.
TW: Medical Language
Mitosis can be used on one’s self, or on others. This rapid healing not only affects wounds, but also temporarily strengthens the immune system, allowing the body to fight off poison and infection more effectively.
An individual who receives Mitosis’ benefits may also feel fatigued, light-headed, or a little ill about 24 hours after the spell has been cast. This is because the body needs to recover from essentially being forced into overdrive for the purposes of quick healing.
Mitosis can completely heal small cuts and abrasions, but can only partially heal larger injuries. It cannot heal bones or permanent organ damage. It can mitigate the symptoms of chronic illnesses and physical disabilities (in some cases), but cannot cure them.
- No visual effects are required. Oftentimes if there are visuals, it comes in the form of a white glow or white dusty particles.
- Can heal, act as a painkiller, or give one an energy boost.
- If the target is already healthy, the excess energy will form around them and create a temporary shield. This wears off after 3 hours with no ill effects.
- With enough focus, some necrotic cells can be revived. This can save things such as early frostbitten fingers, which otherwise may need to be amputated.
- Can be used to give plants more energy and encourage small amounts of growth in a controlled manner. (e.g. making tree branches grow a few inches and angle to the left).
TW: END
LEVEL 1: SYMBIOSIS
Stats
TYPEMAIN ACTIONPOTENCY1 or 2
COOLDOWN1
TARGETINGANY
Effect (choose one): WIDE LIFE STEAL
The user is able to damage all targets with a potency of 1, and then heal HP equal to the amount of damage dealt. The user is also able to recover more than their maximum HP, granting them a temporary shield if done so. The shield will disappear when the user’s HP drops back to its maximum amount or below.
Effect (choose one): NARROW LIFE STEAL
The user is able to damage a single target with a potency of 2, and then heal HP equal to the amount of damage dealt. The user is also able to recover more than their maximum HP, granting them a temporary shield if done so. The shield will disappear when the user’s HP drops back to its maximum amount or below.
Special Interactions
- LIFE STEAL can be used on allies (with permission from the player). Be aware that Life Steal acts the same way that it does on a foe, and that the damage dealt is subject to Consistency.
Overworld Applications
- ONCE PER-EVENT BONUS ACTION LIFE SHARE: Once after an encounter, the user may distribute some of their HP to their teammates. How much HP is granted and how much is up to the user.
- BONUS ACTION LIFE STEAL (potentially dangerous): Instead of using Life Share, a user may use Life Steal on one of their teammates once after an encounter. Be aware that Life Steal acts the same way that it does on a foe, and that the damage dealt is subject to Consistency. Please make sure to discuss with the character’s owner beforehand so they may consent to Life Steal!
- ACTION CRUST: Can be used to weaken an obstacle or a foe. Can be used as a pre-encounter attack in order to give a foe disadvantage on the first turn.
Description / Roleplay Properties
The user is able to share their energy with another, allowing them to steal or grant lifeforce.
TW: Medical Language
The user is able to manipulate the energy within their own body, and within others. This manipulation allows them to move energy about as they please, gifting or stealing it from others.
Symbiosis allows for greater healing than Mitosis, but it comes at the cost of the user’s own health. Anything given, must also be lost. The user can heal necrosis, larger injuries, and even reattach body parts if the severing isn’t severe or if it’s fresh. The cost is that some of the user’s own cells will die, and this can result in rashes, wounds, illness, or severe fatigue. Thankfully, the target will feel no ill effects.
The Symbiosis user can also heal themselves by taking from others, when this happens, the afflicted individual may develop fatigue, nausea, aching pains, vertigo, dizziness, and in severe cases, wounds, rashes, and/or illness for a few days.
- No visual effects are required. Oftentimes if there are visuals, it comes in the form of an eerie dark glow, or small dusty particles.
- If the target is already healthy, any excess energy given will form around them and create a temporary shield. This wears off after 6 hours with no ill effects.
- Symbiosis can revive small areas of necrotic tissue, such as fingers and toes.
- Symbiosis can be used to age any organic material. This can be used to weaken structures made of or containing organic material, dead or alive.
TW: END