
SPELL CATEGORIES
Fundamental
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Spells that summon and control pure, raw magical energy. Many are core utility spells, and others rely heavily on another spell’s effects to function.
Spells that summon and control illusory effects that disguise, hide, and deceive.
Spells that affect creatures from the Spirit Realm, as well as the tethers between the physical and Spirit realms.
Elemental
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Spells that summon and control wind, air, and allow creatures to move in the air.
Spells that summon and control ice, frost, and frozen matter.
Spells that control organic terrain such as soil, mud, and stone.
Spells that summon and control burning matter, such as fire, magma, and meteors.
Spells that summon and control both light and darkness
Spells that summon and control natural plants and plant-like organic matter.
Spells that restore a creature’s organic tissue, up to a natural and healthy state.
Spells that summon and control weather, electricity, and sonic forces.
Spells that summon and control toxic and corrosive matter, such as acid and poison.
Spells that summon and control water.
Surveillance
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Spells that assist with the acquisition and spread of knowledge by instantly learning information, granting communication abilities, and linking targets mentally.
Spells that magically search with a specific goal in mind, such as rooting out a solution, locating a target, or revealing hidden things.
Spells that take advantage of events that are yet to come, as well as altering chance.
Mortality
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Spells that give unnatural life to targets, either through temporary health, vampiric absorption, or undeath.
Spells that cause adverse effects to targets, such as sickness, affecting senses, and bestowing curses.
Spells that deal necrotic damage or otherwise decay a target up to and including death.
Psychological
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Spells that alter a target’s mental stability, such as sleep, confusion, or memory loss.
Spells that attempt to force targets to do your bidding.
Spells that target a creature’s mental health, either causing psychic damage or severely disabling their mind.
Fortification
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Spells that focus on the protection of the caster. Primarily self-only spells.
Spells that focus on protecting individuals other than the caster, as well as objects, and areas from effects.
Spells that help to mitigate effects or stop them altogether.
Spells that offer boons and beneficial effects to the target.
Spells that rid targets of ailments or afflictions, such as poison, fear, sleep, or a curse.
Requisition
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Summon creatures that have no sentience, and only follow a prescribed set of actions, or have a limited ability to perform a duty.
Create things that are aware and are often able to perform more intelligent actions, or even live independently.
Cast spells that summon yourself to other places without the need to physically travel. Some spells allow other creatures and objects to be moved as well.
Transfiguration
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Spells that enhance skills and abilities that a creature may already be familiar with, or may otherwise be able to achieve with hard work or dedication. These spells are mostly temporary effects.
Spells that give the target unnatural abilities, or change them in a way that is impossible through ordinary means, but the target remains itself.
Spells that alter the intrinsic physical being of a target, changing it into something completely different from its former self.